[Champion Concept] Nekro, Shaman of the Dead

Perfect Summoner·12/27/2014, 9:27:28 PM·10 votes·2,182 views

Nekro, Shaman of the Dead

Primary: Support Secondary: Mage

Statistics

Health: 501 - 2019 Health regen: 8.01 - 20.92 Mana: 387 - 1089 Mana regen: 8.9 - 16.1 Range: 575 Attack damage: 47 - 106 Attack speed: .653 - .96 Armor: 19.3 - 89.1 Magic resist: 30.0 Movement speed: 340

Lore

The raiders were coming. Their armies were barreling in from the east, and the village’s defenses were not enough to hold them back. The reward would be handsome. Their mission was to acquire the target and leave. Simple enough.

The book of spirits had not failed him. Nekro stood there amazed at what he saw. He had to keep it safe, guard it with his life. There was power beyond imagination in these old, torn pages he found in the forest. Even Nekro was skeptical of some of the spirits which the book described. A spirit of healing: sure; but reincarnation!?

Nekro had always been an outsider. He had only one companion, only one other like him. He was a student, but a great one at that. Udyr was getting better, and his master was getting old. Time had started to take its toll on his body, but his mind was as sound as ever. He and Udyr had always shared secrets about the true power of spirituality, but the book was Nekro’s secret, and it was his alone. Although Nekro had always toyed with the idea of testing out the book, he always refrained from unleashing the untapped power of those ragged pages. Today, however, it was not a joke.

Nekro hid in the planned spot, with the book of course. The village had expected a raid, and the time had finally arrived. He could hear the desperate cries of his villagers and students alike echoing along the blood-stained streets. Days went by, and Nekro was still hidden in his area. The book was okay, but his village was destroyed. The raiders were leaving and would not return. Nekro knew what he had to do, and he couldn’t wait to try it.

Leaving his secluded hiding spot was a relief, but the aftermath of the invasion hit him hard. The whole village was destroyed including his home, and the dead were lying in the streets. He was the sole survivor of the attack, but maybe not for long. If the book was right, he might be able to reverse the consequences.

Fire, earth, water, and air. The four elements of the universe surrounded him with their endless combinations of perfection. He could handle them one at a time, but all four at once was what he needed. Combining all four elements like the book said had never been done before, but for good reason: nobody knew how. Nekro was as lost as he had ever been, but he thought he knew what to do. Totems would be his key to the prize.

The fire totem burned the ground around him while the water totem kept its power in check. The earth totem provided a stable base, but the air totem constantly blew it down. The four totems were created, but the correct combination had yet to be achieved. Nekro was about to combine them, and he desperately hoped that everything would be repaired.

The flash of light was too much for Nekro to handle, and the radiating power was overwhelming. He knew he got it right. This much power channeled into the dead could bring them back for sure. Reincarnation was happening before his eyes, and it was exactly what he needed.

“Sir, I think we have our next competitor for the Fields of Justice.” The master raised his eyebrow. “He revived his people, and he has released an amount of spiritual power previously unknown to Runeterra." The master smiled. “Can’t wait to see him on the Rift.”

“The ultimate combination provides limitless possibilities.” -Nekro

Abilities

Passive: Summon: Water Totem

Whenever a totem is summoned on a champion, a water totem is also summoned to that champion for 2 seconds. That champion leaves a trail behind them which slows enemies and speed up allies by 10%. This trail lasts for 3 seconds,and the champion which is attached to the water totem also gains this bonus.

Q: Summon: Fire Totem Cost: 50/60/70/80/90 mana Cooldown: 10 seconds at all ranks Range: 650 Spread Range: 250

Nekro summons a fire totem to target champion for 4 seconds which has different effects depending on whether the target is an ally or enemy. On ally cast: target ally's auto attacks deal 20/25/30/35/40 (+40% AP) magic damage. If an enhanced attack kills a unit, Nekro gains 1/2/3/4/5 bonus gold. On enemy cast: target enemy burns for 70/110/150/190/230 (+50% AP) magic damage. This burn can also spread to another nearby enemy champion and have the same effects.

W: Summon: Earth Totem Cost: 50 mana at all ranks Cooldown: 12/11/10/9/8 seconds Range: 600

Nekro summons an earth totem to target champion for 4 seconds which has different effects depending on whether the target is an ally or enemy. On ally cast: makes target ally radiate an aura which increases nearby allies' armor and magic resist by 5/10/15/20/25. On enemy cast: all enemy champions within 400 range of the target are turned to stone and stunned for 0.25 seconds. Then, they see slowed by 99% decaying over 1 second. The champion which the totem is attached to also loses 5/10/15/20/25 armor and magic resist for the duration.

E: Summon: Air Totem Cost: 50/55/60/65/70 mana Cooldown: 16/15/14/13/12 seconds Range: 800

Nekro summons an air totem to target champion for 4 seconds which has different effects depending on whether the target is an ally or enemy. On ally cast: target ally is surrounded by a field of healing air which heals all nearby allies by 5/10/15/20/25% of their missing health over the duration. On enemy cast: all enemies within 300 range of the target are pulled toward the target and knocked up for 1 second.

R: Summon: Totem of Reincarnation Cost: 60/55/50% Nekro's max HP Cooldown: 100/80/60 seconds Range: 1200

Summons a large totem at target location for 10 seconds. If any allied champions die during the duration, they are revived as ghosts until the totem disappears. These ghosts have 390 movement speed, can pass through units, and cannot attack or cast abilities. If the ghosts can run to the totem before it expires, they are revived with 35/50/65% of their maximum health. The totem will disappear after 10 seconds or after reviving 2 allies.

**Quotes **

Selection "Death is not permanent."

Taunt "You are at the bottom of the totem pole."

Joke "Aaaaaaaaaaand....... She's dead."

Thanks for reading. Leave a comment below letting me know how I did and what I could do better.

*EDIT 1: Thanks to NeverNewYear, I changed the numbers on his R. It seemed extremely overpowered, and it's always nice to have a second pair of eyes to point that stuff out.

**EDIT 2: Thanks to a comment from DillonHurley on Reddit, I changed the values for his Q which was also extremely unbalanced.

8 Comments

A Liberal12/27/2014, 10:12:52 PM3 votes

That ult would be so OP it's not even funny. I think it would an interesting mechanic however if instead of having it cost 100 mana, it cost 100/75/50% of max HP. {{summoner:10}}

SecretAgentHulk12/27/2014, 11:31:08 PM2 votes

I'd play this guy.

Learnding12/28/2014, 6:16:46 AM2 votes

Don't get your hopes up, this will be completely ignored, great work though, shame it has to go to waste since Riot is too incompetent to even post on the thread.

Mr Comet12/28/2014, 2:17:18 AM1 votes

This sounds alot like World of Warcraft Shaman

StegosaurusToast12/30/2014, 4:19:32 AM1 votes

that joke......