Nyr, the Elusive Bandit (Rework of an older concept)
My original concept of Nyr was made quite a while ago and now with newer champs with similar skills to his, I am updating this and replacing some things.
Passive: Adrenaline Rush Upon killing a unit or taking 40% of his health in damage over 2 seconds, Nyr goes into an adrenaline rush, increasing his Attack Damage based on the unit killed or if he took damage for 5 seconds. This passive cannot stack, but it's duration refreshes with the highest AD value available when gotten.
- Minion: +2 AD per level
- Champion: +3 AD per level
- Taken Damage: +5 AD per level
First ability (Q): Swift and Serated Nyr dashes a long distance in a line, dealing damage to any unit in his way and stopping at the first champion hit. Upon hitting a champion, Nyr draws a second dagger. For the next 7 seconds, all of Nyr's basic attacks hit twice, each applying on hit effects, though the second attack cannot critically strike. Instead, when the second attack critically strikes, it applies a true damage over time debuff that deals damage every second for 3 seconds that can be applied multiple times.
- Dash damage: 40/70/100/130/160 (+100% bonus AD) physical damage
- True damage overtime: 10/13/16/19/22 true damage per tick
- Cooldown: 18/17/16/15/14 seconds
Second ability (W): Escape Route Upon first activation, Nyr slams a piton into the ground, a rope attached. Within the next 10 seconds, if Nyr reactivates this ability, he yanks the rope and pulls himself back to the Piton. The rope is broken after 10 seconds or if Nyr leaves a large distance away from it.
- Cooldown: 30/28/26/24/22 seconds
Third ability (E): Moving Valuables Nyr slams his palm into his target, dealing damage and planting a grappling hook under their skin. Upon leaving a decent distance away from them, he yanks on the rope, pulling his target towards him and removing the grapple, dealing damage again.
- Initial hit damage: 60/85/110/135/160 (+60% bonus AD)
- Pull damage: 70/100/130/160/190 (75% bonus AD)
- Cooldown: 15 seconds
Ultimate ability (R): Sini-star Drawing both daggers, Nyr leaps to a target location, slowing enemies hit and then proceeds to dash 5 times in a star pattern, becoming unstoppable and dealing damage to any enemy he passes through and any nearby as he dashes, daggers flared out. For every dashing hit after the first a creature is struck by, the damage increases. This damage can critically strike for 20% more damage. If this ability kills at least 1 enemy champion, it's cooldown is reduced by 7% of Nyr's total Attack Damage.
- Leap damage: 50% total AD
- Leap slow: 40% for 1.6/1.7/1.8/1.9/2.0 seconds
- Dash damage: 50/85/120 (+80% bonus AD)
- Damage increase per hit: 20/35/50 (+20% bonus AD)
- Cooldown: 120/100/80 seconds
Notes:
- Build wise, Nyr has a couple of option. A Full AD build without crit would be ideal against squishier comps where getting your ultimate resets would be more valuable than the extra true damage on auto attacks after his Q. A crit/attack speed build would be more beneficial against a tankier team comp where the true damage would be more valuable. Both change his playstyle dramatically, as full AD is ability burst and crit/attack speed is more akin to a Tryndamere. Though a half crit (50% or so) and tank otherwise would be an interesting build that may need to be nerfed, admittedly. But that can be done by making the true damage DoT based off his AD rather than be flat.
- Nyr is a fast paced champion with a lot of mobility. Fake outs are easy to make as he has 3 movement ability (one of them being an ultimate). He is meant to get into the back line, burst the squishies, get out with ease, as most assassins are.