Narissa, the Bane of the Sea

Polynova·7/13/2015, 6:08:29 AM·3 votes·951 views

Before I post the rest of this, I would like to take a moment to state that I am not an artist and as such cannot supply visual guidelines or representations of my champions that I envision. The goal of course here is to make a champion that can be considered "balanced" enough to make it into LoL, and as such I encourage discussion in that regard. If anyone would like to draw a champion of mine, please let me know and we can discuss what I've envisioned as far as look or "feel" to a champion's appearance. Also, comments in general are just really really nice. ^-^

Name: Narissa, The Bane of the Sea

Role: Melee, Tank, Jungler

Weapon: Tentacles

Race: Celia

Nationality: Not affiliated.

Age: Unknown, appears to be in her thirties.

General Concept: The octopus like appearance and the abilities are meant to make Narissa feel like a enduring predator of the ocean, who endures and cleverly uses her manipulation of water and natural defenses as tools to survive. Virulent Ink is an homage to her octopi/squid origins. With it, the goal is to make Narissa feel closer to her heritage. Based partially on the lore of Nami, I wanted to introduce a different perspective of the events that occur in the depths of the ocean. I also wanted to supply the oceans with a version of the idea of a Kraken, or other disruptive mythological beasts of the deep.

Stats

Health: 489 + 86 per level. 1951 @ level 18

Attack Speed: .625 + 1.360 per level. .77 @ level 18

Damage: 54 + 3.3 per level. 105 @ level 18

Mana: 300 + 60 per level. 1320 @ level 18

Armor: 26 + 3.3 per level. 82.1 @ level 18

Magic Resist: 30 +1.25 per level. 51.25 @ level 18

Range: 125

Movement Speed: 340

Virulent Ink (passive) Whenever Narissa is attacked by a basic attack, she emits a cloud of ink at her current location. The ink deals magic damage each second over the next 3 seconds equal to 5/10/15/20 + 5% bonus health, and slows enemies within the cloud by 15/20/25/30%. This ability cannot proc on a target more than once every 3 seconds.

Q - Wave of Currents Narissa creates a cone of water from her location which strikes nearby enemies. At the end of it's cast, Wave of Currents returns to Narissa, knocking up enemies that remain in the path. Enemies struck by the wall of water are dealt (60/105/150/195/240) (+.6 per ability power) magic damage and are slowed by 20%.

Range: 625 @ a 50 degree area within range. Cooldown: 14/13/12/11/10 seconds. Cost: 70/80/90/100/110 mana.

W - Geyser Narissa summons a geyser of water around her that lasts for 5 seconds. Enemies that are within range upon casting Geyser are stunned for 1 second, and take 60/90/120/150/180 (+.5 per ability power) magic damage. The geyser leaves behind an area of brackish water, which lasts for the next 5 seconds, dealing (20/30/40/50/60) (+ .2 bonus health) magic damage each second to enemies that remain within the effect. Range: 350 Cooldown: 14 seconds. Cost: 60 mana.

E - Ripple Narissa leaps towards target location, causing a swirl of water that deals (60/90/120/150/180) (+.5 per ability power) magic damage. Enemies caught a certain distance from Narissa are pulled towards her, while those who are on the outward effect of the wave are pushed away. Radius of Pull: 250 Radius of Push: 250-400. Cooldown: 14 seconds. Cost: 70 mana.

R - Scourge of the Sea Narissa erupts into a kraken, growing in size and lashing out with tentacles in a circle around her, dealing (150/200/250) (+.6 per ability power) magic damage to all enemies around, snaring them for 1 second. Narissa remains in the form for the next 6/7/8 seconds, dealing an additional (40/60/80) (+.15 per ability power) magic damage per second to enemies in a circle around her. Narissa's abilities deal an additional amount of damage equal to 4/5/6% of her maximum health for the duration. Range: 500 Cooldown: 150/120/90 seconds. Cost: 150 mana.

Lore

The terrors of the deep are spoken far and wide across Valoran. To the denizens who live there, the sea has taught them to be tough and to remain constant in their vigil. The exception to this rule is the race known as the Marai, who have kept back the horrors of the deep with the light given off of a powerful artifact known as a moonstone. While this sanctuary is a blessing to the Marai people, it's glowing embrace is loathed by those who have been spurned from its offering of protection.

The Marai, quick to keep sanctuary to themselves, reject outsiders who seek their shelter. One race, known as the Celia, were distant relatives of the Marai. With their need being great, they beseeched the Marai people, believing their connection with the Marai would grant them entrance. Instead, the Celia were rejected, left stranded in the dark abyss as they struggled to survive in the harsh environment. The Marai diverted their eyes, and turned deaf ears to the Celia, ignoring their plight and their pleas for assistance.

As the years passed, from generation to generation, the Celia slowly dwindled away, until only one able bodied Celia remained. The Celia, known by the declining tribe as Narissa, stared across the barrier that would have offered her starving and dying people protection, and felt the agony and hatred of a thousands of ancestors burn through her. Noting the weakening protection around the city, and the start of the journey for the Marai's newest Tidecaller, Narissa followed, determined to do whatever it takes to ensure the Marai suffer for their selfishness.

The tides will not be allowed to douse the flames of my people. - Narissa, the Bane of the Sea

Playing as Narissa A well used Ripple can wreak havoc upon the enemy team, and set Narissa up to use her disruptive abilities to their fullest.

Playing against Narissa Narissa has powerful crowd control abilities, but they require her to be close to her enemies, keep your distance to mitigate their effects. Narissa has no mitigation from attacks aside from her natural defenses, so whittling her down is an effective way to deal with her.

Appearance Narissa's appearance is that of a Cecaelia (an octopus lady, like Ursula from the Little Mermaid), of around humanoid size. She carries no weapon, and attacks by lashing out with her tentacles. Her tentacles move as she does, giving her an appearances of gliding while moving, and the appearances of writhing in place when remaining motionless. Classic: Narissa's skin is a light to pale blue, with her tentacles being a darker purple with is almost black. Her hair is jet black, and falls to the middle of her back.

Quotes Upon Selection I shall demonstrate the ocean's wrath. Walking/Attacking "My people will suffer no longer." "I will not fail." Upon using Scourge of the Sea "Fear the wrath of the sea!"

NOTES Scourge of the Sea naturally increases the range on Narissa's abilities slightly, due to her increased size during its duration.

Updated on 7/13/2015 to reflect better scaling due to vision of tank vs jungle caster. Fixed tooltips for clarity of abilities.

4 Comments

Prospector Pete7/13/2015, 4:24:41 PM1 votes

I really like this champion, but there are a few things that should be tweaked.

Passive: I feel like this should have a cooldown, like maybe 3 seconds or something small, just so that it's not constantly activating.

Q: I like this ability. I would lower the amount that it slows by, because they're probably going to be knocked up anyway.

W: I'm not sure I understand this ability.

E: I would add a minor slow to this, like maybe 25% for 2 seconds.

R: The AP ratio should be decreased on the damage over time thingy.

Overall, I think that this is a pretty good champion, and I'd love to see what it eventually turns into over time. :)