Post by Morec0
So... yeah, what I said about not creating any more champions? Apparently I lied.
You may want to check original post for the image I mention.Vereor – The Nightmares' Slave
Attributes – Fighter, Melee, Mage, Stance
Base Stats:
Health: 370 (+8 per level)
HP Regen: .6 (+.2 per level)
Mana: 250 (+25 per level)
Mana Regen: .29 (+.47 per level)
Damage: 42 (+9 per level)
Attack Speed: .675 (+2% per level)
Armor: 20 (+4.6 per level)
Magic Resist: 30 (+0 per level)
Movement Speed: 297
Range: 130
(Innate Passive) Terror Bloom – When Veror switches stances he gains an additional %10 ability power for 10 seconds. When he uses stance ability he gains an additional %2 attack damage for 4 seconds.
(Stance / Active) Nightmare of Force – Upon switching to this stance shadowy hands shoot forth, pushing away all enemy champions and minions near Vereor. The ability can be activated again after an initial cooldown the ability can be reactivated to send a single hand along a line, pushing back any enemy minions or champion they encounter, dealing damage based on whether they hit a unit or terrain object. While in this stance Vereor gains a persistent chance to slow enemy movement speed when hitting them with his basic attack.
Radius of Initial Push – 200
Pushback of Initial Push – 300 (minus distance away from Vereor)
Range of Secondary Push – 200
Pushback of Secondary Push – Up to 200 / 205 / 210 / 215 / 220 (distance can be altered to a shorter or longer distance {similar to Hecarim’s ultimate}).
Damage If Target of Secondary Push Hit’s a Champion or Minion: Both Targets are damaged for 25% of each other’s total health (+1 per each other’s armor).
Damage if Target of Secondary Push Hit’s a Terrain Object: 10 / 20 / 30 / 40 / 50 (+10 per armor of target).
Persistent Chance to Slow Enemy Movement Speed: 2% / 2.5% / 3% / 3.5% / 4%
Slow Percentage: 1.2% / 1.4% / 1.6% / 1.8% / 2%
Cooldown Until Secondary Effect is Ready – 4 seconds
Cooldown Until Secondary Effect Can be Reused – 7 seconds
Cooldown Upon Switching Out of Stance – 5 seconds
(Stance / Active) Nightmare of Fangs – Upon switching to this stance Vereor gains additional attack damage and attack speed for a few seconds. The ability can be reused to send out two shadowy, tooth-filled jowls along a curved path that deal damage to all enemies along that path. If an enemy is hit by both jowls at the end of their line he is stunned for a few seconds and takes damage as the jowls sink their fangs into him, dealing damage for the duration of the stun. While in this stance Vereor gains a persistent attack damage and speed increase.
Initial Attack Damage and Attack Speed Increase: 5%
Duration of Initial Increases: 6 seconds
Range – 150 (from hero to endpoint.)
Curve of Skillshot Path – 175 Degrees {I will provide an image below so you can correct my numbers on this when I’m wrong}.
Damage Dealt Along Lines – 10 / 20 / 30 / 40 / 50 (+.8 per ability power).
Initial Damage At the End of Lines – 20 / 30 / 40 / 50 / 60 (+1.6 per ability power).
Stun Duration – 2 / 3 / 4 / 5 / 6 seconds
Damage per Second – 10 / 15 / 20 / 25 / 30 (+.5 per ability power)
Persistent Attack Damage and Attack Speed Increase: 2%
Cooldown Until Secondary Effect is Ready – 4 seconds
Cooldown Until Secondary Effect Can be Reused – 5 seconds
Cooldown Upon Switching Out of Stance – 5 seconds
{Stance / Active) Nightmare of Blood – Upon switching to this stance shadow liquid generates around Vereor, draining life from all enemies in a radius around him. This ability can be activated again to lob a globule of shadow liquid to a target location. All enemies in that location take damage, and if a champion is affected in addition to the damage he spawns an aura of shadow liquid around him that drains life from all enemies around him to heal Vereor. While in this stance Vereor gains persistent bonus to his health regeneration while outside of combat.
Radius of Initial Area – 300
Damage – 10 / 30 / 50 / 70 / 90 per second
Amount of Damage Converted Into Life: 1% / 3% / 5% / 7% / 9%
Range of Secondary Effect – 200
Damage – 10 / 15 / 20 / 25 / 30 (+.7 per ability power)
Radius of Secondary Area – 175
Damage – 16 / 17 / 18 / 19 / 20 (+.4 per ability power) per second
Persistent Health Regeneration Bonus – +4% / +4.3% / +4.6% / +4.9% / +5.2% of total health regeneration.
Cooldown Until Secondary Effect is Ready – 4 seconds
Cooldown Until Secondary Effect Can be Reused – 10 seconds
Cooldown Upon Switching Out of Stance – 5 seconds
(Ultimate / Stance / Active) Fear Itself – Vereor becomes overwhelmed by the power of nightmares, causing him to pass out and allowing the nightmares to unleash their most terrible powers. Upon switching to this stance Vereor fears all enemies around him for a few seconds (this effect cannot be used more than once on each target within 40 seconds). This ability can be activated again to damage enemies in a cone in front of Vereor. A specific target for this secondary effect can be chosen if the cursor is above a specific target, dealing the same damage but fearing him for a few seconds (this effect cannot be used more than once on each target within 20 seconds).
Radius of Initial Fear - 180
Duration of Initial Fear – 2 / 2.5 / 3 seconds
Damage of Secondary Effect – 200 / 250 / 300 (+.6 per ability power)
Fear Duration on Specific Target – 1 / 1.5 / 2 seconds
Cooldown Until Secondary Effect is Ready – 6 seconds
Cooldown Until Secondary Effect Can be Reused – 9 seconds
Cooldown Upon Switching Out of Stance – 5 seconds
Lore:
Following the appearance of the creature of nightmares known as Nocturne, League Scholars and Recruiters began to wonder what other types of creatures could dwell in the realm of dreams. Was Nocturne unique? Or, like Cho’gath and his Voidborne brethren, were there many like him? This curiosity and desire to protect themselves from possible attacks of revenge drove them to research the realm from which Nocturne had emanated both to find a means to protect themselves from attacks in the dreams and, possibly, summon forth more beings like Nocturne to serve as Champions on the Fields of Justice. At first they studied Nocturne, believing the key to his origin to be somewhere within the corporal shadows that made up his form. Hours were spent poking and prodding him to try and find some secret hidden in the darkness he generated, but to no avail. The search for this dream-realm seemed to be over.
But then; inspiration stuck. A scholar by the name of Uori Lajj proposed that the reason their efforts were proving futile was because they were missing a key component to the equation; the dreamer. She suggested that the relation between creatures like Nocturne and those whose dreams they invaded were somewhat symbiotic; the malicious creature of nightmares could not existed without first having a mind to dream them up. They changed the focus of their efforts; using homeless, destitute, and, most importantly, unknown test subjects, they pushed forward. Success finally came late one night; a test subject from Noxus by the name of Vereor was exposed to the essence of Nocturne before being forced unconscious. The effects were almost immediate; Vereor’s body was taken over by the nightmares he was generating, spawning some sort of monster that lashed out at those who had created it. Summoners intervened quickly and magically bound the creature – or, possibly, creatures – inside Vereor’s body. Now both he and his greatest fears serve as unwilling Champions in the League of Legends
“Did we sacrifice an innocent soul for our own well-being? I prefer to think of it as us developing protection for all against a force that attacks us when we are all most venerable” – Galvin Haignd, League Scholar
Observation:
Since the incident Vereor has recovered, slightly. He is far paler than he was before and as he walks he looks over his shoulder every few seconds, paranoid and anticipating an attack that never comes. He also is terrified of the dark; once there was an incident involving an entire corridor Vereor was walking through losing all of its light sources for a short while, Vereor fell to the ground, screaming for help and to be left alone. There is talk that he is able to see the nightmares bound within him even while awake, something which intrigues the League’s scholars and makes him a target of much of their time. Aside from running through the corridors, trying to escape his nightmares, Vereor also spends a good portion of his time drawing; sketching either indecipherable or horrifying images of what can only be assumed to be what he sees.
On the Fields of Justice Vereor’s nightmares take over, leaving him powerless as Summoners use his curse to battle. As the nightmares use him he remains curled into a fetal position, pulled through the air in the center of the black and transparent construct of whichever of his nightmares is in control at the time. The nightmares also seem to have developed a conscious since their appearance – or have just recently learned how to use Vereor to communicate – and address the Summoner in his stead while controlling him. Some find this unnerving, others find it incredible. Vereor, however, finds it absolutely terrifying.
Voice – When not in a stance; shaky, terrified-sounding. When in a stance; deep, powerful, echoing with many voices behind the prominent.
Selection:
(No-stance voice) “Fear…”
Movement/Attack When Not in a Stance:
“Please… don’t make me…”
“They’re everywhere…”
“Darkness… Shadowy figures…”
“Kill me!”
Movement/Attack When in a Stance:
“Shadows consume all!”
“Fear me and perish!”
“Cower before me.”
“Dream and die!”
“Nightmares haunt even your waking hours now!”
"Fresh meat."
"Welcome to my nightmare..."
"I know you fear me."
Activating a Stance:
“Fear!”
“Terror!”
“Slaughter!”
“Pain!”
Joke:
(When not in a stance) “S-so a guy walks into a bar… and says ouch.”
(When in a stance) “This is your mind” *squishing sound accompanied by a scream of pain* “This is your mind on fear!”
Taunt:
(When not in a stance) “C-come and g-get me!”
(When in a stance) “If you don’t wake up screaming, you won’t wake up at all!”
(When in a stance) “The only thing to fear is fear himself!”
Laugh:
(When not in a stance) Nervous “ha, ha, ha, ha…”
Playing As:
Even if you don’t hit anyone with Nightmare of Fangs at the end of their lines the individual damage each path deals can more than compensate for it.
Use the individual effect of his ultimate as often as possible during team fights to keep as many enemies as possible out of the battle for as long as possible.
Hitting multiple champions with Nightmare of Blood’s secondary effect with greatly increase the amount of damage done and healing received.
Using Nightmare of Force to push a tank and a weaker champion together will ensure the greatest amount of damage dealt.
Playing Against:
Silence or stun as often as possible to keep Vereor from switching stances and using his abilities during fights.
Be careful of fighting close to one another when you or your allies have high armor, Nightmare of Force will cause high damage if it forces you into one another.
Try to stay out of range of Vereor’s ultimate until he uses it to avoid the initial fear, and stay behind him as much as possible to avoid the damage he can deal with its secondary effect.
Thoughts?
Also; will not double post again.