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Nyssa - the Arcane Thief Female, melee AP attack speed assassin Rough Lore: Nyssa grew up on the streets of Bilgewater, with nobody to look after her but herself. Gifted with an innate ability to use magic, she quickly learned to control her arcane powers and use them to survive in the harsh world she found herself in. Her rough upbringing has given her the skills needed to fight and survive, yet somehow she remains largely innocent and sweet despite the frequent violence and ugliness of her surroundings. Nyssa is a skilled thief, mainly out of necessity, and occasional hired blade for the various captains vying for control of Bilgewater. One of her frequent employers is Miss Fortune, who is particularly fond of the girl. The two daggers Nyssa wields contain gems in their pommels that can store spells, allowing her to charge them with her own magic. She came to own them by sneaking aboard a docked ship and stealing them from the Captain’s own footlocker. She came close to escaping undetected, but it was at that moment that Miss Fortune entered her quarters. Impressed by the girl, she decided to let her keep them, on the condition that Nyssa repay her theft by working for Miss Fortune whenever she needs a thief. Young and wiry, she’s a very fast and nimble acrobat, quite used to racing across rooftops and alleys and disappearing into crowds when she attracts unwanted attention. She has a certain affinity for cats and knitwear. Miss Fortune often refers to her as ‘a cat among dogs’, on account of her cat-like grace and incredible ability to get into even the most secure locations unnoticed. PASSIVE: Cat’s Cunning Nyssa gains her cooldown reduction as additional critical strike chance. Q: Twin Streaks Nyssa draws on both her own magic and the power stored in her daggers to fire a short range skillshot that can be activated up to 2 times. She slings energy from one of her daggers on each cast, launching a bolt of searing energy to about twice her auto-attack range.

Nyssa and Helvard

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My WIP designs for League of Legends champions

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Page 1: Nyssa and Helvard

Nyssa - the Arcane Thief

Female, melee AP attack speed assassin

Rough Lore:Nyssa grew up on the streets of Bilgewater, with nobody to look after her but herself. Gifted with an innate ability to use magic, she quickly learned to control her arcane powers and use them to survive in the harsh world she found herself in. Her rough upbringing has given her the skills needed to fight and survive, yet somehow she remains largely innocent and sweet despite the frequent violence and ugliness of her surroundings. Nyssa is a skilled thief, mainly out of necessity, and occasional hired blade for the various captains vying for control of Bilgewater. One of her frequent employers is Miss Fortune, who is particularly fond of the girl. The two daggers Nyssa wields contain gems in their pommels that can store spells, allowing her to charge them with her own magic. She came to own them by sneaking aboard a docked ship and stealing them from the Captain’s own footlocker. She came close to escaping undetected, but it was at that moment that Miss Fortune entered her quarters. Impressed by the girl, she decided to let her keep them, on the condition that Nyssa repay her theft by working for Miss Fortune whenever she needs a thief. Young and wiry, she’s a very fast and nimble acrobat, quite used to racing across rooftops and alleys and disappearing into crowds when she attracts unwanted attention. She has a certain affinity for cats and knitwear. Miss Fortune often refers to her as ‘a cat among dogs’, on account of her cat-like grace and incredible ability to get into even the most secure locations unnoticed.

PASSIVE: Cat’s CunningNyssa gains her cooldown reduction as additional critical strike chance.

Q: Twin StreaksNyssa draws on both her own magic and the power stored in her daggers to fire a short range skillshot that can be activated up to 2 times. She slings energy from one of her daggers on each cast, launching a bolt of searing energy to about twice her auto-attack range. Each discharge deals around 70% of basic-attack’s worth of damage to the first target hit, and procs on hit effects. Both shots can be fired in rapid succession. If the first strike kills a unit or champion, the next automatically deals double damage. A tool to last hit and poke.

- Can crit- Scales with AP

- Low cooldown, lowish cost

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W: Cutpurse CasterPassive: Nyssa charges her daggers, causing her auto attacks deal bonus magic damage on hit.

Active: Single target spell that can be cast on enemy minions or champions. Nyssa briefly steals a percentage of the target enemy’s armour and magic resist for 3 seconds. If the target dies during this time, the stolen resistances persist for an additional 3 seconds.

-Passive on-hit magic damage scales with AP-Active stat-reduction uses flat scaling with ability rank

-Moderate cooldown, moderate cost

E: Arcane FlurryOn cast, Nyssa performs a short range dash towards the cursor. If she strikes an enemy champion, she applies a modest slow to them for 1 second and triggers five strikes in a flurry of blows. These strikes are dealt at an attack speed that increases based on Nyssa’s attack speed, and cause damage to all enemies in melee range in the complete circle around Nyssa. The slowest delivery possible is 2 seconds for all 5 strikes. She can move freely during this flurry, but cannot auto-attack or cast abilities.

The first strike deals the lowest damage, (including AP based on-hit magic damage), and each successive strike deals increased damage up to the 5th and final strike. For Nyssa to deal full damage, she has to stay on her target for the duration.

If no enemy champion was struck, Nyssa still dashes forward anyway but is herself slowed for one second and performs only the first strike, the weakest. Against jungle monsters, the full effect is always triggered. The flurry will damage minions, but is only triggered by hitting a champion or jungle monster with the dash.

While the flurry prevents Nyssa from performing auto-attacks or abilities, it can be cancelled early by pressing E at any point during the attacks.

The dash has a brief delay on cast, preventing basic attacks but not affecting movement for 0.25 seconds on cast before the dash triggers. Direction is not locked in until the dash is performed.

-Each hit functions as a (reduced damage) basic attack-Each hit can crit-Each hit procs on-hit effects

-Longest non-ult cooldown, high cost

R: Now You See Me

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Nyssa pulls up her hood and stealths for 3 seconds, gaining a significant boost to movement speed for the duration. Her first auto-attack within 3 seconds of cast deals bonus magic damage and creates a medium sized area of effect (comparable to Leona’s ult) that removes enemy’s ally vision and severely reduces their own vision range for a short period, centred on Nyssa’s position when she attacked.

Now You See Me can be reactivated to trigger the area vision effect early, or triggers automatically if no attack is made in 3 seconds. Doing so causes a 1 second moderate slow to all enemies inside as a trade-off for of the bonus attack damage forfeited by not attacking.

-Bonus damage on empowered attack scales with AP and AD-Empowered attack can crit

-Long cooldown, high cost

Nyssa’s MO: Harrass, then dive in and wreak havoc by disrupting the enemy team and assassinating squishy targets before they can rally. She has surprising survivability thanks to her ability to turn enemy tanks’ defences into her own, and her hit-and-run style of play makes her a fearsome mage-assassin.

WIP Designs

Helvard - the Steel Mountain

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Fighter-leaning tank support, features prominent armour and magic resist scalings

Rough Lore:A devoted servant of a god many have forgotten, Helvard is an earnest and courageous paragon of virtue. As strong as a bear and with a similar build, he makes for a fearsome sight decked in his heavy plate armour. Armed with a heavy wooden shield bearing a host of religious icons, and a simple but well-looked after war-axe, Helvard is a mountain of steel given life.

Passive: Without FearFor every enemy champion nearby, Helvard gains a small amount of movement speed.

Q: Humble the MightyHelvard charges his axe with righteous energy, causing his next basic attack to stun the target for a minimum of 0.5 seconds. Whilst charging his axe, Helvard is slowed at an amount that increases over the next 2 seconds, but the stronger the slow grows, so too does the stun duration. At the max of 80% slowed, the stun duration is increased to its full effect of 3 seconds.The stun can be triggered during Helvard’s charge if he hits a champion. If no attack is made after 2 seconds at max channel, or 4 seconds after first cast, the ability simply cancels.

Divine Challenged targets are slowed by 50% of Helvard’s max self-slow (a 40% slow) immediately upon cast, until Helvard’s own slow is ended.

W: Fearless AdvanceHelvard raises his shield and charges forward a very short distance, briefly gaining a temporary shield that scales from his armour and magic resist. Any enemy struck is knocked back slightly and takes modest damage, and if a champion is struck, Helvard slashes them with his axe to deal a modest amount of bonus physical damage. Can be cast during Helvard’s self-slow/stun wind-up, and if the charge hits a champion the stun will proc on the slash.

Divine Challenged targets can be charged to from additional range, which is denoted by the debuff indicator lighting up when in charge range.

Charge damage scales with bonus healthSlash damage deals 60% of auto-attack damage, and procs on hit effects.

E: Divine Favour

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Passively generates a token of Divine Favour every 30 or so seconds, storing up to two at once. On cast, one token is consumed to cast a click and point spell on a single enemy or ally.When cast on an enemy, the spell deals a small amount of damage to a target and applies a Divine Challenge mark, which interacts with the other abilities and lasts for 4 seconds.

When cast on an ally, they receive a Divine Blessing, granting them a modest boost to their attack damage, and additionally adding a small stacking armour shred to their attacks on Divine Challenged enemies. The bonus damage granted scales with Helvard’s armour and magic resist, and Divine Blessings also lasts for 4 seconds.

20 seconds to generate, 0.5 second cooldown to place the second mark, moderate mana cost

R: Righteous ThunderHelvard charges his axe with divine energy for a moment, then brings it down with a thunderous blast of righteous light to deal a fair amount of damage in a large area of effect, centred on the cursor. The area has a cast range of roughly half the range of the average ADC, and an AoE comparable to Leona’s ultimate. All enemies hit are marked with a Divine Challenge, and Helvard immediately marks himself with the Divine Blessing attack boost.

Blast damage scales with AP and bonus health.

Helvard’s MO: Pick out targets for your team with Divine Challenges and buff your allies against them, while you wade in to soak up damage and prevent the enemy from reaching your team’s backline.

Xander - the Lone Soldier

Ranged fighter, armed with a hand cannon that he primarily attacks with, and a pulse rifle he can draw dependent on ammo reserves.

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Passive: Quiet, LikeAfter being in long grass for 2 seconds, Xander fits a suppressor to his pistol and enters stealth. He can move past wards without detection, but is only stealthed to champions if he remains motionless. His first auto-attack once stealthed deals 10% of the target’s health as bonus physical damage.

Q: Full AutoWhen Xander first puts a rank in his Q, minions and jungle monsters will occasionally drop Ammo Packs. Like Thresh’s souls, large minions and boss monsters always drop a pack.

After putting a second rank in Q, Xander will passively generate up to one pack when empty without having to pick one up, but relies on pickups for further packs. With each rank, he increases his capacity by one, up to a max of 4.

On activation, Xander consumes one Ammo Pack to load his pulse rifle, which grants him slightly increased range and bonus damage for his next 2 auto-attacks. Full-Auto can be immediately recast within 1 second each time the effect ends, provided Xander has further Ammo Packs to load. Once the window passes the cooldown begins, regardless of how much more ammo Xander is carrying.

W: Placeholder

Placeholder

E: JCA-2 Automated Sentry GunXander passively generates Sentry Gun Packs, storing 1 at first ability rank up to 3 at max rank. On cast, he places one up to a short distance from him, which arms after 1 second. Each sentry gun holds 30 rounds of chain burst ammunition, which is fired at a rate that scales with Xander’s attack speed, and each burst deals low-moderate damage. These guns last until they are destroyed or until additional sentries replace the previous ones, and a maximum of 3 can be placed at any one time.

When the sentry gun runs dry, it will emit an audible warning and flash with a red danger light that is visible to all players then explode after 1.5 seconds to deal a moderate amount of magic damage.Each sentry will last until it either runs out of ammunition and self-destructs, or is destroyed by an enemy. Placing a new sentry when the maximum are already deployed will auto-destruct the earliest placed sentry.

Sentry guns do not grant vision, but each one placed will activate a HUD element that indicates the current ammunition and health of the unit, and a small minimap icon denoting their location. They are labelled as Sentry 1 up to 3 for reference.

Each placed gun will face towards the direction Xander was facing on cast, but will track the first visible target that enters its range. If an enemy enters range from a direction the turret is not currently facing, it will track to meet them, but rotates to face targets slowly.

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When this occurs, the sentry icon on the minimap will light up for all teammates, and Xander will hear an auditory cue. The relevant sentry HUD element will also light up, and ammo will be shown to decrease with shots fired. When a gun takes damage and auto-destructs, Xander receives another audio cue and the HUD element flashes red before reading GUN DESTROYED and disappearing.

Sentry guns can be destroyed by enemy champions, but feature a good strength shield if attacked from anywhere other than the rear-facing 90 degree quadrant on the back of the unit.

Stores a new gun every 25 seconds, cast range 250. Sentry gun damage per burst scales with APSentry gun self-destruct damage scales with APSentry gun attack speed scales with Attack Speed

Short cooldown to place, moderate mana cost

R: Break Out the Big GunsHelvard channels righteous energy into his axe, causing his next basic attack stuns enemy for a minimum of 0.5 seconds. Whilst channelling, Helvard is slowed at an amount that increases over the next 2 seconds, but the stronger the slow grows, the stun duration increases with it. At the max of 80% slowed, the stun duration is increased to a max of 3 seconds.The stun is triggered by Helvard’s charge if he hits a champion.

Divine Challenged targets are slowed by 25% of Helvard’s max self-slow (20% slow) immediately

Xander’s MO: Excellent at ambushes and fights that are pre-planned, Xander works best when he can set up for an attack or catch enemies in the jungle.

DifferentThat awesome ‘am I dead’ one

With the endless nothing and the watcher who answers all questions

Have to choose to pass on, and literally end