[CCOS Concept] Nathaniel, the Maverick Guardian
This idea's been in my head for awhile. I was saving it for a good contest.
Appearance: Nathaniel, standing 5'9'', is clad in the gold-and-blue Demacian plate you'd expect any self-respecting Demacian champion to wear. He eschews a helmet, showing his somewhat-messy black hair and brown eyes. His full beard is in defiance of Demacian military protocol. On his back is a gratuitous supply of missiles for his weapon - a four-barreled missile launcher about twice the length of his arm, with a small barrel underneath the main four for launching homing beacons and a targeting laser on the right side. His armor looks well-worn, losing a bit of its shine.
Stats: Health: 570 (+88) Health Regen: 6 (+0.7) Mana: 230 (+40) Mana Regen: 5 (+0.5) Attack Damage: 56 (+3.6) Attack Speed: 0.625 (+3%) Armor: 29 (+3.8) Magic Resistance: 30 Movement Speed: 325 Lock-on Range: 550
Abilities:
Passive: Shrapnel Warheads - Nathaniel's attacks splash and do 25% damage to enemies in a 200 radius around the target.
Nathaniel's autoattacks do no damage, but lock on to the target. Target lock breaks at 750 range. Nathaniel can have a maximum of four target locks, either on one target or spread out amongst other targets. Applying a new lock after the maximum removes the oldest lock.
Yes, they lock on to turrets and other buildings.
Q: Seeker Barrage - Automatically gets Nathaniel's first level up point. When activated, fires missiles at all of Nathaniel's target locks, dealing full autoattack damage and effects and consuming the target locks. Consecutive missiles after the first on a target deal reduced damage and apply no on-hit effects. Missiles past the first missile fired cost mana. If there's not enough mana, only the missiles that can be afforded are fired, regardless of the amount of target locks.
Yes, they damage turrets and other buildings.
Consecutive Missile Damage: 15%/20%/25%/30%/35% Mana Cost per Extra Missile: 10/12/14/16/18 Cooldown: 1 second
W: Target Beacon - Fires a beacon that attaches to the first target it hits, damaging and revealing them for 4 seconds. Nathaniel acquires target lock twice as fast against that target. (In effect, this is a 100% attack speed boost against the target.)
Physical Damage: 50/95/130/175/210 (+0.8 bonus AD) Projectile Speed: 1000 Range: 800 Mana Cost: 50 Cooldown: 11/10.5/10/9.5/9 seconds
E: Flak Cloud - Fires a missile at target location. On impact, deals damage around it and creates a slow-moving flak cloud moving away from Nathaniel for 2 seconds, destroying any enemy projectiles that pass through it and damaging units within it.
Impact Magic Damage: 50/90/130/170/210 (+0.5 AP) Cloud Magic Damage: 30/45/60/75/90 (+0.3 AP) per second Cloud Size: 200 Cloud Speed: 200 Range: 800 Mana Cost: 80/85/90/95/100 Cooldown: 17/16/15/14/13 seconds
R: Effective Deterrent - Launches a missile straight into the sky, aimed at a target enemy champion. After 3 seconds, the missile comes down on the champion, dealing damage to everyone in the blast, knocking up the target, and knocking away everyone else in range of the explosion. Against Revealed enemies, the cast range is global. (Revealed being the status effect applied by Nathaniel's W, Caitlyn traps, Corki Q, Lee Sin Q, etc.)
While in the air, a fancy hi-tech heads-up-display-ish targeting cursor particle is applied to the target, counting down the exact time of impact and the range of the explosion.
Physical Damage: 200/325/450 (+0.85 bonus AD) Area Damage: 75% Knock-up Time: 1 second Explosion Radius: 250 Normal Range: 600 Mana Cost: 100 Cooldown: 100/90/80 seconds
Lore:
Nathaniel always wanted to be in the Demacian military. Even in his youth, he was diligently training with whatever sword-like object he could get a hold of, taking on any and all challenge possible just to get stronger. His drive was obsessive, nearly incomprehensible to others, but it made no difference to him. His family's military legacy went back to the reign of Jarvan I, with his great-grandfather serving as one of the king's most decorated generals. He would hear stories of his ancestors' amazing feats of bravery to keep the innocent safe. Nathaniel could scarcely stop his training.
His dedication proved its worth when he was immediately inducted as soon as he was eligible. Even as he endured the harsh lessons of boot camp, his spirit never wavered. Nathaniel excelled at every task assigned to him, quickly putting him on the fast track to leadership. The day of his promotion to company leader was the second happiest day of his life. With his own company of soldiers, Nathaniel was prepared to do his duty and keep Demacia safe.
At least, that was what he thought he would do. Nathaniel's ability was such that the nobles of Demacia insisted on having him as a personal guard. For a time, it was good - protecting the nobles that protected Demacia was the same thing as protecting Demacia's citizens. It went horribly wrong when his entrusted noble insisted on closing down a shelter for wounded veterans, having brought along Nathaniel and his men as security as the noble personally met with the owner of the shelter. It was no longer economically viable, the noble explained, to have support for men and women who were of no use to Demacia as a whole.
It never got that far. Nathaniel challenged the noble to a duel in the middle of the streets. While he was an excellent soldier, the noble was a superb swordsman in his own right. After a great effort, Nathaniel struck him down, only to be wanted by the rest of the aristocracy for his flagrant defiance. Nathaniel left Demacia the following night, never intending to return. All of his dreams and hard work collapsed around him, as he could not return to Demacia without being hunted by the nobles. He could never achieve the legacy of his ancestors now.
Several days of travel later, Nathaniel found himself in Piltover. Hungry, tired, and broken of spirit, Nathaniel was ready to collapse when a woman took him in. Introducing herself as Miltia, she allowed Nathaniel to stay with her on the condition that he help out with her day-to-day work in the workshop. For a time, it was good - Nathaniel was able to find joy in helping another, and Miltia was able to reach new levels of productivity with her inventions. The peace was soon broken after a band of enterprising Zaunite bandits broke into Miltia's workshop and took her latest device - a pack with a pair of mechanical arms for extra precision while working. Enraged both at the act and Miltia's grief, Nathaniel prepared to set out to get the device back, only to be stopped by Miltia. His mere sword would not be enough to deal with the bandits and their own hextech weaponry. Quickly, Miltia assembled a new weapon for Nathaniel - a multi-barreled missile launcher. Uncomfortable at first, Nathaniel quickly adapted to his new weaponry and set off to take back Miltia's valued device, renewed purpose in his heart.
Looking back, the day he met Miltia was the best day of his life.
Pre-emptive Q&A:
Q: What? A: Nathaniel is a slightly-bulkier, more support-y marksman with an emphasis on area-of-effect damage. His damage is delayed, but potent, creating a clear field that keeps out enemy champions and safeguards allies.
Q: Why pick him over another marksman? A: Nathaniel possesses the capability to attack multiple targets at once, both through his passive and his ability to lock on to up to four different enemies. This wide range of attack is unmatched by any other marksman. Nathaniel can also throw down flak clouds to defend allies and present a potent engage/counterengage tool with his ultimate, which adds utility most other marksmen shy of Ashe and Kindred can bring to the team.
Q: Why lock the first point to Q? A: Given the choice between a bunch of passives and making his Q the "fire" key, I went with the latter. It makes everything simpler for everyone involved, and keeps my kit from looking super cluttered.
Q: Why have a mana cost for multiple missiles? A: Because each one after the first is technically on par with most other marksmen's Q abilities. If he could freely fire them, it'd make him way too potent a lane bully, as he could just lock on to both laners and poke away with impunity.
Q: How the hell does Hurricane work on this guy? A: It locks on to two other targets within range and shoots the little Hurricane bolts when he hits Q. They still count toward max target locks. Since that causes him to lock on to stuff he might not want to hit, Hurricane might not be a good idea anyways.
Q: What's up with the flak cloud? Isn't that Yasuo's turf? A: Why keep a mechanic unique to only one champion? It's there because it's a defensive form of utility that matches with Nathaniel's overall personality without sacrificing his effectiveness as a marksman.
Q: AP scaling? A: Because do you really want a defensive move to have an AD ratio and let him burst you down? Kinda silly. Nathaniel's not meant to be a bursty marksman in that way - you'd want Varus, Graves, Draven, or Quinn.
Q: Isn't your ult just a crappy Fizz ult? A: The targeted range and delay actually work together - it's a reliable way to either finish off an enemy or break up enemy formations. The particle isn't just for counterplay purposes - it helps disrupt enemy formations to avoid the impending missile of doom. Either you stay next to Mr. About-To-Get-Nuked-From-The-Sky and get blown away, or you back off and expose him or yourself.
Q: Global range? A: Why should he be limited to defending only nearby allies? Revealed is inflicted by a fair deal of champions as well as items, besides Nathaniel's own W. The extra range makes sense, thematically speaking - it's a missile that goes really high up before falling down, it'd work a lot better if there was already a pre-existing target lock. Also, it is a cool play.
Q: Isn't that broken? A: You have three seconds to hit Zhonya's, get healed by Soraka, use Rappel/Sanguine Pool/Playful/Death Mark, pop Barrier, finish recalling, chug potions, drop ultimates...If you're just firing the ult for the hell of it because a guy's revealed, it's not really going to do anything useful by itself.
Q: Can you QSS out of his ult? A: No, since you can't QSS out of knock-ups.
Q: I meant the impending-missile part? A: Well, Fizz's ult operates on a similar principle. Using Cleanse or Remove Scurvy fixes the slow, but not the shark attack. QSSing drops the fish to the ground. That works out alright since the fish still threatens an area by itself. Sure, let's go with that - QSSing the ult causes it to hit the ground when the timer runs out instead of the intended target.
Q: How do I beat this guy? A: Rush him. He's got no escapes and no way to deal with melee. Silence also stops him from actually firing on locked targets, so that helps too. Bait out his Flak Cloud before trying to land conclusive projectile CC.
Q: Who likes being with this guy? A: Tanky supports that can lock down targets long enough for him to achieve maximum lock. He likes tanky teammates in general. He also likes allies that can reposition enemies closer so he can lock on to everyone.
Q: You didn't answer my question pre-emptively? A: Post it, then. I'm waiting to hear what you guys think.
Good Neighbor Bonus: I'm just going to go give feedback on all the participants.
Your comments are welcome.
and
make Nathaniel broken?