[Champion Concept] Nanarai, the Remaining Light Broken in Two

Secluded Death··19 votes·2,909 views

http://orig12.deviantart.net/94fb/f/2011/019/b/e/wind_of_mage__by_ongdal-d37jkfm.png Image Credits to Ongdal of DeviantArt!

This is a work-in-progress! If you like my concept, would you kindly +1? ♥

#Lore

You think you can just take her away from me?


The city crumbles before his feet. The memories of his home quickly fading away as the tragedy before his eyes take their place. What is left now besides desolate land? Surely not even that of his beloved sister. Her lifeless body hangs across his cold arms... He cries out in pain only replied with the deafening echoes of the dead. His screams consumed by the empty void created in his heart.

The actions of the rich go unnoticed. The consequences of war are 'just consequences.' What good comes of it? All that lay in the end are dead bodies, destroyed homes, and aching hearts.

Forcing fathers to fight and die. 'Consequences.' Exhausted mothers too weak to care for themselves. 'Consequences.' Blown up homes and dirty food. 'Consequences.' Nanarai... 'Consequences.'

Her spirit will live on through me. Together we will fight. Together we will survive. Together we will embrace this new path of ours. Together... we won't be broken.


#Statistics

Intended Role (Primary): Mid/Mage Intended Role (Secondary): Bottom/Marksman

Health: 550 (+75/level) Health Regen: 5.5 (+0.5/level Mana: 400 (+40/level) Mana Regen: 5 (+1/level) Attack Damage: 0 (+0/level) Attack Speed: 0.655 (+2.8%/level) Armor: 22 (+4/level) Magic Resist: 30 (+0/level) Movement Speed: 340 Attack Range: 525 (Ranged)


#Abilities Innate: Broken Light/Stained Light

Not much fight is left inside Nanarai... Why can't it all stop?

All of Nanarai's Bonus AD is converted into AP with an extra 25%. Additionally, Nanarai's autoattacks instead deal 46 (+4/level)(+12.5% AP) magic damage.

Whenever Nanarai autoattacks an enemy, he applies a Broken Light mark for 4 seconds stacking up to 2 times. Autoattacking an enemy with 2 Broken Light marks consumes the marks and causes the autoattack to hit twice applying Stained Light for 6 seconds. Enemies with Stained Light cannot have Broken Light applied to them. Additionally, whenever an ability damages an enemy with Stained Light, the cooldown is reduced by 1 second per enemy hit (cannot trigger more than once on an enemy per cast).

Q: Flares of Distress

Nanarai snaps his fingers forward sending a wave of energy. No matter how hard he snaps, no matter how large the explosion, the pain never goes away.

Passive: Flares of Distress and Cries of the Beloved ignore 5/10/15/20/25 (+2.5% AP) magic resist.

First Cast: Nanarai overwhelms enemies in a wide, slightly arced path dealing 35/55/75/95/115 (+55% AP) magic damage to all enemies hit and applying Broken Light. Second Cast: Same as first cast, but with a reverse arc.

  • Cost: 55/65/75/85/95 mana
  • Range: 600
  • Cast CD: 1/0.8/0.6/0.4/0.2 seconds
  • CD: 8/7.5/7/6.5/6 seconds

W: From the Stained Heart

In his heart he carries the weight of loss. What a heavy feeling it is.

Nanarai puts his hand on his heart and releases a slow-moving concentrated ball of light forward dealing 9/13/17/21/25 (+8.75% AP) magic damage per quarter-second to nearby enemies in its way. Enemies with Broken Light are rooted while taking damage. At the end of its path or if activated early, the ball detonates dealing 36/52/68/84/100 (+35% AP) magic damage to all enemies within the area. This detonation replaces Broken Light marks with Stained Light.

  • Cost: 100 mana
  • Max Damage per Second: 36/52/68/84/100 (+35% AP) magic damage
  • Range: 950
  • Detonation Range: 475
  • CD: 18/16/14/12/10 seconds

E: Laying in Wake

Is change even possible? Nanarai, please tell me. Nanarai... Where are you...

Nanarai jolts forward dealing 65/80/95/110/125 (+45% AP) magic damage to enemies he passes through and leaving behind a thin wave of energy that pulses for 2 seconds dealing 15/30/45/60/75 (+45% AP) magic damage per second. Hit enemies with Broken Light continue to pulse with each pulse removing a Broken Light mark and dealing the same pulse damage until there are no more marks to remove.

  • Cost: 40/50/60/70/80 mana
  • Range: 475
  • CD: 9 seconds

R: Pacifying Light

With the power of 1000 unfulfilled wishes. With the intensity of 1000 lost futures.

Nanarai draws energy from his sister's spirit and amplifies it through his body gaining 15/25/35% damage reduction and 15/25/35% bonus movement speed. While active, Nanarai's abilities do not hinder movement and Pacifying Light can be recast as Cries of the Beloved.

  • Cost: 125 mana
  • Duration: 8 seconds
  • CD: 105/90/75 seconds

R: Cries of the Beloved Spears: 3

Nanarai conjures a spear of pacifying light and throws it forward. This spear deals 60/95/130 (+30% AP) magic damage to the first enemy champion it hits and ignores shield health. Hitting an enemy champion with Stained Light consumes the mark, grants another spear, and increases Pacifying Light's duration by 1 second. For every spear thrown, Pacifying Light's duration is reduced by 1 second. If Nanarai runs out of spears, Pacifying Light ends immediately.

  • Cost: 5% Max Mana
  • Range: 1200
  • CD: 2 seconds

Badly drawn abilities: http://imgur.com/a/PQRsC

31 Comments

FlameHalbrdOkido4 votes

If the enemy decides to build Magic Resist to be a magic tank this guy is completely screwed :) Besides that part, the Broken-Stained light part of the passive is pretty cool.

Q-"Passive: Flares of Distress and Cries of the Beloved ignore 5/10/15/20/25 (+2.5% AP) magic resist." O.O blink, blink... OK this guys really thought this kit out! on a whole nother level with ur dedication and thoroughness here, ignore what i said above then! "slightly arced" so like Diana's Q but less bowed? Ok i like that there is a reverse version, is there a static CD between casts?

OMG this kit's inter-kit-ness just keeps getting better and better. Shamont, I'm starting to like this guy! W- "Enemies with Broken Light are slowed by 20/25/30/35/40% while taking damage." So you can get the second stack of Broken Light easier right? Man thats amazing!

E-"Nanarai jolts forward" units traveled pls? "Hit enemies with Broken Light continue to pulse with each pulse removing a Broken Light mark and dealing the same pulse damage until there are no more marks to remove." Huh, why would you want to remove your Broken Light stacks? Wouldn't you want to keep them to get Stained Light? Have you thought about putting this effect of targets with Stained Light instead?

R-"and 15/25/35% increased casting speed on his abilities. " if your gonna note that it does that, then you should also include the cast times in the other abilities. " If Nanarai runs out of spears, Pacifying Light ends immediately." interesting, very interesting

after a thought, have you considered just calling the electricity, energy instead, or maybe another type of magic like energy. Kennen is pretty much the staple electricity champion (until we get Ao Shin (maybe)). Now that doesnt mean that ur concept can't use electricity too (because yes I know theres a billion champs that use fire, or ice, thats not what I am getting at). But from what I can tell there is much more to this champ that electricity. I think that putting emphasis on the fact that he uses electricity pulls away from his theme, and might cause others to focus more on that as well when he is much more than that. What I am saying is that the fact that you explicity state that he uses electricity distracts from his theme (if i think that I understand it) and makes it seem like he is more of just an elementist mage. People might associate him more strongly with using electricity than his actual source of power. Anyways the less connections with real champs the better.

overall great job, one of the best concept Ive ever seen, the thoroughness and the inter-kit play and connectivity was honest the BEST that i have seen (maybe even better than Riots work so far) is that like a specialty of yours?

(honestly puts the one i just submitted to real shame (even if it was one of my earliest designs and not where i am right now))

Secluded Death1 votes

Thank you for the review!

Q: Yes, it is like Diana's Q, but shorter and less bowed. Also will travel a fixed distance. The CD between the casts is probably going to be 1 second-ish.

W: Thank you!

E: I haven't come up with a range yet, but it won't be that far. Even the though the marks remove themselves, you can still autoattack or use Q to add more marks. If you time it correcting, the enemy will keep taking damage if you keep adding marks before it turns into Stained Light!

R: I should put down the cast times, thank you. I'll put them in at the same time as the other statistics like cooldowns and ranges.

Now that I think about it, electricity does seem off in relation to his theme, but I feel "energy" is too generic. I wanna say "light energy", but that only refers to the power from his sister. I want him to have his own power different from his sister's power that he channels.

Thank you so much. It isn't my specialty, but I try to have kits blend together smoothly. If they don't blend, I start over. Sometimes a kit will just work together magically, but most of the time, I spend days trying to figure out how to explain the kit before posting it.

Not all of my concepts come out this well done. Just keep trying and you'll never know when something just ends up working until you finish it!

BigBeanEnergy2 votes

Very Very, cool champion idea. Very high skill-cap looking champ. Also the lore/overall idea reminds me of a song called Stab City by As Tall As Lions.

Some criticism to make however. Assuming a build of : Nashors, Zhonya, Void Staff, Rabba, Rylais, Pen boots=648 AP (I feel like this build fits pretty well with the kit)

His passive, dealing with auto attacks, looks a bit too strong. Number crunching time. 45 + 5x18 = 135 (at 18 which is very high base damage in comparison to other champs) per AA before the +25%(162 if 648 AP) AP and before taking into account Nashor's tooth bonus 15 base + 15%AP=97(which im guessing is a must buy first item on Naranai [cool name by the way] also lets remember its magic damage and champions almost always have less Magic Resist than Armor. He also has a very high attack speed with 1.159 AS at 18. SO at LVL18: 135 base + 162 scaling + Nashors = 394 magic damager per AA before Magic Pen.

Overall I do like the idea of magic as AA just needs some balancing. I do like the AD -> AP as well as the stacking system.

While his abilities dont do much early, through his bonus pen on Q and R (.025 x 648 AP=16% bonus pen).. 16 + 25 (LVL 18) gives =41% Magic Pen on Q and R which is terrifying before adding in 35% for Void and flat.

No real problems with W or E. I like how they function and the risk E puts you at if you engage with it for damage. I like how W can grant you Stained Light while E consumes Broken light (I think i got the types of Light in the right order).

His R. I REALLY like the active bonus stats, but the spears look a bit too strong. He only has to land 3 and then hold the 4th until his passive stats are about to end before casting it to ensure he keeps the passive for maximal time, and the damage is a bit much.

While there needs to be a bit of balancing ( he does lots of late game damage and im pretty sure his early game isnt horrendous) the kit is CRAZY interesting and in my opinion seems to be interesting enough to be a real champion in the League. The vision and attention that you have put into this kit shows real dedication, and this is one of the champion concepts that just blows my mind and inspires me to even try to match the awesomeness that has been put into it.

Secluded Death1 votes

Thank you for reviewing Nanarai!

Criticism is always appreciated~ (as long as it's constructive, of course :P)

Passive: Since you are assuming he is at max build, anyone should be strong at that point. And the fact that Nanarai is completely magic damage, it would be unwise to not build any magic resist. That is why Nanarai's autoattacks deal sort of high amounts of magic damage later in the game. Early game, there is that initial 30 magic resist base, but later, it isn't enough defense. Any solid champion will destroy if not itemized against, for example Yasuo, Zed, Lux, and Velkoz.

If the damage is still a bit concerning, I may reduce the autoattacks scaling to 46 (+4 per level) which would reduce overall base damage by 17. But keep in mind, building magic resist doesn't defend against autoattacks in most cases for other champions, but for Nanarai that also defends against his autoattacks. Most other Nashor's Teeth reliant champions have low base AD, but still physical damage nonetheless. Either that, or I can keep the original scaling of 45 (+5 per level) and reduce the AP scaling to 20%.

Q: You may have reviewed the old revision of the Q. Currently it is flat MR Pen so it wouldn't be 16%, it would just be 41 flat MR Pen. Like I said in the passive, if you don't have MR, Nanarai will hurt you like any other full build damage-mage.

W/E: You've got the order correct! And thank you.

R: The spears are skillshots though. Individually, they do deal a good of damage, but like other multi-hitting abilities, the combined damage is a ton. Look at Lucian's ult, or Miss Fortune's ult. Taking all the damage will hurt a lot, but only taking some will usually leave you safe. I can still tone down the damage. I may have to go through the whole kit and tweak some numbers to emphasize on certain aspects since Nanarai does have a lot of damage overall.

Thank you so much for you input. I'm very glad you enjoyed it!

Crveni Malboro2 votes

Weebs are gonna be all over this one.

Onimarus1 votes

Truth

Paradoxtimegamin2 votes

imagine if this guy was melee and went devourer with guinsoos

SH4DOW HUNTER762 votes

Thats one op ezreal but he has low damage output

Bârd1 votes

Does Naranai refer to the brother, his sister, or both at once?

Secluded Death1 votes

At the moment, it refers to both at once.

LithiumWednesday1 votes

Nice.

I did initially misread the title however https://i.ytimg.com/vi/2jnfyiDx_rQ/hqdefault.jpg

Secluded Death1 votes

Thanks.

What did you misread it as?

LithiumWednesday1 votes

Look at the image again :P

FlameHalbrdOkido1 votes

"E: I haven't come up with a range yet, but it won't be that far. Even the though the marks remove themselves, you can still autoattack or use Q to add more marks. If you time it correcting, the enemy will keep taking damage if you keep adding marks before it turns into Stained Light!"

ok, wow beautiful, just another level of amazing inter-kit play that I didn't even notice. I think that making kits that are very interconnected really could be your specialty if you wanted it to be.

on the topic of my concept (Dengara - dont feel pressured to look it up i just state the name because I just submitted 3 and i dont want to confuse anyone) it was my 2nd oldest one, its like one of Riots older champions; its ok, maybe it could be better, but it is finished and its not that easy to update

jmaishere1 votes

With an ap scaling like that on the passive there is no reason to build ad on him. Might as well build AP/AS

Secluded Death1 votes

Not as a mage. But as a marksman, AD items have some nasty effects like on-hit damage, critical chance, and lifesteal. So building AD, AP, or both, will always benefit Nanarai regardless :). I do have plans to tone down that scaling as well.

jmaishere1 votes

[{quoted}](name=Secluded Death,realm=NA,application-id=A8FQeEA8,discussion-id=bGuKvVXk,comment-id=00080000,timestamp=2016-01-04T08:29:04.609+0000)

Not as a mage. But as a marksman, AD items have some nasty effects like on-hit damage, critical chance, and lifesteal. So building AD, AP, or both, will always benefit Nanarai regardless :). I do have plans to tone down that scaling as well.

If I was playing this champ and building him, at most the only AD items I would consider would be rageblade or gunblade. There's absolutely no reason not to stack AP and build a nashor's as the passive basically functions as a second nashor's. with 500 ap, his q if both hits hit, would do around 800 damage. Also the modification or Q with R makes q weaker if Ap is built. If you want him as a marksman, he shouldn't have tank killing as an ability.

Secluded Death1 votes

Remember that Nanarai converts AD into AP, so building AD still increases all of his magic damage.

His Q during R does have a lower scaling, but (my fault here) it has a much longer range, ignores shield health, and can be thrown up to 4 times.

His primary role is mage, but he can go marksman.

Secluded Death1 votes

#Updates -Added rough ranges and cooldowns! -Innate: Autoattack damage reduced from 45 (+5 per level)(+25% AP) to 46 (+4 per level)(+10% AP) -Q: Damage lowered overall to match low cooldown. -W: Lowered scaling damage from 25% to 8%. -E: No changes. -R: Lowered spear amount to 3. Removed Max HP damage from hitting Stained Light. Now, hitting Stained Light with a spear gives another spear!

ModEchoing1 votes

Anime as hell.

As a marksman main, converting bonus AD to AP, when your autos have a 10% AP ratio, means your autos are going to suck. To put this in perspective, getting 600 AP would only add 60 damage to your autos. I'm running off the assumption the passive totally replaces AD (otherwise the damage is overpowered at early levels), so that means your autos are always going to be bad for raw damage. This isn't a bad thing for a mage, but it's damning for a marksman. You'd also NEVER build any AD items since the AP you get from them is worse than building an AP item for the same price. About the only thing worth getting would be Shiv or Rapid Firecannon, maybe BoRK.

Beyond that, though? I like it. There's almost no utility here, so you have no fallback if you get crushed in lane, but the overall pattern of his spells is interesting, and his reliance on autoattacks to set up added effects and get his spells back faster creates a unique playstyle among mages.

I both like and am wary about your ult. I don't like the passive bonuses it's granting - you don't need 35% damage reduction when your Q is now a 1300 range minion-ignoring skillshot, and increased casting speed is meaningless when you could just not have the casting speed in the first place. I do like the overall play pattern it creates, though, but you seem to gimp that by having a successful spear hit reduce the duration of the ult, when Stained Light hits give you an extra spear. Why penalize the player for doing well? Let them keep going and tossing as many spears as they want. Right now, it'd be nearly impossible to actually use all the spears - accounting for travel time, you'd have to shotgun all three spears immediately, or lose out on the rest.

Have my +1, though. This is really neat and deserves it.

Secluded Death1 votes

I don't understand how it's "Anime as hell." :P

It seems to be a reoccurring issue with the amount of damage Nanarai's autoattacks deal. Too much scaling and no one will build AD items, too little scaling and well, no one will still build AD items! I might just add that Nanarai gains something like 25% extra AP from AD items. That should balance item usage.

I wanted the "sister-spirit protection" vibe. What if I replaced the damage reduction with a 15-35% max health shield? I know that is A LOT for a shield, but I want to keep the numbers the same and give him some defensive buff that will actually help. As for casting speed, I was trying to show the fact that his abilities happen faster, but I realized now that he actually doesn't have his original Q during ult... it took me 4 days to realize that about my own concept?

Good point about landing a spear on Stained Light. Will change to give a spear back and increase ult duration by 1 second. Also, an idea hit me. What if I change the ult after activation to instead be Cries of the Beloved? This would leave Nanarai's original Q available throughout the whole ultimate... I may do that and see how people treat it.

Thank you for the review! My goal is to always create unique champions with different play-styles. Why make a champion that plays like other champions when those champions already exist and are actually playable? I want my concepts to provide a different game-play experience!

ModEchoing1 votes

"Anime as hell" isn't a bad thing. It's just that the big-brother-avenges-and-is-guarded-by-little-sister dynamic wouldn't be out of place in an anime.

Always glad to help when people are making a serious effort. This level of creativity should be encouraged. I like your way of thinking there - a concept here should be able to offer something new so it appeals to more than just the person who made it.

The thing about the shield and the movement speed is that they're at odds. You get the move speed so you can maneuver and dodge attacks, but a shield implies you're going to get hit. In terms of function, it's contradictory. Well-played movement speed IS a defensive buff. Quickly throwing up a spellshield might not be the worst idea, but you know your champion better than me.

Swapping the ult out on activation would be the generally-accepted way of doing things (see: Riven), but doing that would increase the amount of burst available by allowing his Q to be usable. On the other hand, that's not a bad thing since his Q applies passive stacks which synergize with throwing spears at people.

Keep up the good work.

Secluded Death1 votes

Ah, ok. When you put it that way, quite Anime-ish indeed.

So I made some changes which have increased Nanarai's overall power by quite a bit, but I also did tweaks to tone it down in certain aspects.

Innate: This change should increase overall AA damage. Gains 25% extra AP from Bonus AD. AP scaling increased to 12.5% from 10%. Q: Base damage up a tad-bit. Cast CD starts at 1 second, but lowers each rank. Starting cooldown lowered by 1 second, but final cooldown increased by 1 second. W: Deals damage 4 times a second instead of 3 and roots enemies while they are being damaged by it. Increased cooldown by 2 seconds at all ranks. R: Cries of the Beloved now activates from R instead of Q. Landing spear on Stained Light grants 1 spear and 1 additional second to duration. Reduced range from 1300 to 1200. Removed casting speed buff.

In the midlane, Nanarai should be outranged in most cases since his main ability is a 600-unit skillshot. In bottomlane, his AA range is in an alright place and his Q harass makes him annoying to deal with. Bottomlane gives Nanarai a better early game, I imagine. While midlane gives Nanarai a much more solid late game. I know in his current spot, he is a bit overwhelming. Skillset-wise, Nanarai should be done.

I'm going to move on to mana costs since I forgot I already did his base stats.

Thank you once again!

Rammus Soup1 votes

This just reminds me of Ezreal.

Secluded Death1 votes

Can you explain?

Rammus Soup1 votes

Appearance: Ezreal skin? Mage/Marksman: Ezreal roles? Shoots ball of light: Like Ezreal? Increased movement: Ezreal? Kit flash: Hmmm.. Ezreal has that.

This just seems like an idea for an Ezreal rework.

Secluded Death1 votes

Appearance can always change. Roles are similar, but the roles I have are defined by his kit. I only have marksman as secondary because I know his skillset allows him to play that role.

If you have suggestions for different descriptions to use so he doesn't sound like Ezreal, I'm all ears!

EDIT: Balls of light = Ezreal? And Ezreal doesn't have a movement speed increase...

ModEchoing2 votes

The thematic is different. The gameplay focus is also different - Ezreal mixes in autoattacks far more frequently and has dramatically less area of effect.

Please think your comments through before dismissing others' concepts.

Kantan

imagine all the incest fan art :^)

Secluded Death1 votes

Two kinds of people in this world, I guess...

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