Nocturne VGU Concept: The Night Terror

I say Facts··8 votes·3,002 views
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Lore and Interview:

Nocturne is a shadow assassin who represents a gloom, nightmare, terror and whatnot. He is flexible in combat, fast, and hunter.

Alright, Let's take a look at a part of his Lore!

A demonic amalgamation drawn from the nightmares that haunt every sentient mind, the thing known as Nocturne has become a primordial force of pure terror. It is liquidly chaotic in aspect, a faceless shadow with cold eyes and armed with wicked-looking blades. After freeing itself from the spirit realm, Nocturne now continually descends upon the waking world, to feed on the kind of fear that can only thrive in true darkness.

Now that I will mention something far away from what you guys think, but I personally feel like his Lore should be updated and move him into the shadow isles region, because he would make more sense being in the shadow isles than runeterra (Just a personal thought).


Visual Design:

Picture 1: https://imgur.com/a/NvaaSkR

By Kanoro Studio This visual design could represent his structural form in game, more visuals needed but it is nice

Picture 2: https://imgur.com/a/VyDr3mZ

By DaveRapoza Just an image I wanted to share, not much different details, but it has some well designed armors and weapon

Picture 3: https://cdna.artstation.com/p/assets/images/images/010/499/574/large/dave-greco-elementalfinal.jpg

Nocturne should look scarier in general, his blades need to be sharper, edgier, he should have some sort of armors on his shoulders, he should be flying instead of walking that's right, and he should also have some sort of animation around him, something which could represent the terror for his theme.


Gameplay Design:

Role: Jungler Class: Assassin/Diver

Base Stats:

Health: 585 – 2025 Attack damage: 62 – 114 Health regen: 8 – 22 Attack speed: 0.668 (+ 0 – 45.9%) (+ 0.053) Mana: 275 – 850 Armor: 38 – 92 Mana regen: 7 – 14 Magic resist: 32 – 52 Range: 125 Move speed: 350

Nocturne should rely on being the burst dps carry, he should also have enough room for outplaying, something different than only a shield, something else, such as, multiple dashes, going behind the target, reducing the vision and fear. These mechanics will match his theme perfectly, he is not suppose to be a defensive skirmisher, he is suppose to be a champion who focuses on lethality, attack damage and cooldown reduction. However, those who wish to have some defensive items on him, will do alright with that because some defensive items will allow him to survive longer.

Pantheon level rework required


Abilities:

Passive [Paranoia]:

Nocturne's basic attacks against enemies affects them with Paranoia debuff. Paranoia makes the target hallucinate, hearing Nocturne threats in their mind. When they are fighting Nocturne. When Nocturne attacks the target when they have the debuff of Paranoia, he will ignore 10/20/30 of their armor and will be able to move through them Paranoia has special effects with Nocturne's abilities on targets affected by it.


Q [Umbra Blades]:

Nocturne camouflages, gains 10/12/14/16/18% movement speed for 3 seconds and enhances his next 2 basic attacks for 6 seconds. Next basic attacks will deal bonus damage equal to his total attack damage + [20% of his bonus Ad} Enemies affected by Paranoia will receive bonus damage equal to [30% of his bonus AD].

Cooldown starts after the duration of 3 seconds ends, or when Nocturne strikes the target.

Cooldown: 12/11/10/9/8 seconds Mana Cost: 40


W [Tormentor]:

Nocturne quickly dashes through the target in front of him with both of his blades, dealing 80/120/160/200/240 +100% of his total AD, then lands behind them.

If the target is affected by Paranoia, they will be slowed by 30% for 1 second.

Cooldown: 10/9/8/7/6 seconds Mana Cost: 50 at all points Range: 400


E [Shroud of Darkness]:

Passive: Nocturne gains 10/20/30/40/50% bonus attack speed

Nocturne summons a shroud around him for 1 second, blocks the next ability or auto attack against Nocturne. If Nocturne successfully blocks the next ability or auto attack, he will be hasted, gaining 20% movement speed for 2 seconds.

Cooldown: 10 at all ranks Mana Cost: 50 at all ranks


R [Nightmare]:

First Cast: Nocturne will cause a nightmare to all enemy champions, reducing their sight by 50% for 5 seconds. Nightmare animation: voices of darkness will be around and a lot of creepy animations around the map (our minds can imagine)

Enemies affected by Paranoia will have their sight reduced for 10 seconds instead

Second Cast: Nocturne flies on the target affected by nightmare, summoning a darkness clouds behind him, becomes untargetable during the duration, lunges through the target, dealing 300/450/600 +100% physical damage and causing them to flee for 0.5 seconds.

If the target is affected by Paranoia, then they will flee for 1 second.

Cooldown: 100/80/60 seconds Mana Cost: 150 mana Range: 2000/4000/6000


Overall conclusion:

Nocturne will be played as assassin jungler, who has the ability to dive too, and he will open up more mechanics and more interesting plays against the enemy team.

Let's take a look at the pros and cons!

**Pros: **

  1. Burst damage dealer
  2. Can shut down enemy carries with his ultimate mid game
  3. His theme provides a true terror to enemy team
  4. Good mobility for an assassin with a helpful crowd control
  5. Can outplay enemies very well with his W and E

Cons:

  1. Squishy, his passive won't help him much
  2. Once his E is on cooldown, he is an easy kill
  3. Teaming up as 5 will be a great counter play for his ultimate
  4. Flat physical damage only, armors and Hp will counter him
  5. His W can only be used on enemies. Therefore, grouping will prevent him from using his W to go in

In conclusion, with the change of her other spells and how his ultimate works now, Nocturne will be mainly played as DPS burst assassin jungler who can shut down carries with his ultimate, carry mid game and snowball well upon getting early kills.


Itemization:

Example [1] Main build: item 1400 item 3071 item 3142 item 3814 item 3147 item 3117 Example [2] Defensive build: item 1412 item 3025 item 3812 item 3065 item 3156 item 3047


I hope everyone enjoyed this concept. Like I promised before when I finished with Skarner, Mundo and Shyvana VGUs, I have mentioned that I will be working on a Nocturne's concept. These are the 4 champions who were having a high priority for a VGU next year, I can still work on the other champions who were listed in the 2nd tier, depends on what people want me to work. Feel free to give me your feedbacks, I will be happy to respond whenever I can Thanks everyone for your interests in Nocturne's VGU!


My other VGU concepts for the high priorty champions who were listed for a VGU:

  1. Skarner: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/3Pfs1b0t-skarner-vgu-concept-the-cruel-tyrant

  2. Dr. Mundo: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/szuJ4FNX-drmundo-vgu-concept-the-madman-of-zaun

  3. Shyvana: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/jBxZEujR-shyvana-vgu-concept-the-dragonborn

9 Comments

GodlyNord6 votes

This is a great rework, I approve.

I say Facts1 votes

Thanks!

ACatIsFineToo6 votes

Most of this is pretty good.

I have two issues with his Q (Umbra Blades) though.

Umbra blades seems to have three purposes. To use Hunters Talismen to farm aoe camps, for Trinity force procs, and chasing. All fine really. Its just how much damage It does and how much chasing it gives.

The Damage: At 400 AD. (A lot) You have 400 AD x .7 = 280 + 100 = 380 + 76 + 76 (second and third hit at 20% damage.) = 532 Before armor. Even at 20% physical damage reduction from armor considering your building Lethality you have 425 damage.

Thats....not a lot. Now, numbers could always be changed, but the second and third hit are just BAD. And if you buff them enough to deal damage (Example: second and third hit deal 40% damage, up from 20%) Then you run into the second issue.

The chasing: I for one am already sick of three cast ability's that double as movement.

I don't think we need another Riven in the game. This rework has four dashes (Q,Q, W, R), two of which deal aoe damage, three free trinity force procs on Q, and only a 5 second cooldown without CDR. Under 3 seconds with CDR. Nobody gets away. Ever.

How I would fix this.

Q [Umbra Blades] 12/11/10/9/8 | 60 MANA Nocturne dashes in the direction of the cursor, attacking in an arc from right to left, dealing physical damage to enemies hit. Umbra Blades can then be reactivated twice within the next 4 seconds, with the second cast refreshing the timer.

The second cast: Nocturne dashes in the direction of the cursor, attacking in an arc from left to right, dealing physical damage to enemies.

The Third Cast: Nocturne deals damage to all nearby enemies.

Enemies affected by Paranoia will receive 40% damage.

--

This fixes both the damage and the counterplay. Nocturne already has ways of getting onto an opponent, he does not need a repeatable dash every 2 seconds with basically no cooldown.

Having the cooldown at a higher amount (8 seconds. 4.4 seconds at 45% cdr. You will level this first.) opens counterplay. You have a period of time when this ability is now on cooldown, so if someone survives the R, then the Q, Q, W, Q (Likely like this to be ontop of the enemy for the last Q damage) then they can FINALLY try and get away. Without having to worry about your Q ALREADY be off cooldown.

(Honestly, the second dash on Q could also go. 4 dashes is...a lot. Too much for an assassin really. :)

This also makes you want to use the second and third Q attacks. Now the mana is up front, so you don't 'lose' mana for this. And since the damage on the second and third hit is higher, its pulling its weight. With a higher cooldown a little more power can go into this, since its not up 100% of the time.

Alternately, you could have Umbra Blades's damage start low, and ramp up for the second and third hit.

I say Facts1 votes

Thank you for your feedback. I actually wanted to show that the dash is roughly 300 range only, which is half a ranged auto attack, It's pretty small. Although, the W dash is not a dash, but more of an old Talon's E, where he could swap behind the enemy target, but instead, Nocturne rushes through the enemy target. It will never give him escape, but of an assassinating strike. Same thing happens with his Ultimate.

I understand your point that I need to change the Q a bit, which seems fair because his E provides him a safety, which means that I don't see anything wrong with toning down the dashes from his Q.

His Q could be like different, where it empowers his next 3 basic attacks, provides him a brief movement speed and a camouflage ability. Melee enemies will easily counter that, while ranged and mages will struggle against this camouflage, allowing him to play his assassination in a better spot. Especially because he is suppose to be the "Night Terror" Not easy to always see. Which is why I gave him sight reduction against enemies with his ultimate.

Feel free to show me your feedback about this idea, before I submit the changes

I say Facts1 votes

Edit: I edited both of his Passive and Q. I would like to hear your view

ACatIsFineToo1 votes

Accidentally reloaded the page after typing this out -_- Ill try to keep it shorter this time. Ill be more blunt because I lost an hour of work typing this xD

Better concept, still has issues.

His first clear is terrible. No aoe He has no clear ability to level first each gaining only a small benefit. He has no sustain Camo does not fit on a kit with a massive range dive from 1/3 the map away. His extra fear duration on enemies already hit wit his passive is odd. 95% of time you will never do this. His pre 6 ganks are atrocious now.

Fixes! Yay!

Passive: Paranoia Nocturnes basic attacks and abilities apply paranoia. Paranoia causes enemies to leave a dusk trail behind their movement for 5 seconds. Nocturne gains 15/20/25% (1/6/11) bonus movment speed while on dusk trail Nocturne's abilities have additional effects against enemies inflicted with paranoia

Q: Umbra Blades | Cooldown: 12/11/10/9/8 seconds Nocturnes next two basic attacks are enhanced, dealing an additional 15/30/45/60/75 + 4/4.5/5/5.5/6% of his targets maximum health in physical damage. (Capped at 300 against minions and monsters)
Both hits (30/60/90/120/150) +8/9/10/11/12% max hp damage)

Umbra Blades enhanced attacks against enemies afflicted with paranoia also hit surrounding enemies while also healing himself for 8 − 24 (based on level) (+ 10% AP) per enemy hit.

W: Tormentor Range 300 -> 500

R: Nightmare Range reduced. 2500 / 3250 / 4000

Why the changes!

Passive: The Dusk Trail was iconic on nocturne, it was neat, unique, and fun. Bringing it back helps his chasing pre 6.

Q: This Fixes a ton of stuff. The enhanced physical damage that deals % max hp damage gives him great build paths. Lethality is amazing on him, keeping the damage as close to True damage as possible. This also fixes his clear, dealing aoe damage and giving him sustain through hunters talisman. Dealing % max HP damage to ALL monsters in the camp cuts down on farming time a lot.

W : Without the old Q you had, with the two dashes and aoe, increasing the dash range on W is totally fine. It gives him better ganks pre 6, without ever overloading his kit with Dashes. It's still one of the shorter range dashes in the game.

R: The range you proposed is basically insane. (Not flaming) Twisted fate has a 5500 range teleport, and he suffers massively because of it. It simply takes to much of his power budget. Having a high damage assassin able to jump so far can snowball like crazy, so having it start slow and grow over the coarse of the game is very fair. The range I suggested is the current range in the Live game.

Let me know what you think. :)

WoonStruck2 votes

You basically just combined Riven and the current Nocturne. Not exactly creative.

Besides, it would be a shame to get rid of his Q's trailing mechanic. That's one unique part of his kit that only really shown through when he was viable as a bruiser rather than as an assassin.


Considering that your new passive reduces the damage he takes, bruiser builds, or at least DR damage builds (item 3046 item 3812 item 3047), would probably be the go-to, if not tank depending on his base numbers.

With the current kit you have, a TF bruiser build would be the most likely outcome. Not assassin.

I say Facts1 votes

Thanks for the feedback. I am actually looking forward to change his Passive's effect and his Q, to make it something far away from Riven.

As for his Q, His Q could be different, where it empowers his next 3 basic attacks, provides him a brief movement speed and a camouflage ability. Melee enemies will easily counter that, while ranged and mages will struggle against this camouflage, allowing him to play his assassination in a better spot. Especially because he is suppose to be the "Night Terror" Not easy to always see. Which is why I gave him sight reduction against enemies with his ultimate.

As for his passive, I am thinking of an armor ignoring against the target with the effect of Paranoia. Feel free to give me a feedback about that

I say Facts1 votes

Edit, I have changed both of his Passive and Q.

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