[Champion Rework Concept] Nocturne - The Eternal Nightmare
Nocturne - The Eternal Nightmare
Primary Role: Fighter Secondary Role: Assassin
Recommended Lane: Jungle
EDIT: Sorry for the really off ability scaling! Take it with a grain of salt if you can :P
Old Stats: Health: 582.8 [+82.5] Health Regeneration: 8.26 [+0.75] Attack Damage: 59.208 [+3.1] Attack Speed: 0.688 [+2.7%] Armour: 26.88 [+3.5] Magic Resist: 32.1 [+1.25] Movement Speed: 345 [+0] Mana: 273 [+35] Mana Regeneration: 6.7 [+0.45]
New Stats: Health: 632.5 [+85.2] Health Regeneration: 9.32 [+0.81] Attack Damage: 52.4 [+2.8] Attack Speed: 0.642 [+2.5%] Armour: 32.16 [+3.9] Magic Resist: 34.2 [+1.43] Movement Speed: 335 [+0} Mana: 273 [+35] Mana Regeneration: 6.7 [+0.45]
Abilities: Innate Ability: Darkness Incarnate First Ability: Duskblade Second Ability Midnight Shroud Third Ability: Horrific Intimidation Final Ability: Last Night
Innate Ability: Darkness Incarnate
Passive: After using an ability, Nocturne fades into the shadows slightly and gains a stack of Umbra for 5 seconds. The first auto attack from an enemy champion or large monster that strikes Nocturne while he has a stack of Umbra will have it's damage reduced by 80% and removes the stack of Umbra. This only stacks once, but renews every time an additional ability is cast
Ability One: Duskblade
Active: Nocturne throws out a shadow blade in a line, dealing 70/120/170/220/270 (+0.6/0.65/0.7/0.75/0.8 Attack Damage) physical damage to all targets hit and marking them with Dread for 5 seconds. Nocturne gains between 35-65 movement speed when moving towards targets with Dread, increasing based on how close he is to the target. His first basic attack against a target inflicted with Dread will deal 5% of their missing health as physical damage (minimum 50/85/120/155/190 bonus physical damage) and fear the target for 1.25/1.5/1.75/2.0/2.25 seconds.
Mana Cost: 55/60/65/70/75 mana. Cooldown: 12/11/10/9/8 seconds.
Ability Two: Midnight Shroud
Passive: Nocturne passively gains 20% attack speed. This increases to 30/35/40/45/50% when he is within 800 range of a feared unit.
Active: Nocturne cloaks himself with his shroud, phasing out of existence. He is still visible, but evades all incoming abilities for 1 second. After the timer has ended he releases darkness in an area of effect around himself, dealing 60/100/140/180/220 (+0.25 Attack Damage, +0.5 Ability Power) to all enemies struck and slowing them by 22/25/28/31/34% for 1 second. The slow duration increases by 0.5 seconds for every spell that Nocturne evaded, up to a maximum of 2 seconds (3 seconds total). He may still use, and be hit by, basic attacks during this time.
Mana Cost: 60/55/50/45/40 mana. Cooldown: 22/19/16/13/10 seconds.
Ability Three: Horrific Intimidation
Active: Nocturne stabs through a target, spraying the area behind them with blood and shadow. The stabbed target takes 75/120/165/210/255 (+0.75 Attack Damage) physical damage (applies on-hit effects), and any enemies hit by the cone behind the target takes 80/110/140/170/200 (+0.5 Attack Damage, +0.65 Ability Power) magic damage. Both damage instances of this ability will proc targets with Dread.
**Mana Cost: 30/30/30/30/30 mana. **Cooldown: 9/8.5/8/7.5/7 seconds.
Ultimate Ability: Last Night
Active - First Cast: Nocturne calls down darkness, reducing the vision of every enemy champion and removing vision of allies for 6/7/8 seconds. Every enemy champion affected is also inflicted with Dread for 6/7/8 seconds. While this first cast effect persists, Nocturne is invisible to all enemies. Active - Second Cast: Nocturne dashes through a single enemy champion he can see up to 600 range away, dealing 60/80/100 (+0.5 Attack Damage) physical damage to the target and revealing himself briefly before becoming invisible again. Active - Third Cast: Nocturne dashes through a single enemy champion he can see up to 600 range away, dealing 60/80/100 (+0.5 Attack Damage) physical damage to the target and revealing himself briefly before becoming invisible again. Active - Final Cast: Nocturne dashes** to and stopping at** a single enemy champion he can see up to 800 range away, dealing 100/125/150 (+0.9 Attack Damage) physical damage to the target.
If the darkness ends before Nocturne has dashed, he can no longer use his remaining dashes. However, the cooldown is refunded by 10 seconds for every dash he did not execute (30 seconds total for not dashing at all). Dashing to a target with the second, third, or fourth cast will activate Dread on the target affected if they have the Dread debuff.
Mana Cost: 80/90/100 mana. Cooldown: 160/130/100 seconds.