CCCCC Entry: Sassy Natu

Ph0neS·4/26/2017, 11:13:13 PM·5 votes·2,169 views

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Sniper champion concept


Sassy Natu

Reference image - http://68.media.tumblr.com/3d64c88c5a49e018b1bb38bb4e751dc5/tumblr_o2pcys5QBO1tx32tto2_400.jpg

Role: Sassy Controller. Secondary: Sassy Mage. This Sassy Natu is very comfortable in bot lane, supporting an ADC. However, you could take Sassy Natu somewhere else if you really wanted to. If you had to pick somewhere else, go for top instead of mid. People in top are usually much more bulky, which works to Sassy Natu's advantage.

Health: 508-1800 Health regen: 5.42 - 14.8 Mana: 400 - 1538 Mana regen: 6 - 19.6 Movement speed: Range: 525 Attack damage: 54.9 - 108 Attack speed: 0.625 (+ 0 - 23.1%) Armor: 21.9 - 81.4 Magic resist: 30

Abilities:

Passive - Magic Bounce: If Sassy Natu is affected by any form of "hard" Crowd Control (e.g. Stun, Knock Up/Down/Back, Taunt), the inflictor suffers that effect instead. This can only occur once per cooldown. Additionally, Area Of Effect Crowd Control's duration is permanently reduced on Sassy Natu by 33%. Cooldown: 80/70/60/50 seconds.

Q - Psyshock: Fires six psychic projectiles that launch into a target location up to 900 range away and coalesce in a 450 radius for 30/45/60/75/90 +30% AP magic damage per projectile and 40/60/80/100/120 + 60% AP 1 second after coalescing. This coalesced area lasts for 1 second and applies the coalesced damage at the end of that 1 second. If at least three hit an enemy Champion, Psyshock inflicts Styled Upon for 6 seconds. All incoming attacks on Styled Upon enemies are treated as having 20% extra Armor and Magic penetration. Additionally, Psyshock's damage uses the Armor stat instead of Magic Resistance for damage calculation. Costs 60 mana. Cooldown: 14/14/12/12/10 seconds.

W - Guard Swap: Fires a curious psychic beam up to 900 range away. If it connects with an enemy or neutral monster, their Armor and Magic Resistance are swapped with Sassy Natu's for 15 seconds and the target is Slowed by (30% +10% AP) for 5 seconds. Boss or Epic monsters are not affected. This ability is a skill shot, hitting the first enemy or neutral monster in its way and shooting as a straight line. Costs 90 mana. Cooldown: 20/20/15/15/10 seconds.

E - Lucky Chant: Creates a 400 radius zone around Sassy Natu where critical hits cannot occur. Any allies in the area also have their Armor and Magic Resistance increased by (20 +30% AP) for as long as they are inside the Lucky Chant zone plus two seconds after leaving. Costs 80 mana. Cooldown: 20/18/16/14/12 seconds.

R - Safeguard: Teleports to a target ally within 4000/4750/5500 range after a 1 second channel and, upon arrival, Stuns all enemies within a 500 radius for 1/1.5/2 seconds, refreshes Magic Bounce, and shares it with the target ally for 6/8/10 seconds. Costs 120 mana. Cooldown: 100/90/80 seconds.

Lore: This Sassy Natu was born in the Ruins of Alph, routinely beat the living heck out of trainers trying to chuck Pokeballs and capture the troublesome bird. One of them dropped a pair of sunglasses upon running away and thus, a legend was born. A legend born to underscore mistakes and errors in judgment, from shows of power and contests to saying, "You could use a breath mint." Which you could, too. summoner 14

4 Comments

Vanic9984/26/2017, 11:45:45 PM2 votes

Wow this is so funny. Nice picture too. Were you rewatching old episodes of Pokemon? I like how you used real Pokemon moves as it's abilities. This sounds like a support that can he occasionally Tanky that can be played outside the Botlane. P: sounds good although maybe the cd should be shorter? Q: I know what coalesce means but even then it's still vague. Exactly how do you want the psychic projectiles to merge? Like Galio's Q? W: you should specify what type of attack it is. Is it a skill shot? Pass through or non passthrough? Linear or vector? E: sounds cool. It really adds the support aspect to Sassy Natu. R: sounds cool too but you shod mention whether or not the ability can be interrupted. Overall sounds cool and unique.

AlienPrimate4/29/2017, 7:03:05 AM1 votes

It all sounds pretty cool except for one thing. I think it would be better for W and E to be less powerful with a shorter cooldown. No one likes sitting there for 20+ seconds waiting for cooldowns. The longest cooldowns I can think of from the champions I play are Alistar and Blitzcrank which are both 15-20 seconds at rank 1 which already seems like a long time for a non ultimate ability. 40 and 32 seconds seems like he would be super boring to play.