Soreff the Noxian Support Trooper

nguforever·4/29/2019, 7:07:11 PM·2 votes·1,350 views

Soreff the Noxian Trooper


The Concept Idea: An hybrid marksman adc/marksman support that specializes in laying down heavy suppressive fire, laying down barriers, and reviving teammates.

Bio: Commander Soreff of the Noxian Army indeed believes in the Noxian way, but perhaps more than most. In his most recent conquest, when a Shuriman tribe pledged themselves to Noxus without resistance, Soreff promised them protection. When another rival neighboring tribe threatened to eliminate the village in its entirety, rather than leaving the people as his men advised, Soreff ensured the inhabitants were evacuated to a nearby Noxian conquered village while he and his outnumbered forces remained. Soreff and his company fought until they had defeated every single Shuriman, and Soreff ensured not a man from his company died in vain that day. Yet Soreff himself was fatally wounded, even beyond what his Zaunite augmentations would allow him. When the villagers returned, the elder was moved with compassion and they made haste to bring him to a rumored rising emperor. When he was brought there, they found the ascended emperor Azir in all of his glory. While at first he refused, when he heard of the noble efforts of the Noxian, he relented and set Soreff down in the waters of the city. Soreff awoke with a terror and was met by the emperor's stern gaze. The emporer told Soreff he had been baptized; gone was his Noxian identity. His life now belonged to serve Shurima, to be its guardian and protector. Knowing Soreff would not immediately comply, Azir sent a company of soldiers along with him, tasking him to uncover the truth about cities falling waste to beautiful plant life in the east. Though unwilling, Soreff continues his journey, hoping one day to return to Noxus.

Abilities

Passive(s):

Noxian Lead: Soreff’s auto attack fires a cone of bullets around the target. The cone slowly becomes more accurate the longer Soreff remains still. Frontal Plating: Soreff's Repeater Cannon has a shield on the front that adaptively reduces damage done to the front of Soreff.

Q:

Impact Imminent: Once cast, Soreff dashes forward and stuns the first enemy he comes into contact with. Soreff takes less damage from the front of himself after the ability ends for an adaptive amount of time.

W:

Barricade: When cast, Soreff places down a barricade. Barricades have an adaptive amount of health and can be destroyed. Any abilities or projectiles are blocked by barrier until a barrier’s health is depleted. Soreff and Allies can pass through barriers and gain adaptive movement speed toward barriers.

Soreff can click on a barrier while behind it to mount his repeater cannon for instant full accuracy.

E:

Solar Flare Launcher: When cast, Soreff fires a flare that reveals enemies within it’s radius for an adaptive amount of time. Enemies that enter the radius of the flare will additionally take magic damage.

R:

No Man Left Behind: Passively, any allies that die within an adaptive radius of Soreff enter a “Downed” state for seven seconds before dying. Upon activation, Soreff can use this ability on an ally to begin dragging them. Dragging allies reduce Soreff’s movement speed by 20%. When Soreff stops moving, he begins to channel for 5 seconds until his ally is revived. If a spell would interrupt Soreff during his channeling, he resumes dragging his ally and must restart the process. If Soreff is killed in this process, the ally he is dragging also counts as a kill for the enemy that killed Soreff.

At max rank, if Soreff revives an ally, the cool down for No Man Left Behind is reset. The ally Soreff revived will then have a 60 second cool down timer in which they cannot be revived again.

2 Comments

Hammermancer4/29/2019, 7:56:40 PM2 votes

h-helmet bro?

MooooooooreDakka5/1/2019, 2:37:15 AM1 votes

Okay, I lied, waiting until tomorrow to get something more detailed typed up but for now my plan is to rework r to still be oriented towards saving a teammate but not be a revive, change e completely, and rework w to be less infuriating for projectile based supports or mages and more useful against everyone else.

Noxian Lead: Auto attacks work similarly to Urgot's w with a high rate of fire but reduced ad scaling and damage from on hit effects. 40% of shots miss the primary target and strike a different target nearby the primary target. Accuracy increases over 2.5 seconds of firing without moving up to 100% accuracy against minions and 80% accuracy against champions. Hard cc/displacement doesn't reset this but moving or not firing for 1 second will. Attack speed is unaffected by bonus attack speed which instead is converted to ad. Has a magazine of 15 shots (5 seconds of shooting) and after running out of ammo requires 1.6 seconds to reload scaling down to 1.2 seconds with bonus attack speed (1.2 seconds at around 2 items of bonus attack speed). Soreff is slowed by 30% while reloading but gains a ballistic shield in the direction of the last shot fired in that magazine. Reload isn't interrupted by cc. Ballistic shields reduce all damage incoming from that direction by 20-35% (doesn't stack), increase the damage of his shots fired in that direction by 10-20%, and grant 20% tenacity (stacks multiplicitively). Short auto attack range (again, Urgot is a good comparison). Similar last hitting aid to Aurelion Sol's passive.

I'd suggest something like chemtech repeater cannon for the name since Noxus isn't particularly known for their firearms. This passive is a more mathy take on yours. The reload mechanic is mainly there for thematic reasons and to work with the different ammo types. The ballistic shields are a take on your gun shield passive that ties into the rest of his kit (name is still a work in progress).

Impact Imminent: Charges forward and shoulder bashes the first champion he comes into contact with, dealing damage and stunning. Damage scales.with Soreff's maximum health. Brief windup on cast and short range (something like 400). Range and travel speed increased by 50% when cast in the direction of a nearby enemy champion. Striking an enemy champion causes him to instantly reload his magazine, swap to stubber rounds (more on ammo types later), and gain a ballistic shield facing in the direction of the enemy he collided with. Cooldown is decreased by a few seconds whenever Soreff completes a reload.

Barricade: Fairly long cooldown. Places a barricade centered at the target point and angled perpendicularly to Soreff. Barricades are about 75 units thick and 300 wide. Interrupts enemy dashes that pass through it and slows enemies that attempt to walk through it (each effect is limited to once per champion per cast). Barricades have 2-6 hit points. If an ally champion next to the barricade would be struck by an auto attack or take damage from an ability (won't apply against damage over time abilities and an aoe ability will only cause 1 damage even if it hits multiple champions in cover) then the Barricade takes 1 point of damage to decrease the attack's damage by 70-90% or decrease the damage taken from the ability by 30-50%. 10 second duration or so, could scale.

If Soreff walks through an active barricade them he picks it up to given himself a burst of movement speed towards enemy champions and a ballistic shield in the direction he was moving. Doing this refunds up to half the cooldown based on the barricade's remaining health.

While Soreff is next to a barricade, this ability changes to fortify. This roots him in place and causes him to load shredder ammo. A fortified barricade takes half damage and knocks enemies back a short distance in addition to slowing.

This version works against melee attackers and doesn't screw over projectile based utility of get shredded as quickly by crit builds.

Recon Orders (new): Gives a burst of movement speed and slow immunity and prevents accuracy from being reset during the duration. Loads tracer ammo.

This isn't anything fancy, it's there to help him with positioning and reset his ammo type if need be. Fairly low cooldown.

Ammo Types: Changing to an ammo type doesn't instantly reload, instead causes his next reload to use that ammo type. Selecting a new ammo type using an ability overwrites and previously queued ammo type. Applies to the loaded magazine only if that magazine is full. Specialized ammo types have lower ammo capacities. Stubber Rounds: 6 rounds, 33% reduced attack speed (2 shots per second), each shot strikes two random targets within an expanded cone prioritizing champions. Each hit applies a 10-15% movement and attack speed slow and a 7.5-10% damage debuff stacking up to 3 times and lasting 1 second. Loads normal ammo once the clip is exhausted. Utility ammo to help him peel or tank. Sprays heavily so it can debuff multiple targets.

Shredder Rounds: 12 rounds, 33% increased attack speed and a small amount of extra base damage, ~100 increased range, reloads twice as fast. Accuracy starts at 80% and scales to 100% over 1 second of firing. Continuously reloads this ammo type as long as Soreff is fortified. Movement or the destruction of the barricade makes him load normal rounds next with a 30% longer reload time. High dps ammo used while barricaded. Base damage helps it still hurt with tankier builds. Longer reload time to swap back to normal ammo gives him a window of vulnerability if he's forced to redeploy.

Tracer Rounds: 6 rounds, ~100 increased range, 100% accuracy at all times, each hit increased the remaining duration of e if applicable and grants vision for two seconds on hit, reloads to normal rounds when exhausted and removes the self slow from that reload. This ammo type is loaded 50% more quickly. Light clip that helps him kite, chase, or transition between ammo types without slowing down or resetting accuracy.

Defiant Display (new): Dashes to the location of an ally, cleansing cc, and healing them for an amount scaling with Soreff's maximum health and multiplied based on the targets health percentage up to 200% extra healing at 25% health. Soreff then plants his company's banner to knock back nearby enemies and create a circular barricade with 5/8/11 health plus 2 for each nearby enemy champion. Gives Soreff a ballistic shield pointed at each nearby enemy champion. A different ultimate still designed to save a target but instead of a revive, this one helps Soreff peel for his carry or get into the thick of a fight along with giving him added staying power.