January MCCC - There Will Come Soft Rains

Comment below rating threshold, click here to show it.

SwaggerOats

Senior Member

01-07-2013

Backstory:

Deep within Valoran existed a factory. This factory does not produce machines, instead, this factory produces warriors. Known in ancient legend as the Umbrus Facility, this "factory," took flesh and bone, men and women, and incased them in nearly indestructible suits of armor that would make them the perfect soldiers. The suits, known as Eternity Armors, kept the host's body as a hostage while preserving the essence of the person inside. The host would then use his or her soul's willpower to fuel the suit. Terrus 451 was one such armor. Stripped of his name, Terrus 451 entered his Eternity Armor and was immediately programmed to be a soldier of war. He was instructed in magic and excelled. He was trained in combat tactics and maneuvers and excelled. Soon, he became the most respected soldier in the facility, outmatching those equipped with more advanced Eternity Armors then his own. The head of the factory, Domis Raden has grand plans of traveling to the surface world and taking over using his army, and it was becoming likely that Terrus 451 would be his lieutenant.

One day during his training exercises, calamity struck the facility. The earth around it shifted and gave way. the underground sanctuary was betrayed by what kept it safe to begin with. As the factory began to cave in, Terrus knew one way to survive: use the fullest extent of his soul's power to protect his Eternity Armor that would surely crush underneath the thousands of pounds of force of the crumbling earth. Casting the spell drained him, and in his last moments he saw the world he knew crushed around him; Apocalypse. Then, he fell asleep.

Years later, a time unquantifiable to Terrus, the earth shifted and churned. The Great Rune Wars had erupted above him. The land broke and tore asunder and with a great burst of energy, awakened Terrus from his slumber. From that moment onward, Terrus clawed towards the surface, never tiring, never stopping. As he reached the surface, he revealed himself in a wake of power, energized by the remnant energies that had restored him, but no one was there to welcome him. Driven by his lot in fate, Terrus traveled for what felt like a year to him, honing his magic and martial prowess for any adversary that he might encounter. Eventually, he found himself at the foot of the Halls of Justice. He agreed to fight in the League to erase the guilt of his selfish decision in the past.

"True strength comes from within. Every warrior should know this."

Appearance:
Terrus looks like a mix between a power ranger and a medieval knight. A strange concept maybe, but imagine this: A suit of armor made of metal plates covering every inch, but fit as though they were woven together as a fabric. Some areas are un-plated and rather have a dense fabric (fingers, arm-pit, insides of elbow, backs of knees). The helmet would have a large, glass-like visor for vision but no ventilation for breathing. The suit would have a cape, probably somewhat tattered. The blade would be thicker, as if it were meant to pummel something rather than slice through it. The suit would be a dimmer gold color for the metal, while the visor and cape would be pitch-black. Bit of gray would show between non-plated areas and where the fingers are.

Abilities:

[Passive]- Eternity Armor: Terrus has 5% of what his normal maximum health would be. To withstand damage he instead has a damage shield equal to 95% of what his health statistic would be. Each time an ability would activate from any champion within 450 units of Terrus, he gains a stack of Aegis. At 3 stacks of Aegis, Terrus replenishes 10% of his damage shield up to 150% of what his maximum health would be.

[Q]- Spell Blade/ Breaker Blade: As Terrus' blade charges with energy, his next autoattack within 5 seconds deals 45/75/95/115/135 +(.35 AP) + (.55 totalAD) additional magic damage. If Inner Strength is active, Spell Blade turns into Breaker Blade which also reduces the armor and magic resist of the target hit by 15% for 3 seconds.
Cooldown: 8/7/6/5/4 seconds after the auto attack.
Mana Cost: 45 at all ranks.

[W]- Power Quake/ Spell Quake: Terrus strikes the ground with his blade, causing earthen spike to erupt around him within 300 units. Enemies hit by these spikes take 60/85/100/115/130 + (.35 AP) + (.55 totalAD) physical damage and are slowed by 35% for 5 seconds. If Inner Strength is active, Power Quake turns into Spell Quake, having its AoE is increased to 350 units, damage type changed to magic damage and knocking up all targets hit for 1.25 seconds.
Cooldown: 9/8/7/6/5 seconds
Mana Cost: 50/55/60/65/70

[E]- Rampart Dash/ Rupture Blink: Terrus dashes forward up to 450 units, knocking up and dealing 40/60/80/100/120 +(.55 AP) magic damage to all enemies in his path for .25 seconds. While Inner Strength is active, Rampart Dash turns into Rupture Blink which allows Terrus to dash to a target champion within 450 units, becoming untargetable for the dash and knocking aside and damaging all enemies within 300 units at the point of destination.
Cooldown: 14/13/12/11/10 seconds
Mana Cost: 65 at all ranks

[R]- Inner Strength: Terrus unleashes his power within, breaking all current stuns, suppressions, and slows while gaining 1 Armor and Magic Resist for each 5% of his missing damage shield and a 15% movement speed increase for the next 10 seconds. Additionally, all of Terrus' abilities gain additional effects for the duration.
Cooldown: 115/100/85 seconds

Contest Requirements:
Surviving the Apocalypse: Terrus may not have survived THE apocalypse, but he survived losing the world he was created in. That being said, the host armor is a nearly invincible suit, allowing him to survive almost anything (Even the earth collapsing in on him!). Terrus does not hunger, thirst, or feel really; this is his character flaw.
Scavengers: Terrus' passive is tricky to itemize around, but it allows him to get his survivability from activated abilities from any champion within 450 units of him. This is similar to Maokai, but Terrus does not need to connect an auto attack to replenish his damage shield.
Adaptation: When activated Terrus' ultimate, you get a passive armor/magic resist bonus as well as different abilities! These new abilities are essentially the upgraded (or slightly manipulated) versions of Terrus' normal [Q], [W], and [E].

Side Notes:
I wanted Terrus to be a tank that could turn the tide of any fight at a moment's notice. He is supposed to part of the frontline of a teamfight, able to soak up and prevent damage from being done. I wanted Rampart Dash to be a highly mobile crowd control that allowed Terrus to protect casters and carries in the back, while still disrupting others around him.


Comment below rating threshold, click here to show it.

Munkey20

This user has referred a friend to League of Legends, click for more information

Senior Member

01-08-2013

Question about last month. A few of us requested more detailed judging and I never saw where they got posted. I would have liked to know what areas from Celia needed improving or refining to make her a better champion. If we could get a word on that I'd appreciate it.

And my entry is posted. My take on Red Riding Hood.


Comment below rating threshold, click here to show it.

Killerpool

Senior Member

01-08-2013

Blazer - The Knight of Shadow Flames
Melee,Fighter

Abilities:

(passive)Hell Fire: Blazers fourth attack will deal 20% bonus magic damage to all enemy units in front of him (range 150 units) and will apply ignite to them witch deals 1-4lvl 2%/ 5-9lvl 4%/ 10-14lvl 6%/ 15-18lvl 8% for 2/3/4/5 seconds.

(Q)Flame Shield: Blazer creates a shield of flames around him witch lasts next 6/7/8/9/10 second and absorbs 5/10/15/20/25 % incoming damage and dealing 10/15/20/25/30 (+ 0,4 AP) magic damage to all enemy units he passes through.
Cooldown 15/13/11/9/7 second
Cost 30/40/50/60/70 mana

(W)Breath of Flames: Blazer starts breathing fire dealing30/60/90/120/150 (+ 0,3 AP) magic damage to all enemy units it hits and applying ignite on them witch deals 10/15/20/25/30 magic damage every second next 3/3,5/4/4,5/5 seconds.
Cooldown 12/10/8/6/4 seconds
Cost 20/40/60/80/100 mana
Range 400

(E)Flame Scythe: Blazer turns his sword in to the gigantic scythe, striking with it all enemy units in front of him dealing 50/100/150/200/250 (+ 0,5 AP) magic damage and knocking them back (for 200 units) and applying ignite that deals 4/8/12/16/20 magic damage over 5 seconds.
Cooldown 12/11/10/9/8 seconds
Cost 50/70/90/110/130 mana
Range 250

(R)Legendary Flames: Blazer starts channeling for 4/3.5/3 seconds creating a magic circle around him (range of circle 500/600/700 units), all enemy units that are in circle when channeling ends will be puled in a the middle of the circle, after they reach the middle circle will explode dealing 150/225/300 (+ 0,5 AP) true damage to all enemies in it.

Lore:

There was an ancient Stone of Shadow Flames hidden in the depth dark of ruins of an ancient of Deruth. One day the knight that flee from the battle against Noxus soldiers finds himself in that ruins for many days he was hiding there and discovering the ruins until one day he falls in to the hole that led him to the champers where Stone was hidden. He was so charmed by the beauty and color of the stone that he picked it up, he saw a inscription on the stone, he read it and all of the sudden everything went black.After that he finds himself in a suit of armor with gigantic sword along side him. He saw that he's skin is covered in flames he was so scared that he run outside of the ruins. Outside he saw the Noxus soldiers. He wanted to run back in but he couldn't, something was driving him to fight to kill them, and that he did. After killing them he felt that he was no longer scared of fighting and that that the stone given him strength to fight and power over flames.

Appearance:
Tall, Black suit of Armor from witch emerges flames.


Comment below rating threshold, click here to show it.

Flintlock

Senior Member

01-08-2013

Elaruss, The Eternal Wanderer/The Forgotten Nemesis

Tags: Assassin, Carry, Fighter, Jungler, Melee

Attack Power: 8 / 10
Health: 7 / 10
Spells: 3 / 10
Difficulty: 7 / 10

Overview

Whilst Elaruss is a multi-form champion, his forms are very different to the current well known multi-form champions (i.e. Nidalee, Jayce and Elise). In fact, if anything, the relation between his forms could be more easily paralleled with Rengar's Bonetooth Necklace stacks or Kha'zix's evolutions; something to work towards rather than an extension of a single toolkit. In his base form (The Eternal Wanderer), Elaruss is an AD Burst Assassin who favours the jungle, but can also be sent top. In his favour, he has very high base values, reasonable mobility and two abilities that make him very difficult to kill (thus, in addition to his backstory, fulfilling the contest's theme). Attempting to catch an experienced Elaruss is very difficult. On the other hand, however, he has very poor scaling with items (once enough damage is purchased, one of his abilities actually reduces his damage output) and minimal crowd control, making him drop off hard as the game goes on.

This is where his second form (The Forgotten Nemesis) comes in. Elaruss has a set of signature items, starting with the 'Ruined Breastplate'. By completing a series of tasks, each item grows in strength until it reaches a cap, at which point an upgrade can be purchased for it. Eventually, once the final upgrade is capped, it may be activated and consumed (all of its stats permanently added to Elaruss) to change Elaruss's into his secondary form permanently, gaining a new set of abilities that take a number of cues from his original set. This second form is closer to a melee carry/tanky DPS, rather than his tanky assassin original form; whilst his damage output is even higher, and he gains a large measure of scaling, the loss of the regeneration on his shield and the limiting of his teleport to enemies only makes him much easier to kill. As the fully upgraded item is very expensive, yet doesn't have superior efficiency in terms of stats, rushing Elaruss into his second form without other items is generally a poor idea unless you're doing incredibly well.

Countering Elaruss once he reaches his Nemesis form is difficult due to his in built CC reduction/survivability and high damage. As a result, it's much better to prevent him reaching this stage. As a top laner, Elaruss wants to keep trades with his opponent short; retaliate, desperate strike, then disengage, due to his lack of any kind of sustained damage. Elaruss is especially dangerous at level 1/2; at level two, his 'combo' can easily chunk more fragile top laners, but he has a lot of trouble with ranged top laners such as Kennen and Vlad. Enemy skirmishers with crowd control such as Irelia or Renekton also give him trouble.

As a jungler, Elaruss is somewhat comparable to Zed. Whilst Retaliate isn't quite as good a clearing tool as Shadow Slash, he somewhat makes up for it with the survivability/sustain aspect of Treat Wounds. To stack his unique item to its final form, Elaruss wants to farm early (as his item gains stacks naturally in the course of farming the jungle). However, Elaruss cannot afford to simply farm the jungle untill he has his full build; as mentioned previously, his scaling in his standard form makes this unappealing and he's unable to stack his final item without kills. Rather, Elaruss wants to gank in order to put his early damage to use (and stack his final unique item once he buys it). Unfortunately, his lack of crowd control and his unreliable gap closer don't make this especially easy; Elaruss needs his opponent to be taken by surprise so that he can unload his combo before they're able to react, or for the lane he's ganking to have crowd control of its own. As a result, warding regularly or playing cautiously will hurt his ganks more than many junglers. Elaruss is a highly effective counter-jungler due to his high speed, effective escapes and sustain, but he doesn't do so well when actively fighting enemies in the jungle; no cc of any sort until he gains his ultimate and even then only a situational slow mean he has a lot of trouble killing his opponent if they begin running and his lack of sustained damage mean he has difficulty fighting opponents who aren't immediately crippled by his opening salvo. Avoid fighting him whilst his ultimate is active; it makes him very difficult to kill, but its duration is somewhat short. Assuming he is starved for kills/assists once he obtains his Armour of the Nemesis, Elaruss will fall off regardless of how well he did previously. If Elaruss does reach Nemesis form, whilst very powerful, he isn't undefeatable. Avoid lining up to prevent his ultimate reseting, make sure to hit him with crowd control spells before anything else to maximise their duratio, try to wait out Ultimate Adversary so that he doesn't receive the attack speed buff and try to bait out Mete Out Judgement so that he cannot use it to dodge spells.

Lore

Even the eldest of champions cannot recall a time when Elaruss wasn't a shadowy figure watching from afar. Long before the fall of Urtistan, long before the fall of Shurima, Elaruss trudged the land, observing, yet not interfering. Those who would draw a blade against him could never touch him, those who would knock an arrow to fire against him could never keep him in their sight. Despite his long life, he still appears a young man, stoic and unyielding. Whenever asked of his past by those curious enough to he gives the same story. Long ago, there was once a city that prospered beyond the wildest dream of anyone alive today. A paradise without equal built with the blood, sweat and tears of those who wished for a brighter tommorrow. Those who lived there consumed a potion that stopped the drinker from aging and warded off any disease. Yet those who lived there did were not happy with this paradise. As years passed, those who lived there looked to strange and dark deeds to stave off a boredom born of life without anything to strive towards. An age of debauchery and hedonism overcame the city, before a great catastrophe wiped all evidence of the place from the face of Runeterra. Elaruss is the only survivor of this time.

None who asked Elaruss of his story, including those at the Institute of War, have managed to obtain details beyond this rather vague explanation. His past seems hidden to all besides himself and perhaps those who administered his judgement. What was the catastrophe? How long ago did this happen? How did he survive? These questions seem to remain unanswered. Elaruss's reasons for joining the League seem just as inscrutable as every other facet of his being, but whilst there are some voices objecting to the presence of such a being, they are overturned by those who wish to keep Elaruss's strange, yet unarguably effective power in safe hands.

Quotes

Wanderer Form

Selection
“Once again, the battlefield calls to me.”

Movement
“Always moving.”
“Rest? Not in my vocabulary.”
“Seems like a good idea.”
“I've heard worse plans.”
“Fine.”

Attacking
“Better you than me.”
“Not that I approve of violence, but...”
“I do what I need to survive.”
“This is where your story ends.”

Joke
“So an Arillian, a Yellic and a Vicolman walk into a bar... Wait, what do you mean you've never heard that one before?”

Taunt
“You're a thousand years too young to think of fighting me.”

Nemesis Form

Upon activating Armour of the Nemesis
“I return... To pass... Judgement...”

Movement
“Evil lurks in all minds... And all Hearts...”
“Even you will be judged... Summoner.”
“...Soon...”
“I sense... evil.”

Attacking
“I bring... Final judgement.”
“All shall return to dust.”
“Death comes for all... Guilty or Innocent.”
“Judge... Jury... Executioner.”

Joke
“Don't worry, at least once you're dead, you won't have to worry about dying ever again.”
“... Wait a second...”

Taunt
“Neither man, nor creature, nor monster, will escape my judgement. My blade will end you in due course.”

Stats

Wanderer/Nemesis

Health: 390 (+83) / 410 (+93)
Health Regen: 5.5 (+0.7) / 7.5 (+0.9)
Mana: 260 (+43) / 260 (+43)
Mana Regen: 5 (+0.4) / 5 (+0.4)
Range: 125 / 175
Attack Damage: 51 (+3.2) / 57 (+3.9)
Attack Speed: 0.625 (+2.95%) / 0.679 (+3.13%)
Armor: 11 (+2.9) / 16 (+3.4)
Magic Resist: 30 / 30 (+1.25)
Movement Speed: 345 / 345

Abilities

Wanderer Form
Passive - Those Who Fight
When below 30% of his maximum health, Elaruss gains a bonus +40 MS.

Q - Vanishing Act
Elaruss disappears for 1.5 second, becoming completely untargetable, then reappears at target location, dealing magic damage to nearby enemies

Cost: 60/65/70/75/80 Mana
Cooldown: 24/22/20/18/16 seconds
Range: 850
Damage: 70/115/160/205/250 (+70% AP)

W - Desperate Strike
Elaruss's next attack deals bonus damage and disrupts channeling abilities. Afterwards, his attack speed is slowed by 30% for 2.5 seconds.

Cost: 30/35/40/45/50 Mana
Cooldown: 7 seconds
Damage: 70/125/180/235/290 (+150% AD)

E - Treat Wounds/Retaliate
Treat Wounds: Elaruss heals himself for a flat amount plus an additional 10% of his missing health. Upon entering combat, this ability becomes Retaliate.

Cost: 40/45/50/55/60 Mana
Cooldown: 10 seconds
Heal: 50/90/130/170/210 (+40% AP)

Retaliate: Every time an enemy champion or monster attacks near Elaruss, this ability gains a stack. Upon activation, all stacks are consumed and Elaruss deals damage to all nearby enemies plus a bonus amount for each stack used. This ability can stack up to 6 times. Upon being out of combat for 7 seconds, this ability changes to Treat Wounds.

Cost: 50/55/60/65/70 Mana
Cooldown: 10 seconds
Base Damage: 40/65/90/115/140 (+100% Bonus AD)
Damage/Stack: 15/20/25/30/35

Additional Notes: Treat Wounds and Retaliate do not share cooldowns.

R - Ultimate Survivor
Elarus gains a shield that absorbs a certain amount of damage for 6 seconds. After being damaged, the shield regenerates up to its maximum hp until the end of the duration, even after breaking. Each time the shield is destroyed, nearby enemies are slowed for 3 seconds.

Cost: 150 Mana
Cooldown: 100/80/60 seconds
Shield Amount: 200/300/400 (+80% AP)
Shield Regeneration: 40/60/80 hp/Second
Slow: 30%/40%/50%

Nemesis Form

Passive - Implacable
Whenever an enemy champion casts a spell nearby, Elaruss gains 10% crowd control reduction and +10 MS. Lasts 5 seconds. Stacks up to 3 times.

Range: 600

Q - Mete Out Justice
Elaruss disappears for 1.5 seconds, then reappears behind target enemy champion, dealing physical damage to them and interrupting channel effects. Applies on-hit effects.

Cost: 80/85/90/95/100 Mana
Cooldown: 16/15/14/13/12
Damage: 70/125/180/235/290 (+220% Bonus AD)(+80% AP)

W - Ultimate Adversary
Elaruss gains a shield that absorbs a certain amount of damage for 3 seconds. Upon its destruction, Elaruss gains bonus attack speed for 4 seconds and gains maximum stacks of his passive.

Cost: 60/65/70/75/80 Mana
Cooldown: 15 seconds
Shield: 80/140/200/260/320 (+60% AP)
Attack Speed: 30%/35%/40%/45%/50%

E - Tip the Scales
Elaruss heals himself for a flat amount plus 10% of his missing hp and deals physical damage to nearby enemies at the same time.

Cost: 80/90/100/110/120 Mana
Cooldown: 10 seconds
Heal: 50/90/130/170/210 (+40% AP)
Damage: 130/185/240/295/350 (+120% Bonus AD)
AOE Diameter: 550

R - Rack and Ruin
Elaruss shoots a burst of energy from his sword that deals physical damage to all enemies it passes through and slows their movement speed for 3 seconds. Upon hitting two or more enemy champions, the cooldown is reset.

Cost: 100/110/120 Mana
Cooldown: 15 seconds
Damage: 200/275/350 (+150% Bonus AD)
Slow: 30%/40%/50%
Range: 825
Width: 200
Projectile Speed: 1200

Unique Items

Ruined Breastplate
250g
+5 Armour
Passive: Each time you are attacked, your armour is increased by 0.01 (0.5 seconds cooldown). Caps at +5 Armour.

Ancient Breastplate
750g (Ruined Breastplate {Fully Stacked} + 500g)
+15 Armour
Passive: Each time you or a nearby champion casts a spell, your MR is increased by 0.1 (3 second cooldown). Caps at +10 MR.

Mysterious Platemail
1750g (Ancient Breastplate {Fully Stacked} + 1000g)
+20 Armour
+15 Magic Resistance
Passive: Each time you kill an enemy, your attack damage is increased by 0.5. Caps at +15 AD.

Armour of the Nemesis
3750g (Mysterious Platemail {Fully Stacked} + 2000g)
+40 Armour
+30 Magic Resistance
+30 Attack Damage
Passive: Each time you kill an enemy champion, this item gains 2 stacks (assists grant 1 stack). You gain +5 MS per stack. Upon reaching 10 stacks, you may use this item's active ability.
Active: Upon activation, this item permanently changes Elaruss into his Nemesis form. After activation, you may not sell this item.

Challenge Requirements

There Will Come Soft Rains

Something of a subversion of this concept; whilst Elaruss has indeed survived an apocalypse, and survived many events (such as the Rune Wars) which may have seemed apocalyptic, that isn't the entire story. As is heavily implied by the simple existence of his second form (I may expand on this with a League Judgement entry), Elaruss was in fact the cause of the apocalypse mentioned in his backstory (and upon completing his item, he is able to restore his true power). In terms of skill set, Elaruss's wanderer form continues the 'survive the apocalypse' aspect; he has in built defense (Ultimate Survivor), mobility (Vanishing Act) and sustain (Treat Wounds).

Scavengers

In his wanderer form, Elaruss's Retaliate scales off his opponents' attacks. In his Nemesis form, his passive scales off his opponents' spells. Finally, his personal item scales off a number of non-internal factors.

Adaptation

In his wanderer form, Elaruss's E switches between a heal or an AOE nuke based off whether he's in combat or not. Additionally, his form switches result in his skill set changing completely.


Comment below rating threshold, click here to show it.

Still Eternity

Senior Member

01-08-2013

^ Oh my gosh, an ACTUAL Wall of Text. .____. Might want to space that one out man.

EDIT: Glad to see it fixed


Comment below rating threshold, click here to show it.

Flintlock

Senior Member

01-08-2013

Sorry; using an old computer that decided to remove any unspecified formatting. Had to go input every individual '< p >' into the post.


Comment below rating threshold, click here to show it.

ObscureClockwork

Senior Member

01-08-2013

Quote:
Originally Posted by Munkey20 View Post
Question about last month. A few of us requested more detailed judging and I never saw where they got posted. I would have liked to know what areas from Celia needed improving or refining to make her a better champion. If we could get a word on that I'd appreciate it.

And my entry is posted. My take on Red Riding Hood.
really? ill go check it out
i was under the impression moby answered most of the calls


Comment below rating threshold, click here to show it.

GabrielaSiete

Member

01-09-2013

Nesyrith, the Last Dryad
Overview: Nesyrith is comes from a dying world. Long ago, a synthetic disease ravaged Nesyrith's world and killed 99.9% of all living things and poisoned the soil. Over the intervening years, the disease and its aftermath continued to chip away at the remaining life of the world until there was virtually no life left. Nesyrith is the last of her kind, a spirit of the last tree that exists on her world. Through unknown means, Nesyrith has come to Runeterra in the hopes that the great magicians of this world can create an antidote to the disease from the samples within her own body and she can return to her own world and began to repopulate it. In exchange for research into the antidote, Nesyrith has become a league champion, supporting those who would heal the wounds on this world and all others.

Nesyrith is a transform champion more akin to Nidalee rather than Jayce or Elise, only gaining the ability to transform at lv. 6. Unlike Nidalee, however her alternate form has a long cooldown and substantially increases her power, making her perhaps also include something of Reneketon and Nasus in her design. Whatever other champions Nesyrith may take cues from, she is ultimately a support champion. In her base form, Nesyrith brings a well-rounded support profile to her team with healing, stat boosts and some CC. In tree form Nesyrith becomes aura-generating impassable terrain, massively buffing her allies but simultaneously trusting them to protect her immobile form.

Lore:
In another dimension, there is a once-verdant world. The dominant life-forms on the planet were people who used magic to become one with the trees of their world. With this great ritual, they gained a deep connection to the world, increasing their arcane powers many-fold. Their bodies fundamentally changed as well, becoming as hard as oak and able to gain sustenance from the sun. Their life spans extended by thousands of years. Everything seemed to have been changed for the better.

But great magic usually comes with a price. As an unexpected consequence of the ritual, an anti-magic disease was created. The disease resisted all attempts by the dryads to cure it with their science or their magic. Slowly, the disease wasted their planet, no being was immune to its touch. Every living thing died, one by one until nothing was left except a single being. The dryad high-sorceress Nesyrith was somehow resistant to the disease. Through neither magic nor science but through some inborn resistance. However it was no privilege to watch the rest of her world die around her. Because of her near-immortal life-span, the only thing Nesyrith had to look forward to for the rest of her existence was a limbo of lonely suffering.

It came as something of a relief when the chaotic energies of a mishandled summoning seized hold of Nesyrith's body and hurled her across time and space. When she emerged back into reality, she found the mangled bodies of several young summoners. Seeing their plight, she healed the ones who yet lived and performed last rites on those who had perished. When the rest of the League discovered what had happened, they offered Nesyrith a deal. They would find a cure for Nesyrith's disease if she would participate in the League.

Stats:

  • Health: 460 (+85)
  • Health Regen: 8.0 (+.80)
  • Mana: 260 (+55)
  • Mana Regen: 6.0 (+0.6)
  • Armor: 17 (+3.4)
  • Magic Resist: 30 (+1.25)
  • Attack Damage: 48 (+3)
  • Attack Speed: 0.635 (+2.0%)
  • Movement Speed: 330
  • Range: 550


Abilities:
Passive - Unity of Suffering
Whenever a nearby ally is healed, Nesyrith is also healed for half that amount.

Q - Ravage
Nesyrith transfers a shadow of the disease that eats at her and her world into a nearby enemy, dealing true damage and showing them.
  • Skill Type: Targeted
  • Mana Cost: 80 Mana
  • Cooldown: 12 / 11 / 10 / 9 / 8
  • Damage: 3% / 3.75% / 4.5% / 5.25% / 6% (+.01 AP) of maximum health.
  • Slow: % health target is missing (updates every half second)
  • Duration: 3 / 3.25 / 3.5 / 3.75 / 4 seconds
  • Range: 450 Units
Tree Form: Nesyrith casts aside her powers of growth and nurturing and infects the area with her wasting malady, slowing all nearby enemies and increasing the damage they take. As long as Ravage is active, Nesyrith's other auras become inactive.
  • Skill Type: Toggled Aura
  • Mana Cost: None
  • Cooldown: 4 seconds.
  • Damage Increase: 12% / 13% / 14% / 15% / 16% (+.01 AP)
  • Slow: 20%

W - Will to Live
Nesyrith infuses a nearby ally with her indomitable drive to survive, removing all temporary debuffs and ongoing damage effects from target ally. If target ally is not suffering from debuffs or DoTs, Will to Live heals the ally instead and its cooldown is reduced by 5 seconds.
  • Skill Type: Targeted
  • Mana Cost: 80 / 95 / 110 / 125 / 140
  • Cooldown: 24 / 23 / 22 / 21 / 20 secondsf
  • Heal: 80 / 135 / 190 / 245 / 300 (+ 45% AP)
  • Range: 750
Tree Form: Passive: Restores a percent of nearby allies' health and mana every second.
  • Skill Type: Passive Aura
  • Health and Mana per Second: 2% / 2.25% / 2.5% / 2.75% / 3% (+.01 AP) of maximum

E - Dryad's Shield
Nesyrith armors target ally in living wood, shielding them from incoming damage. As long as Dryad's Shield persists, the champion it is attached to receives increased healing from all sources.
  • Skill Type: Targeted
  • Mana Cost: 60 / 70 / 80 / 90 / 100 mana
  • Cooldown: 10 seconds
  • Shield Strength: 75 / 125 / 175 / 225 / 275 (+ 65% AP)
  • Increased Healing: 12% / 14 % / 16% / 18% / 20%
  • Range: 600
Tree Form: Passive: Nearby allies gain increased armor and magic resist. Whenever an ally with the aura is damaged, these values briefly increase (stacks up to 3 times).
  • Skill Type: Passive Aura
  • Base Armor and Magic Resist Bonus: 20 / 25 / 30 / 35 / 40
  • Additional Armor and Magic Resist: 10 / 11 / 12 / 13 / 14
  • Additional Armor and Magic Resist Duration: 1 second

Ultimate - Tree Form
Nesyrith teleports to target location, becoming impassable terrain. In tree from, Nesyrith cannot attack or move but gains variant abilities. Casting Tree Form again returns Nesyrith to her base form after channeling for 3 seconds. Leveling up tree form increases the size of the impassable terrain and the range of her abilities' auras. While in Tree Form, Nesyrith can still be targeted and damaged.
  • Skill Type: Teleport/Form Change
  • Mana Cost: 200 mana
  • Cooldown: 200 / 160 / 120 seconds
  • Teleport Range:
  • Impassible Terrain Diameter: 150 / 175 / 200
  • Aura Radius: 750 / 1000 / 1250


Comment below rating threshold, click here to show it.

Sigismund

Senior Member

01-09-2013

Added the Lore for Khawlah and a kit remake (page 4)


Comment below rating threshold, click here to show it.

Raptamei

Senior Member

01-09-2013

Can a judge check the validity of Atamun II on page 2?