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Nero, the Chain Striker

Elphrihaim January 15, 2013 User blog:Elphrihaim

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CHANGELOG 1/15/2013 -Nerfed Q damage output; changed around where the scaling lay. Not a big change; just numerically changing the damage from broken levels (324 + 120% A.D. at level 1) to not broken ones. CHANGELOG 1/16/2013 -Added images for P,Q,W,E,R. Some other updates may have occurred, not sure.

ChampionSquare Elphrihaim/Nero, the Chain Striker
the Chain Striker
Cost: IP ? or RP ?
Attributes Release date 1/13-14/2013
Attackpower.png 70
Defensepower.png 65
Abilitypower.png 70
Difficulty.png 80
Statistics
Health 450 (+40) Attack damage 44 (+8.6)
Health regen. 4.5 (+0.75) Attack speed 0.715 (+4.3%)
Charge 100 Armor 20 (+5.2)
Magic res. 30 (+1)
Range 125 / Melee Mov. speed 320
Nero, the Chain Striker is a custom champion in League of Legends.

Nero uses Charge. Charge is built as Nero deals damage to enemies, at a rate of 1 Charge per time damage is dealt. Charge is not lost over time, and can be regenerated in the shop. A Champion can have 100 Charge by base.

Nero [and all Charge Champions] may buy a special item, the Charge Gel, from the Item Shop. Cost:: 35 Gold Effect:: Regenerates 15 Charge over 5 seconds. Stacks up to 5 in a single slot.

Abilities

Field Charge
Elphrihaim NeroFieldChargeDraw

Whenever Nero uses an ability, a field of radius 300 is generated depending on the ability used. While in any field, his abilities are augmented to be more powerful based on the ability used. Fields last for 6 seconds or until used. If Nero is within more than one field, all effects are applied.


Rise Slash
RANGE: 200
COST: 8 Charge
COOLDOWN: 12 / 11 / 10 / 9 / 8 
Elphrihaim NeroRiseSlashDraw

Active: Nero slashes downward in front of him in a 135 degree cone and then upwards, sailing into the air for 2 seconds. While Nero is within the air, he is immune to the effects of crowd control on his movement (they are still applied and take effect once Nero exits the air).


Rise Slash Field: Spinning Smash: Nero strikes a third time; spinning down from the air to the ground, dealing damage in an area around him. He is also immune to effects that affect his Movement for longer.

Power Ring Field: Power Blade: Increases range, increases damage scaling, and increases float duration.

Wave Shock Field: Containing Slice: Adds bonus Magic Damage and causes enemies hit to become rooted for a while.

  • Physical Damage per slash: 30 / 50 / 70 / 90 / 110 (+50% of Attack Damage) +50% remaining Charge
  • Spinning Smash and Power Blade Movement Impunity: 2.5 / 3 / 3.5 / 4 / 4.5 seconds
  • Power Blade Range Increase: 50 / 75 / 100 / 125 / 150
  • Power Blade Damage Increase: 40 / 60 / 80 / 100 / 120 +35% of Attack Damage +100% remaining Charge
  • Containing Slice Magic Damage: 35 / 50 / 65 / 80 / 95 +35% of Attack Damage +100% remaining Charge
  • Containing Slice Root Duration: 1.25 / 1.6 / 1.95 / 2.3 / 2.65 seconds


Power Ring
RANGE: 300
COST: 16 Charge 
COOLDOWN: 12 / 11 / 10 / 9 / 8 
Elphrihaim NeroPowerRingDraw

Active: Nero carves a ring into the ground, then uses his sword to flood the area inside the ring with energy. Enemies in the area take damage, are slowed for 1 second, and allies in the area are healed every 0.5 seconds for 3 seconds. The last tick has double the healing and enemies in the area are knocked airborne for 0.5 seconds.


Rise Slash Field: Energy Burst: Doubles Magic Damage, Healing, and slow per individual tick and reduces the duration from 3 seconds to 2 seconds.

Power Ring Field: Brilliant Guardian: Enemies affected by the last tick are Blinded for a few seconds. Allies are granted bonus Damage Resistance while within the field.

Wave Shock Field: Chill Surge: Enemies affected by the last tick are knocked airborne for a few seconds instead. Healing amount is increased.

  • Slow Amount: 10% / 15% / 20% / 25% / 30%
  • Magic Damage (per 0.5 seconds): 10 / 15 / 20 / 25 / 30 +15% of Attack Damage
  • Healing (per 0.5 seconds): 10 / 15 / 20 / 25 / 30 +15% of Ability Power
  • Brilliant Guardian Blind Duration: 1.5 / 2 / 2.5 / 3 / 3.5 seconds
  • Brilliant Guardian Damage Resistance: +7% / +11% / +15% / +19% / +23% Damage Resistance
  • Chill Surge Airborne Duration: 1.5 / 2 / 2.5 / 3 / 3.5 seconds


Wave Shock
RANGE: 600 / 800 / 1000 / 1200 / 1400
COST: 12 Charge
COOLDOWN: 12 / 11 / 10 / 9 / 8 
Elphrihaim NeroWaveShockDraw

Active: Nero sends a shockwave in the targetted direction, dealing damage to enemies hit. Wave Shock travels for a very long distance, but deals 1% less damage every 75 range the shockwave has travelled. Wave Shock deals 25% additional damage versus minions.


Rise Slash Field: Searing Blast: The wave stacks up multiple times, increasing in width and length as well as damage.

Power Ring Field: Radiant Line: The wave leaves a long trail of light that reveals through bushes for a while. Additionally, enemies hit are Blinded for a while.

Wave Shock Field: Pillaring Wave: The shockwave leaves a trail of an impassable wall that lasts for a short number of seconds and knocks enemies damaged into the air.

  • Magic Damage: 60 / 85 / 110 / 135 / 160 +50% of Attack Damage
  • Rise Slash Field Projectile Width // Length: 80 / 110 / 140 / 170 / 200 // ap / 110
  • Rise Slash Field Bonus Damage: 30 / 50 / 70 / 90 +20% of Attack Damage
  • Radiant Line Blind Duration: 1.5 / 2 / 2.5 / 3 / 3.5 seconds
  • Radiant Line Light Duration: 3 / 4 / 5 / 6 / 7 seconds
  • Pillaring Wave Wall Duration: 1.5 / 2 / 2.5 / 3 / 3.5 seconds
  • Pillaring Wave Knock-Up Duration: 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds


Hypercharge
COST: 25  Charge 
COOLDOWN: 90 
Elphrihaim NeroHyperchargeDraw

Active: Nero brings his body to it's limits for 10 seconds, causing all time-based effects to be empowered. This includes regeneration rate; Movement Speed; Attack Speed; Cooldowns; Debuff Durations; and the duration of channeled abilities (but not their damage or other effects). This effect ignore any caps set (using this ability can bring you above 40% effective Cooldown Reduction and above 2.5 attacks per second)

  • Regeneration Increase: +10% / +15% / +20% Regeneration rate
  • Movement Speed Boost: +10% / +15% / +20% Movement Speed
  • Attack Speed Boost: +10% / +15% / +20% Attack Speed
  • Cooldown Decrease: +10% / +15% / +20% Cooldown Reduction
  • Debuff Duration Decrease: -10% / -15% / -20% Debuff Duration
  • Channel Duration Decrease: -10% / -15% / -20% Channel Duration



Background

Rambling

You need to cap out your CDR or else you will be screwed, majorly, utility wise. Nero's toolkit is heavily powered up by Q/Q; W/W; and E/E ability bonuses.

If you didn't understand why I added the caveat that you can have more than one circle beneath you at a time, here-- have a picture showing how to get on top of multiple circles. However, I don't think it's feasible to get on top of all 3 without using your Ulti-- and that feels like a waste of an Ultimate to me. =X
Elphrihaim ISWEARTOGOD

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