Nashton - The Retaliating Maelstrom (Maraudaur plz look at it)

Lore ~ A battlefield. Blood, screaming, darkness. A vine lies on the floor, coated with the russet sheen of blood. In the darkness, a fox scampers about. A moaning man can be heard, as a blue light shines in front of him. The fox glows too, morphing violently into a semi human being. Sparks fly, one of them landing on the vine, causing the vine to glow as well. Then all of a sudden, pitch black. Blinkingly, the humanoid figure opens its eyes, it hears the world for the first time, smells the fragrances of the plains North of the great border, and instinctively makes its way to the Institute of War. Appearance ~ Buff, male humanoid monster. Spines on it’s back, body composed of intertwined vines in places (such as shoulders or other joints). Wears a leathery chestpiece and from the waist down is entirely tree roots. Sounds like Nocturne, but less hissing and deeper tone. ABILITIES + STATS + PLAYSTYLE Passive - part 1: Thorny Hide: Each 10 ability power gives +(10 ÷ champion level) armour and magic resistance. part 2: Growth Rings: Every 30 seconds, Nashton gains a 25 health shield. This shield stacks, but time spent dead or channelling does not count towards the shield. If Nashton does channel or get killed, then the timer resets for that 30 seconds. Q - Thwack! : Nashton is rooted and absorbs damage for a short time. Upon recast or timeout, Nashton regains movement and deals damage in an area in front of him based on how much he absorbed. DOES NOT ABSORB TOWER DAMAGE. If no damage is taken, Nashton recovers 100/150/200/250/300 health. Q stats: channel time: 2 seconds damage absorbence: 20% physical + 50% magic recast damage: 20% of damage absorbed, up to 150/175/200/225/250 recast AoE: 60 degrees, 100 units Cooldown: 11/10/9/8/7 seconds (begins upon first cast) Mana cost: 60/65/70/75/80 W - Rich Soil: Nashton channels for 3 seconds, restoring 50/75/100/125/150 +30% AP health and mana per second. This spell is interrupted by any form of damage taken or crowd control effect (other than slows, unless the slow deals damage). Cannot be hit by item passives (Ravenous Hydra, Runaan’s Hurricane, Liandri’s Torment, etc.). W stats: channel time: 3 seconds health restore: 50/75/100/125/150 +30% AP per second. mana restore: 50/75/100/125/150 +30% AP per second. Cooldown: 21/20/19/18/17 seconds Mana cost: 30 at all ranks E - Flora Torpedo: Dashes to location, dealing damage to and knocking aside any enemies hit along the way. Upon arrival, slows all enemies within a small radius. E stats: damage: 50/75/100/125/150 +50% AP dash range: 500 slow radius: 50 Cooldown: 14/13/12/11/10 Mana cost: 60/65/70/75/80 R - Lash Out: Deals large amounts of hybrid damage to and knocks back enemies in a large radius around Nashton, to the edge of the radius. If enemies hit a wall or structure when knocked back, they are stunned for a duration. R stats: damage: 150/200/250 +20% bonus health (physical damage) and 150/200/250 +80% AP (magic damage) range: 400/500/600 stun duration: 2 seconds at all ranks Cooldown: 120/105/90 Mana cost: 125/100/100 Base Stats ~ AtkDmg - 45 (+6/level = 153 @ lv18) AtkRng - 560 (+0/level = 560 @ lv18) AP - 0 (+0/level = 0 @ lv18) Max HP - 368 (+68/level = 1592 @ lv18) Max MP - 270 (+42/level = 1026 @ lv18) AtkSpeed - 0.68 (+0.04/level = 1.40 @ lv18) HP Regen - 6 per 5 (+1 per 5/level = 24 per 5 @ lv18) MP Regen - 4 per 5 (+0.8 per 5/level = 18.4 per 5 @ lv18) MoveSpeed - 335 (+0/level = 335 @ lv18) AR - 48 (+6/level = 156 @ lv18) MR - 45 (+0/level = 45 @ lv18) Playstyle ~ I have designed Nashton to be a tanky mage, heavily reliant upon his Q for damage. I think Nashton would be an excellent jungler, simply due to his amazing regeneration capability (from W) and extreme gank potential (E + R). It would also make Nashton a fairly unique champion in the league, with only a few AP tank junglers available: Nautilus, Warwick (AP WW is still viable, the heals and damage from the Q are amazing), Cho’Gath, Maokai and Sejuani. I believe that Nashton would also be a viable mid-laner, due to his extremely high level scaling and ability to tank a ton of magic damage with his Q. A basic jungle path would be: Gromp (smite), Blue, Red, Raptors (smite), gank mid/bot (whichever needs it more). The Gromp buff allows Nashton to take blue with ease, especially when he uses Q to tank out the damage that the buff monster deals. Getting lv3 off Red buff allows you to regen your health and mana further, before taking out raptors for the truesight buff, allowing you to clear a path to gank. You can choose to take dragon at this point if you think you can take it, but I would not recommend it, due to your low early game damage output.
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