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    Nisal, the Nighttouched



    Posts : 49
    Join date : 2013-07-27
    Age : 27

    Nisal, the Nighttouched

    Post by Siyanor on Fri Sep 20, 2013 1:49 am

    Nisal, the Nighttouched

    The main problem with this guy may be that he is freaking ridiculously strong when played well, but virtually impossible to master.

    Suggested Roles:

    Jungle Skirmisher
    Mid Skirmisher
    Top Skirmisher

    Health: 450 (+90)
    Health Regen: 7.8 (+0.4)
    Range: 125 (Melee)
    Damage: 53 (+3.6)
    Attack Speed: 0.63 (+3.2%)
    Armor: 16 (+3.4)
    Magic Resist: 30 (+1.25)
    Movespeed: 345

    Difficulty: Very High

    Nisal's normal form abilities use a charge system and have no cost. Nisal's Nighttouched abilities have a cooldown and no cost. Nisal has no ultimate [skill ranks at level 18 will be 5/5/5/3 or 5/5/4/4 like Udyr]. External cooldowns and restock time are both affected by cooldown reduction, but not internal cooldowns.

    Innate: Grip of Night

    When Nisal has expended all charges on any his abilities, the power of the night overtakes him and he becomes Nighttouched, gaining increased AD, AP, and movement speed and new abilities. These bonuses are not active if Nisal has not learned an ability. Nighttouched ends when Nisal has at least one charge of all abilities he has learned. The cooldowns of all of Nisal's Nighttouched abilities are reset whenever Nisal becomes Nighttouched. If Nighttouched ends during any of Nisal's abilities, the ability's effect ends.

    Bonus AD and AP: 6/8/10/12/14/16/18/20/22/24/26/28/30/32/34/36/38/40
    Bonus movespeed: 9/12/15/18/21/24/27/30/33/36/39/42/45/48/51/54/57/60

    Q: Phantom Glow

    Internal Cooldown: 0.5
    Restock time: 12
    Initial/Max charges: 3

    Nisal quickly slashes a target with the phantom edge of his katar, dealing magic damage and applying on-hit effects. The magic damage stacks cumulatively on targets struck by Phantom Glow in the past 3 seconds [additional activations do not reset this timer] up to a maximum of 3x damage. Phantom Glow does not apply lifesteal and cannot critically strike, but applies spell vamp at double effectiveness.

    Range: 140

    Damage: 14/21/28/35/42 (+0.2 AP)
    Total damage from 3 consecutive hits: 84/126/168/210/252 (+1.2 AP)

    Q: Phantom Grip (Nighttouched)

    Cooldown: 10

    Nisal chooses an enemy champion and summons a phantom hand below it. After 0.3 seconds, the phantom hand suppresses any one champion within its range as well as Nisal, dealing magic damage each half second to a struck enemy champion. Breaking Nisal's channel will end the effect.

    Cast range: 350
    Duration: 1.5

    Damage per half second: 30/50/70/90/110 (+0.3 AP)
    Total damage: 90/150/210/270/330 (+0.9 AP)

    W: Butterfly Dance

    Internal Cooldown: None
    Restock time: 25
    Initial/Max Charges: 4

    Nisal dashes to the nearest enemy and grazes it with his katars, dealing physical and magic damage. Butterfly Dance will not dash to a unit struck by in in the past 2 seconds unless no other target is in range. Butterfly Dance cannot be cast if no target is in range.

    Search range: 400

    Damage: 0 (+0.2/0.3/0.4/0.5/0.6 total AD physical damage)(+0.2/0.3/0.4/0.5/0.6 AP magic damage)

    W: Midnight Dance (Nighttouched)

    Cooldown: 12

    Nisal dashes a short distance dealing physical and magic damage to all units in the dash path. The closest enemy (prioritizes champions) in front of Nisal at the end of the path is jabbed with both of Nisal's katars, dealing physical damage equal to 150% of his total AD.

    Dash width: 180
    Jab range: 140

    Dash distance: 425/450/475/500/525
    Dash damage: 90/130/180/230/280 physical (+0.4 bonus AD physical)(+0.4 AP magic)

    [A unit cannot be struck by both the dash and the jab – their AoEs do not overlap. Nighttouched ending does not prevent the dash from completing, but will prevent the jab.]

    E: Flash of Steel

    Internal Cooldown: 1.25
    Restock time: 14
    Initial/Max charges: 5

    Nisal slides his katars across each other, creating a flash of light that deals magic damage and briefly blinds all nearby units facing Nisal.

    AoE: 500
    Blind duration: 0.75

    Damage: 40/65/90/115/140

    E: Hunger of Night (Nighttouched)

    Cooldown: 12

    Nisal absorbs a percentage of the life force of units in a cone, dealing magic damage and restoring health.

    Cone distance: 500
    Angle: 60 degrees

    Damage: 8/11/14/17/20% current health of struck units
    Healing: 10/16/22/28/34% Nisal's missing health

    R: Dark Calling

    Internal Cooldown: 2
    Restock time: 20
    Initial/Max Charges: 3

    Nisal summons the power of darkness, increasing his attack speed and causing his autoattacks and spells that apply on-hit effects to provide an additional application of on-hit effects. These bonuses stack, but additional activations do not refresh the duration of current bonuses.

    Duration: 7

    Attack speed bonus: 7/10/13/16/19%

    [Note that depending on the on-hit modifier, additional applications may not stack.]

    R: Wicked Ritual (Nighttouched)

    Cooldown: 26 [AKA irrelevant, because his highest restock time is 25]

    Nisal empowers his katars with wicked strength, increasing his attack and spell range by 100 and causing his attacks to temporarily increase his AD on-hit. The AD bonus persists through its duration even if the buff ends or Nighttouched ends.

    Buff duration: 10
    AD bonus duration: 5 [does not refresh with additional bonuses]

    AD bonus on-hit: 3/4/5/6/7


    Nisal's normal form and corresponding Nighttouched abilities use the same type of scaling. Knowing this may help you coordinate your skill order with your item build. For example, if you plan on maxing Flash of Steel//Hunger of Night and Phantom Glow//Phantom Grip, you may want to focus on Magic Penetration early since those abilities deal fully magic damage and Flash of Steel//Hunger of Night do not scale with AD or AP, while a Nisal that wants to max Butterfly Dance//Midnight Dance and Dark Calling//Wicked Ritual would benefit greatly from a Statikk Shiv or a Hextech Gunblade.

    All of Nisal's damage dealing abilities either deal magic damage or have a magic damage component.

    With proper management of charges and restock timers, Nisal can become Nighttouched, use all his abilities, revert to normal form, then become Nighttouched again multiple times in quick succession.

    Start with Flash of Steel when jungling. It deals the most damage of any of your abilities early with successive charges, it's AoE, and its Nighttouched counterpart (Hunger of Night) deals AoE percent health damage and heals Nisal.

      Current date/time is Sun Dec 09, 2018 9:59 pm