Champion concept: Nar, the Jackal of storms.

Paroe·7/21/2017, 11:32:43 PM·5 votes·659 views

Heya! So this is a concept ive had for awhile (and im not sure if ive posted it before or not... Google isnt helping). The idea is a mage/marksman that ISNT low counterplay. To that effect This concept is a hybrid battlemage mage who is meant to build crit and operate mid to close range. Comments are appreciated! Id love to refine this concept into something more!

Changelog: Changed the wording on heavy storm and added "if the target is no longer storm stricken at any time the heavy storm stops", that way CC/peel/mobility provides counterplay to an ability thats meant to help take down running targets like Udyr, Jinx, janna. Changed the wording on Cloud wall to specify it doesnt block projectiles past the initial 1 second. Also changed it so the cloud wall becomes player terrain if it blocks an ability for 2 seconds or if thunderhead is activated.


Name: Nar Title: The jackal of storms Affiliation: Demacia Age: early fourties Short lore: (WIP) Stats: (WIP) Appearance: http://wallpapercave.com/wp/BNRYAFq.jpg

Abilities: Passive: Storm caller Nar's basic attacks against enemies mark them, causing subsequent basic attacks to deal 10/12/14/16/18/20/22/24/26/28/30/32/34/36/38/40/42/44+0.2AP/total AD as magic damage. critical strike chance is doubled against marked enemies.

Q: Lightning strike Nar holds up to 2(+1 per 50 Bonus AD) charges of lightning at any time. Activating the skill looses a lightning bolt up to 800 units away that deals 80/120/160/200/240+0.6AP/0.4bonus AD as magic damage to the first enemy hit. This ability is treated as a basic attack. Mana: 70/75/80/85/90 Cooldown: 16/15/14/13/12seconds

W: Cloud wall/thunderhead Cloud wall: Nar waves his hand to create a cloud which absorbs 50/60/70/80/90% projectile damage for 1 second. If the cloud successfully blocks an ability Thunderhead can be activated and the cloud will remain as player terrain for 2 additional seconds or until thunderhead is activated.
Thunderhead: Nar turns the cloud wall into a thunderhead which seeks out the nearest marked enemy champion and deals 50/80/110/140/170+0.4AP/0.4AD as magical damage. Mana: 80 Cooldown: 10 seconds

E: Eye of the storm toggle While toggled on Nar creates a static field around him which applies "storm stricken" to enemies within 250/300/350/400/450 range. Enemies which are storm stricken take 100% increased base damage from storm caller and basic attacks slow them by 25/30/35/40/45 movement speed. Nars basic attack is replaced by a 300 range electrical blast which consumes 20/25/30/35/40 mana. Cost: 0 Cooldown: 30 seconds

R: Heavy storm Passive: Storm caller base damage can critically strike Nar targets a storm stricken enemy champion and creates a heavy storm which wipes all shields and buffs on them for the duration of the storm and deals 150/225/300+0.8AP magic damage over 5 seconds. If the target is no longer storm stricken at any time the storm stops.

13 Comments

I LAV IT MATE7/22/2017, 9:13:26 AM4 votes

We already have Gnar as a name ... and it's pronounced NAR .... right ?

Champion Concept7/22/2017, 2:05:07 AM2 votes

Demacia is wholly anti-magic so lightning mage-hunter isn't gonna fit lore wise. Unsure if they also hate hextech.

Not enough of the kit is based around him marking foes, which I think, as is, is too simple of a concept to try and do that right now.

I'd probably change Cloud Wall to either a different kind of effect like vision denial, have it absorb one spell, or do a flat 50% damage reduction. Don't scale it up to 90% and don't make it like Yasuo Windwall completely. You can't have that on a ranged carry.

For the ultimate, completely wiping shields and buffs is overkill. Now if you said he, individually, ignored them that might be different.

stone the blacks7/22/2017, 9:45:35 AM2 votes

Concepts great and all but not very fluid, it has two separate play styles, either fight with q and w or e and r if you change the e so it can be applied at a greater range it works much more fluidly with the rest of his kit.

my thought is have his e be like asol stars of a distance away from you [like 450-700 units away from him], but applies a slow for enemies in it, so you try to keep them in the area to burst them down/duel them before they can get to you.

Also another thing the Q charges you get shouldn't scale with your ad since if you don't hit the thresh hold it just sucks, instead you could do something like have it hit all targets in an area with damage decreasing by a percentage for each additional enemy in the area with the decrease being less effective the more ad you have

EliJenkin7/22/2017, 4:48:03 PM2 votes

Ranged yasuo with DoT and more damage? I'm good, thanks though.

M00ndanc37/22/2017, 1:13:05 AM1 votes

so as for a sugested build(correct me if im wrong tho) id guess item 3031 item 3085 item 1001 item 3115 item 3146 item 3135 since he has good ap and ad scaling and gets double crit chance against enemies hes already attacked before (little simular to ashe's passive but without the slow and insted has magic damage) so he deals the most magic damage while having sustain, attackspeed and damage while he plays as a marksman mage in a Corki kind of way but having to go into a fight to get to get his eye of the storm and ult to do damage since 250 is about max range for melee while 450 is about average for a ranged champion which means early game if you dont put points into e you have to be really close to use your ult but late game it would be about anyone in you aa range unless his range is longer than 450 in which case id sugest increaseing the e range so that you can get the most from the spell

BeatinWarDrumz7/23/2017, 9:30:49 PM1 votes

He's overpowered as fuck with his passive and E