Ner'Daage, The Void Infiltrator
This is an entry for the May 2015 MCCC-"The Rise of an Order" (Please note, this is a WIP thread)
Challenges: Melee/Melee based abilities (but In lore deceives Vishas as a Magic/Spell based ability champion)
Contents:
- Role+Description
- Lore
- Stats
- Kit/Abilities
- Strategy
- Pros/Strengths
- Cons/Weaknesses
- Miscellaneous
Role+Description: Ner'Daage is a mixed damage melee assassin/fighter who excels at mind games and patiently setting up a kill, while being very slippery and hard to catch. The trade off he makes is that he has almost no innate sustain without achieving a kill and very limited in-combat mobility. Ner'Daage is a small void creature, roughly the size of Kog'maw or a large Yordle. He is mostly a pale orange, with red and blue highlights. He has four arms and two legs and stands upright. He is powerfully built for a creature of his short stature, and his forearms are covered in recessed spines. His hands have two very large clawed fingers each, and two smaller thumbs (similar to a Koala bear hand). He has insectoid eyes (1 large and 2 small each side), and an almost parrot-like beaked mouth.
Lore: WIP
Stats: (Arranged by Stat (+growth stat) [level 18 stat]
- Health: 542 (+82) [1936]
- HP5: 4.8 (+0.6) [15]
- Mana: 314 (+46) [1096]
- MP5: 4 (+0.5) [12.5]
- AD: 59 (+3.8) [123.6]
- AS: 0.682 (+2%) [0.914]
- Armor: 24.4 (+3.1) [77.2]
- MR: 32.1 (+1.25) [53.4]
- MS: 345 (+0) [345]
- Range: 150 (+0) [150]
Kit/Abilities: Passive, Patient Stalker/Evasive Slayer: When Ner'Daage damages a champion, he marks them for 3/4/5 seconds, causing them to leave a visible set of tracks that lasts for the next 6/8/10 seconds. This effect cannot occur more than once every 10 seconds. Walking in their tracks increases his movement speed by 10%. Additionally, whenever Ner'Daage scores a kill or assist, he immediately stealths for 4 seconds, and during that time his health and mana regen are increased by 3/4/5xs. Dealing damage breaks this effect instantly, but cannot be canceled until 1 second has passed (to prevent accidental cancelations).
Q, Aether Spines: Passive: Ner'Daage stores a spine every 4 seconds, up to 6 spines max (recharge affected by CDR). Active: Ner'Daage fires all his stored spines in a line dealing magic damage to the target unit and any other enemies they pass through. Spines fire at a fixed range of 750, but can be targeted at any range under 750, causing them to simply pass through the main target. Spines deal 20% reduced damage for every unit passed through, down to a minimum of 60% damage. Ner'Daage must have at least 2 spines stored to activate this ability. Deals (15/30/45/60/75 (+20% AP))X(number of spines consumed) damage, minimum 18/36/54/72/90 (+24% AP) damage, maximum 90/180/270/360/450 (+120% AP). 8 second minimum cooldown, 24 seconds maximum cooldown (fully recharged for max damage). 60 mana.
W, Infiltrate: Active: Ner'Daage mimics target enemy champion's appearance perfectly for 20 seconds. While this effect is active, he will appear superficially identical to his target from his enemies' perspective. They will see his target's champion model, emotes, items, health and resource bar and even summoner name in place of his own. Additionally, Ner'Daage can see everything within his target's personal vision range, and the enemy team can see everything within his own for the duration of the effect. This change is only superficial, and Ner'Daage maintains his own kit and stats while remaining visually the same as a stealthed unit to his allies. Ner'Daage will not be revealed by true sight during this time (not even towers), but cannot take or deal damage without causing the effect to end (if the effect ends while under an enemy tower, he immediately draws aggro, regardless of who else is under the tower). When the effect ends, Ner'Daage gains a buff so that he deals 12/14/16/18/20% increased damage against the champion he mimicked for the next 4 seconds. 30/28/26/24/22 second cooldown after the initial disguise is broken. 90 mana.
E, Eviscerate: Passive: Ner'Daage deals 10/15/20/25/30+(25% AP) bonus damage on-hit to enemies below 20/30/40/50/60% health. Active: Ner'Daage slashes the area in front of him with all 4 arms, dealing physical damage to all nearby enemies and slowing them by 80% for 0.25 seconds (120 degrees, 300 range). Damage: (45/55/65/75/85)x(0.8+(3% Bonus % attack speed). 14/13/12/11/10 second cooldown. 50/55/60/65/70 mana.
R, Anklebiter's Betrayal: Active: Ner'Daage leaps onto target enemy champion (500 range), latching onto them for the next 5/6/7 seconds. During this time, he applies Grievous wounds to his target, and redirects 20/35/50% of all damage he receives to them (think along the lines of their allies missing the creature that is clambering all over them and accidentally hurting their friend in the crossfire). Ner'Daage is fully targetable and can be CCed, however, he cannot be detatched from his target (all displacement effects instead stun him for the duration he would be displaced) unless they die or Ner'Daage detaches himself by reactivating the ability. He also cannot be cleansed, however, the Grievous wounds can be. His target is otherwise completely unimpaired and can attack Ner'Daage, but Ner'Daage can also attack and cast abilities freely against the champion he is latched onto (excluding W). 120/100/80 second cooldown. 100 mana.
Strategy: WIP
Pros/Strengths: WIP
Cons/Weaknesses: WIP
Miscellaneous: WIP