Champion concept: Nar, the Jackal of storms.
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.
and then hang back during fights harassing people until you can run them down for a clean up. This is a mid lane concept, not a bot lane concept.
Theres not really "separate playstyles" here because changing between mid range and short range is such an integral part of the concepts kit and he needs crit to actually DO a lot of damage. A standard mage build wont be as effective as a crit hybrid build due to the passives scaling with total AD and only 0.2AP.
Because youre going to be building at LEAST one AD crit item (and maybe two if you want more up front damage) you WILL have more than enough AD to get at least 3 charges. Even if you just buy a hextech gunblade youl still have enough to meet that threshold because Mpen and base AD work better than raw AP with his passive, something where most of his damage comes from.
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