Nayrrow the Life Giver

Schmutz Schmuck·6/30/2015, 7:20:09 AM·2 votes·524 views

LORE

Nayrrow was not always the life giving caring soul he was. He was once a deranged criminal charged with murder and theft. As a result, he fled into the woods of the Shadow Isles, when they were teaming with life. There he met a forest spirit appearing in the form of a greenwispy entity. The screams and yells of villagers and the barking of hounds, Nayrrow needed to make a fast escape and fast. The spirit saw him in distress. So the spirit made Nayrrow an offer. "Give you self to the woods and I will protect you from the harms of the world". Nayrrow accepted. Immediately the spirit wisped through him but when the wisp came out the other end, the wisp exited black. Nayrrow saw himself from the back. Nayrrow's soul came out and he was looking at his past self. But it was walking away. The wispy figure that had earlier appeared in front of him had taken control of Nayrrows body and being. Nayrrow was left as a wisp bound to the forest and the nature spirit left with Nayrrow's body.

OVERVIEW Attack power: 7/10 Defense power: 7/10 Ability power: 7/10 Difficulty: 7/10

Concept art by me ---> http://masterslimfat.deviantart.com/art/Treeman-542579363

ABILITIES

Passive: Kind Giving Periodically Nayrrow heals an ally champion within a 400 range for 10% of his current health every 6 seconds. (prioritizes champions with the lowest health). Every time an ally is healed, Nayrrow gains 1 generosity. Nayrrow uses Generosity to cast his spells. Maximum of 20 Generosity.

Q: Interior Growth Range: 500 Cost: 4 Generosity Cooldown: 10/9/8/7/6

Nayrrow plants a seed inside of the target champion. If the seed is planted inside of an ally, the ally grows a shield that protects the ally for 20% of Nayrrows current health and decays over 5 seconds. The seed buf last for another 5 seconds after the shield decays. For every second an ally is affected by Interior Growth, Nayrrow gains 1 Generosity.

If the seed is planted inside of an enemy, the enemy is slowed by 20/30/40/50/60% for 3 seconds. If the enemy stays within a 600 range of Nayrrow for 4 seconds, the target takes 70/100/140/170/250 +(10% of Nayrrow's current health). Then the seed hops to another enemy champion within a 300 range and applies the same effect(s).

W: Root System Range: 200 Cost: 6 Generosity Cooldown: 10

Nayrrow summons a plant growth that lasts for 2min in an area that grants Nayrrow, and allies affected by Interior Growth, bonus 7/10/13/16/20 health regen. After 6 Root Systems are planted, Recasting this ability will cause all growths to snap after 1 second dealing 10% of Nayrrow's current health as damage to all enemies standing on the growth (damage will not stack with multiple growths).

E: Rapid Growth Rage: 400 Cost: 10 Generosity Cooldown: 30/25/20/15/10

Nayrrow encases himself, or an ally affected by Interior Growth, granting a shield that blocks all damage but immobilizes the target, the target also can not attack or use spells, for 3 seconds. If the ally or Nayrrow is affected by Root System, the regen is tripled.

R: Mother Nature Range: Self Cost: Any amount of Generosity Cooldown: 80 This ability can be cast with any amount of Generosity. Every Generosity Nayrrow has when the ability is casted, the duration is extended by .75 seonds (Max of 15 seconds). Nayrrow summons the power of nature to enhance his being. Nayrrow casts Kind Giving every second for 5 seconds.

His autoattacks deal bonus magical damage equal to 5/7/10% of his current health. If Nayrrow attacks an enemy affected by interior growth, the target is rooted for .5/.75/1, can only affect a target once every 3 seconds. If Nayrrow is affected by Root System, he gains 200% health regen. If Nayrrow is affected by Interior Growth, the attacks heal him and allies within 350 range of Nayrrow for the damage dealt. Every hit on an enemy that heals an ally grants 1 Generosity per ally healed. Lasts 15 seconds.

6 Comments

TheFirstGokun6/30/2015, 5:16:16 PM1 votes

Passive is extremely powerful, both early and late, but has very little presence in team fights and skirmishes. I'd suggest having it scale, lets say 20/40/60/80 + 2/2.5/3/3.5% of Nayrrow's maximum health. In order to make his abilities more accessible, you can then reduce the cooldown on heals to amp up Generosity production. It also says both the "nearest" champion and "lowest health" champion: specify which. Perhaps add in a tool for generating Generosity outside of his passive (every time he shields an ally, for instance) to increase ability synergy. Same thing for his Q. The shield scaling is far too high, considering he can build about 5000 health and shield an ally for 1000 health every 6 seconds. Lowering the cost (his resource system is really limiting) would also help him feel more relevant in teamfights. Also, casting on enemies has a range of 500, but the enemy needs to stay within 400 range to get slowed and damaged. So if you cast on an enemy from 500 range, you just wasted Generosity. If you manage to keep this enemy within 400 range, the seed might jump 300 range away from you to another enemy and immediately break the chain. I'd suggest raising the chain length to about 600, as well as adding that the seed jumps to another target within 500 range of Nayrrow or renews the cooldown/cost instead of jumping or something. It should also jump early if the enemy attached to it dies. On the subject of the W, if you can reactivate the ability to break all the growths, that means that you can only have one growth at a time since recasting means you have to use the same ability and you can't place a growth without using the same ability. However, the ability says "all growths", which I take to mean that you want to have multiple growths on the field at once? Also, since this guy is a tank, reactivating the growth at full health could potentially deal 1500 damage in a huge area with one button press. That's ridiculously strong, so you should balance the ratios better and make them scale and perhaps add a .5 second warning before the growth detonates. Rapid Growth is an interesting ability, sort of like a Lissandra ult on allies without the damage. However, the troll potential on a 3 second immobilize is ridiculous, not to mention they can still attack and cast most spells while they're in there. It's far too strong. Make it so the person in the Rapid Growth is invulnerable but also unable to use any spells. All of their spells could then be replaced by a spell which allows them to escape prematurely, granting them a brief burst of movement speed. It's like Kalista's ult, where Riot had to ensure that players couldn't be a troll with it. Once again, his ult also has far too high of a health scaling. Also, why is the cooldown 20 seconds? And how long is this insane buff supposed to last? Tune it down please, or add something that can offer utility to his team, maybe rooting all enemies hit or applying a slow in an area each time he lands a basic attack. In conclusion, this champion is vastly overpowered for a tank yet rather unclear in where his true strength lies. All of his health ratios need to be turned down and scaled. His ability synergy is pretty clever, but his insane resource costs make him feel kind of like a non-factor in teamfights once he uses his 3 ridiculously strong abilities. His lane sustain is too strong and too slow. Think about what kind of gameplay strategy you want him to fulfill and continue to improve on this cool concept :) Reviewer, away!summoner 4