[Champion Concept] Ergon, The Enchanted Warrior

Makoto12··1 votes·1,197 views

Ergon is a melee champion who specializes in a series of complex skill combos.

Lore Will come later...


Passive: [Energy Swords] At every third basic attack, Ergon creates an energy sword at the target's location. These swords can be collected by Ergon, which will allow the use of most of his abilities. All collected energy swords will revolve around Ergon, (think about Diana's shield orbs) dealing 10/20/30/40/50/60 (+0.2 AP) magical damage when it hits an enemy champion. Ergon can carry up to 3 energy swords. If the swords are not collected within 6 seconds, it will be destroyed. Collected swords will last until a skill that needs an energy sword is cast or until it hits an enemy champion.

Also, Every time Ergon uses an ability, he gains one stack of "combo". Based on the number of combo Ergon has, the stronger the next ability will be. Combo lasts for 2 seconds. Combo stacks will reset back to 0 after the fourth and final combo stack is used up.

(For example... If Ergon uses [Blasting Slash] first, then it will have no bonus effect. If he uses it during the second stack of combo, then it will deal 25% additional damage. If he uses it in the fourth and final stack of combo, then it will deal 25% more damage, gain 40% larger AoE, and it will stun all enemies hit for 1 second.)


Q: [Blasting Slash] Manacost: 50/60/70/80 (Requires 1 energy sword.) Deals 60/120/180/240 (+0.5 AD) physical damage to all enemies in front of Ergon. (Like Diana's passive, except this one is an active skill.) Combo 1: No additional bonus effect. Combo 2: Deals 25% more damage. Combo 3: Gains 40% larger AoE. Combo 4: All enemies hit are stunned for 1 second. Cooldown: 13/11/9/7 seconds


W: [Sword Fling] Manacost: 75/90/105/120 (Requires 1 energy sword.) Flings an energy sword at a target area, dealing 45/90/135/180 (+0.35 AP) magical damage to all the enemies it passes, leaving an energy sword where it landed. If the sword hits a wall or an enemy champion, the sword will break, making it unable to collect. Combo 1: No additional bonus effect. Combo 2: Gains 15% of the damage dealt as health Combo 3: Can be cast again with no cooldown. This would require another energy sword to be able to cast. (Second cast will not trigger next skill combo.) Combo 4: Stuns enemy champion when hit for 1 second. Cooldown: 15/14/13/12 seconds


E: [Energizer] Manacost: 35/45/55/65 Jumps to an energy sword and collect it. After collecting the sword, Ergon gains a shield that absorbs 30/60/90/120 (+0.4 AD) damage. Combo 1: No additional bonus effect. Combo 2: Gains 10/15/20/25% movement speed for 3 seconds. Combo 3: Nearby allies also gain movement speed bonus and shield. Combo 4: Stuns enemy champions around Ergon after the jump for 1 second. Cooldown: 8 seconds


R: [Energy Field] Manacost: 125/140/165 Creates 6 energy sword, after a brief moment, around Ergon, dealing 150/300/450 (+0.8 AP) magical damage in a small area around each sword. (The swords are space out evenly around Ergon and each are 1000 units away from him. So kind of like a clock, Ergon is in the middle and the swords are the numbers.) If the sword lands on an enemy champion, it will break, making it unable to collect. If Ergon does not have the maximum amount of energy sword, the nearest one will fling towards him, damaging all enemies it passes by 75/150/225 (+0.4 AP) magical damage. If it hits an enemy champion, it will be destroyed. Combo 1: No additional bonus effect. Combo 2: Ergon's attack speed is increased by 15/30/45% when he is inside [Energy Field]. Combo 3: Ergon gains additional 20/30/40 bonus armor and magic resist when he is inside [Energy Field]. Combo 4: If the sword hits an enemy champion, they will be stunned for 1.25 seconds. Cooldown: 150/125/100 seconds


So what's all this combo with the first, second, and third skill?

It is simple. Ergon's skill works very differently based on the order it is cast. If [Blasting Slash] was used first, then the rest of his skills will gain bonus effects.


How is that beneficial?

This system allows players to use Ergon in very different ways. It can make him a very offensive and also defensive, based on how he is used.

-- Offensve example: He can cast [Sword Fling] near, not hitting, an enemy champion. This allows Ergon to use [Energizer] to the sword, which, since it was the second skill used, gives him bonus movement speed. After the gap is closed, he can cast [Blasting Slash], which has the bonus damage and AoE. Seems OP? We can tweak the damage a bit.

-- Defensive example: If an ally is low on health, Ergon can cast [Blasting Slash] to the enemies for a quick poke, then [Sword Fling] near the dying ally and right away cast [Energizer] to the energy sword. Since [Energizer] was the third skill used, Ergon can kite from his quick poke, given that he gained bonus movement speed. Also, the ally will also gain a shield, protecting him/her from harm, along with Ergon.


4 Comments

Zhugan2 votes

Broken on all fronts, needs a complete rework.

Makoto121 votes

Can you into detail on that? Thanks of the feedback.

Zhugan1 votes

Two biggest fixes:

  1. Either go with a combo passive system or a sword storing passive system. Not both. Double passives when they are that strong does a lot to break a champion. Realistically, having an ammo system for the ultimate would make sense (having his abilities store the swords to make the ultimate more powerful would be good), which would open you up to build combo from the abilities by having each ability use build a stack of combo that lasts until you hit 4 stacks for a super powered ability instead.

  2. Hybrid scaling tends to either be fundamentally broken. While I can understand having some abilities that scale and some that don't, thus giving both AP and AD ratios, this champion clearly has the issue of wanting to itemize both AD and AP. It would make a lot of sense to change the ultimate scaling to a moderate AD ratio instead of an AP ratio. That would do a lot to streamline the itemization decisions without breaking the character.

Other minor details:

  1. The ultimate would benefit from having set bonuses on stats and merely limiting other bonuses to damage. Bonus damage conditions are pretty clear, bonus passive conditions are not.

  2. Change some of the CC so you don't have multiple stuns. One stun is good. Two is overwhelming. A stun and a slow is good, or a stun and a snare even would be tolerable. Stun->stun is rough as all hell.

  3. This champion would actually make sense as someone who is manaless and is using the swords as a charge themselves. The cooldowns are long enough to justify that, and none of the abilities is so overwhelming with the above changes to make that too egregious.

  4. It would bee wise to make the ultimate move with him to some extent. Melee carriers (I am assuming this champion idea is melee from the overall kit design) want to be mobile. Creating a zone of control isn't really their thing.

Makoto121 votes

Wow:) thanks for the help :P I'll definitely work in those. If you want to keep in touch with this champion concept, it will be here.

More from Community Creations

More by Makoto12