Champion Concept: Nero The Rushing Tide

StargirI·5/12/2015, 11:00:06 PM·1 votes·947 views

Passive: Resonating Waves Nero's abilities gain additional effects based on how many units they react with

Q: Aquatic Rage 14/13/12/11/10 Cooldown A very long Skill shot with building speed and a slim hit box (similar to Nidalee's spears) Skill Passive - Every 2 units hit by the aquatic rage will cause a AoE in the location and the original projectile will move faster. This can only occur up to 3 times and the third explosion will be bigger than the ones before but it wont deal increased damage. Only 30 + 30% of AP but the AoE will deal 70/100/130/160/190 (+60% of ability power) And the Damage will increase by 5% for every minion it passes through and 10% for every champion up to 30% increased damage

W: Controlled Flow
15 seconds Cooldown at all levels Nero Fills an area with rushing water in the direction of his choosing. -Enemies and Allies are given a speed boost when moving in the same direction of the water (Increased slightly for allies at higher levels) -Enemies and Allies are slowed if moving in the opposite direction of the water (Decreased slightly for allies at higher levels) Enemies in the AoE at the end of its duration will be given a DoT for 7/14/21/30/40 (+20% ability power) every second for 5 seconds. The first proc of Damage will be increased by 1x/2x/3x the amount for every additional enemy champion still remaining in the water by the end

E: Liquid Presence 16/15/14/13/12 Cooldown Nero dashes a SHORT distance after a 1 second channel (Think Lucian dash for a distance comparison) Dashing on top of a champion will cause damage (Will only damage the champion closest to the dash if dashed on top of multiple champions) If Controlled Flow is in effect then the range of liquid presence is vastly increased but Nero is only able to dash within the Controlled Flow 25/50/70/90/110 (+20% of ability power) The AP scaling of this ability is increased by 8% for every champ passed before reaching the end dash location to a max of 44%

R: Chosen Of The Sea 100/75/50 Cooldown Nero throws a fast moving projectile that will leave a mark on all Champions hit. Nero can reactivate the skill again at anytime within 6 seconds to cause an AoE on the current target that slows and damages enemies in the area (This can be activated from enemy or friendly champs hit but will only damage enemies) Chosen of the Sea will only do 300/500/650 (+85% of ability power) But a slow will be added based on how many units total marked before the skill is reactivated 30%/40%/50%/60%

Might think of a back Story later.

No real purpose of this... I just thought it was a cool idea

1 Comments

Blue Arty5/13/2015, 5:09:43 PM2 votes

Passive: boring. And your abilities can't get stronger without this passive. Maybe gains .5/1.0/1.5 AP for every unit within range. (Enemy and ally) Q: I really like the reward of hitting multiples with a skillshot. Nice ability. W: interesting. Take away ally slow, and the enemy haste though. Abilities shouldn't hurt your team or buff the enemy. I'd put the AoE as part of the duration as well. So long as enemies travel in your flow, they are slowed and take damage. E: the synergy with W is perfect imo. I think he could travel whole flow, and half if going against it. I'm confused about this 8% scaling AP thing though. The ability makes no mention of passing through enemies. R: I'd remove the slow and just make this a nuke. The more enemies marked the more AoE damage is applied.

I think this champion could see some skilled played. The synergy of things is nice. Just a better passive mostly.