[Champion Concept] Nik'nuk, Goblin Tactician

Trapagon·7/2/2015, 7:17:15 AM·6 votes·3,101 views

Race Explanation: Goblins are short war-driven creatures, for a large portion of recorded history they remained subterranean. However, in recent years Goblin tribes have started to return to the surface living in nomadic colonies. Colonies can contain up to fourteen individual tribes in their largest recorded form. Zaun experts believe Goblins are decedents of ancient Yordles, and have connected their behavior and genetic makeup to that of Gnar. They believe that years of living in underground in isolation had transformed them into pale and hairless savages. Yordles had bolstered order, intelligence, and diplomatic practice. On the other hand, Goblins grew feral, merciless, and cannibalistic. Some Yordles had tried to make contact with the seemingly similar creatures, offering a treaty of peace with chiefs of the tribes. Those Yordles were sacrificed to the Goblin's deities.

EXTREMELY SHORT LORE. Nik'nuk extended a peace treat to Bandle City in exchange for more advanced technology. On Donger's recommendation he joined the League to hone his military prowess.

Appearance: A little Goblin in a tank! It goes pew pew. See below. (Pictures are to scale with each other)

Nik'nuk, Goblin Tactician

Role: Fighter

Base Stats:

HP: 540 HP+: 78 HP5: 6.5 HP5+: 0.65 MP: 320 MP+: 50 MP5: 6 MP5+: 0.8 AD: 54 AD+: 3.2 AS: 0.65 AS+: +1.55% AR: 25.5 AR+: 3 MR: 30 MR+: 1.25 MS: 325 Range: 435

Goblin Archer Stats: AD: 20 (+4 per level) Damage: (+20% bonus AD) Range: 450 Gold: 40 HP: 250 (+30 per level) AS: 0.75 MS: 400 AR: ( 20% of Nik'nuk's max armor) MR: (20% of Nik'nuk's max magic resist)

Passive: Fight for me! Grants nearby allies +30% (+5% per level) base health regeneration. In addition, non-champion allies are granted 50% of Nik'nuk's health regeneration.

(Q): Blam! CD: 10/9/8/7/6 Cost: 50/60/70/80/90 mana Range: 800 Active: Nik'nuk shoots his cannon in a line slowing all enemies hit by 25% and dealing 70/100/130/160/190 (+ 20% AD). If this ability hits an enemy affected by Command: Kill! it rallies his Hoard increasing their attack speed by 10/20/30% for 3 seconds.

(W): To Battle! CD: 15/13/11/9/7 Cost: 60/70/80/90/100 mana Passive: Grants nearby allies +12/14/16/18/20% movement speed when moving towards Nik'nuk.

Active: Nik'Nuk bolsters his defense gaining a 80/100/120/140/160 (+ 10 per Hoard member) health shield.

(E): Command! CD: 14/12/10/8/6 Cost: 50 mana at all ranks Range: 600 Nik'nuk commands nearby allied minions.

  • Active: Kill! (Targeting an Enemy) Nik'nuk commands his Hoard to target an enemy causing them to prioritize them for 5 seconds, and granting his Hoard 15% additional damage for the duration. If Nik'nuk attacks an enemy affected by Command: Kill! they take 10/20/30/40/50 additional physical damage, and are slowed by 25% for 1 second.

  • Active: Come! (Targeting Self) Nik'nuk commands nearby minions to follow him, adding them to his hoard (Max 8). Minion's in Nik'nuk's Hoard follow the minion AI, but will return to Nik'nuk after a certain range (1000 units) of distance.

  • Active: Go! (Targeting an allied minion) Range: 600 from targeted minion Nik'nuk orders a minion to rush the enemy, the minion charges in a line and explodes on contact dealing 80/120/150/180/210 (+ 20% of the minion's missing health) to the first enemy hit and killing the minion.

(R): Rise of the Hoard CD: 130/110/90 Mana: 100 Passive: Each rank of Rise of the Hoard increases the maximum size of Nik'nuk's Hoard by 4

Active: Nik'nuk calls 4/6/8 Goblins Archers to battle adding them to his Hoard. Goblins Archers last 15 seconds or until they die. Nik'nuk and his hoard gain 15/20/25% increased armor and magic resist while Goblins Archers are summoned.

20 Comments

N3xtus7/2/2015, 5:36:52 PM3 votes

I really like the idea of his. But the free promote on his passive is a bit strong. Plus I would make the HP regen scale per level so you don't have gaps where its not as effective. Maybe instead you could remove the promote and have your passive heal nearby minions. This way it stays relevant with his kit. So it would look more like this:

Passive - Fight for me! Nik'Nuk grants nearby allied champions +50% base health regen (+3% per level for a maximum of 101% at level 18) In addition nearby allied minions gain health regen. This is 50% of Nik'Nuk's health regen.

Another thing I would change is his E. I love how you have it set up to potentially do 3 different things. But I would only make some minor changes. First the Command: Kill seems a bit high damaging with the addition damage based on their max health. Instead I would have it mark them and reduce their armor/ magic resist a flat amount. This way you and your team could capitalize on this and it would still be useful even when minions aren't around. Otherwise I love that it grants minions a 15% damage boost for a few reasons. 1) Yorick, Malzahar, and Annie would benefit from this as well since they all have minions. 2) There is no need to scale this since minions already scale perfectly with the game. 3) If you did buy a banner of command or the elixir of ruin your minions would be really punishing. 4) If the person you targeted dies your minions are still in a frenzy allowing them to still deal great damage to anyone they attack. 5) Syndra could capitalize on this by tossing an allied minion towards the enemy allowing the minion to have better positioning and deal damage on impact from Syndra. But I would change his Command: Go a bit. You should have it select a nearby allied minion had have them charge the enemy (like Maoki's saplings), this way they can potentially stop it and its more of an on target then a skill shot.

His Blam ability feels much like Tristanas cannon attack, which I'm not a fan of. But i understand the need to give him his own attack and CC in case he is caught out or in the jungle without any minions nearby. I'm not sure what I would do with this but I feel there needs to be something. Maybe remove the stun and add a passive that buffs your minions attack speed. I'm not quite sure. i just don't like that it interacts with the Command: Kill and the stun? knockback combo feels a bit off or too much.

I love his W. I would just scale it a little differently like 12/14/16/18/20% bonus movement speed. I would also change the name to something more appropriate for the combination of abilities like: (W) To Battle! i feel it makes it seem more aggressive like he would be and then it explains the shield and movement speed buff as you would be running into battle.

Lastly his R needs some work. I love the hoard summoning idea because it gives him the ability to fight anywhere. But the amount of minions seems a bit high. I would go down to a much lower number like 3/6/9 minions summoned. This way players don't feel overwhelmed and really at max level your summoning a little more then a standard minion wave. Also make sure you add the stats for these minions, possibly based on a percentage of Nik'Nuk's, That way it rewards players for building a specific way, like Tanky for harder to kill minions or high damage for stronger minions. I would also shorten the timer on these minions too. 60 seconds is a really long time and it would feel like your minions would constantly be around. I would go down to more like 15 seconds. Just long enough for a good team fight or to push a lane but not too long where you could just active your ult and always be ready for a fight and never have to time it in a team fight. Plus then you actually could be caught without your minions and it would become much more valuable. I would also remove the 20% damage boost. this with your Command: Kill active would be way to strong. your minions would basically be able to wipe a team with ease if you had the lane minions and your minions working together. Plus your taking from Valdamir and Zed's ults. Instead I would give Nik'Nuk a stat boost (which would strengthen him and his minions) or just deal flat damage in a large area ( low base damage that scales off AP so it's not to powerful)

Otherwise I really love the minion concept. It's very strong and it's a refreshing change of pace from the current meta. It would be so fun to build him and to play with the items on him. not to mention he would be awesome top lane or supporting.

If you wouldn't mind taking a look at mt concept I would appreciate it. Any comments or bumps are always welcome!

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/7FoTN04H-ampere-the-electromancer

ShuffledPancake7/2/2015, 7:19:05 AM2 votes

Only void champs can have ' In their name

Chase Kilgannon7/2/2015, 2:03:04 PM2 votes

So a fat rumble?

Heretical God7/2/2015, 7:42:05 AM1 votes

Its also REALLY powerful to the point of gamebreaking. Just get w at level one and have nearby minions all attack the enemy champ they will not be able to respond to it.

sneezing slug7/3/2015, 3:28:50 AM1 votes

Never thought about Goblins in Runeterra. Sounds awesome!

Mind checking out my concept?

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ZzT459oM-warhorse-the-foundation-of-strength