Nerrah, Totem Warrior

TunaSaladin·7/3/2017, 10:07:46 PM·1 votes·264 views

DAMAGE: Magic STYLE: Nerrah does get bonuses from her Surge ability for her basic attacks, but most of her power comes from abilities in general. DIFFICULTY: 2/3- She is simplistic to understand, but each ability is a bit of a work-around to execute.


Passive: Totem Crafting: Every 100 seconds(?), Nerrah gains a Totem charge, up to five charges at once, of her selected type-Fire, Water, or Lightning*. This replaces the Trinket. She can place them for small vision and to interact with, with a maximum of 2 Totems out at once, Totems lasting 20/25/30/35 seconds(1/6/11/16). She cannot get other trinkets, but she can get Control Wards and Sightstone. Totem Sight Range: ½ of a Totem Ward Trinket

*I've selected these three totems since they made the most since- Wind Totem was difficult, a ranged approach with lightning felt better than a tanky one with Earth, and have more than 3 felt overwhelming to the player.


Q: Surge: Passive: Every 5th basic attack, Nerrah’s Totems Surge, making a certain effect based on which of the three totems she has. if she has a totem out, the effect also happens to the totem(s) for 50% of the effect. Active: Nerrah’s call makes the totems Surge Instantly. Cooldown: 12/10/8/6/4 seconds **-Fire: **Nerrah and her totems are wrapped in Flames, dealing 60(.35/.4/.45/.5/.55 AP) Magic damage to everyone around her and the totems. (Range: 180) -Lightning: A shot of lightning bursts from Nerrah and the totems, targeting enemies and prioritizing champions. The Lightning deals 75/100/125/150/175(.4 AP) magic damage to its target. (Range: 450) Water: Allies around Nerrah and her Totems are refreshed, giving them a (5% of Nerrah’s HP)+(.5 AP) shield that decays over 2/3/4/5/6 seconds. (Range: 250)


W: Shamanic Fury: Nerrah’s next Basic Attack will be empowered based on her Totems. Cooldown: 10/9/8/7/6 seconds -Fire: Nerrah burns the enemy, dealing 10%/20%/30%/40%/50% bonus magic damage over 3 seconds. -Lightning: Nerrah’s attack Chains from target to target, dealing (1.1 AD) Magic Damage, not repeating on anyone and dealing 15% reduced damage each bounce. Can hit up to 3/3/4/4/5 targets. (Range: 400) -Water: Power is transferred from the target to Nerrah and her allies, slowing the enemy by 20% for 1/1.5/2/2.5/3 seconds and speeding Nerrah and her allies a percent split among them evenly.(Ally max range: 600)


E: Effigy: Nerrah calls upon her totems to create an Effigy of the given type. The Effigy lasts 3/3.5/4/4.5/5 seconds. She has to have at least one totem out to use Effigy, and she gains. Cooldown: 14/13/12/11/10 Seconds -Fire: Nerrah’s Effigy simply runs around at 110% of Nerrah’s speed, dealing 15(.1/.15/.2/.25/.3 AP) Magic Damage to everyone around it. At the end of the duration, it explodes, dealing 80(1.2 AP) MAgic Damage to those around it. Nerrah can reactivate the ability to control the Effigy. -Lightning: The Lightning Effigy charges in target direction, stunning all enemies it comes in contact with for 1 second. (Range: 400/450/500/550/600) -Water: Every second, the Water Effigy sends a healing surge to the lowest health ally, healing 50/60/70/80/90(1 AP) of their health. (Range: 800)


R: Totemic Summons: Nerrah calls the Wilds and summons each totem for 5 seconds, creating a large triangle around her and refreshing her other cooldowns. Abilities that affect her chosen totem will affect all totems through the duration, as well as effectiveness due to the extra totems.(For Effigy it summons all 3 types). Cooldown: 80/40/20 Seconds


I AM CURRENTLY trying to create a few other forms for her in case Earth or Wind seem more fun or diverse, but either way, hope this seemed fun to play. Comment if you have any ideas to balance, other Elements, praise, criticism, art concepts for both her, totem trinket icons AND ability icons, whatever. And obviously, this is a very rough draft- no art, description, backstory, nothing but raw gameplay. Sorry, just wanted it up so I could get feedback. Thanks!

[slayer-jinx-catface]

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