Edvin, The Mechanical Genius

Deity Excalibur·1/7/2018, 8:23:35 PM·2 votes·812 views

Edit : Buffed passive numbers, removed on hit or crit interactios to avoid abuse. Changed W's level 3 effect. Buffed ultimate.

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/fcE7w3nP-can-we-get-a-stealth-based-support?show=flat&page=2 Based on this post I've decided to try my luck and create an intel based support that will function more by boosting the allies' clarity and give them more openings when fighting, objetive control and plenty more.

Edvin's basic attacks grants him a natural advantage when fighting for vision, letting him quickly destroy enemy wards and gain some ward enhancing effects when doing so. His kit focuses solely on giving allies tools to fight the enemies effectively. He grants his team intel by giving away one enemy's spell information at all times (can be changed), stopping targets from using their most powerfull moves (ultimate and summoner spells) or even preventing those pesky twitches from 1shotting your entire team while giving your team a very powerfull but resource-intensive (there are drawbacks to this power, while powerfull on its own, as soon as you unlock the way of using this camouflage, you lose your Intel passive, effectively hindering your teams' information.) camouflage that will prove usefull in the middle of those objetive fights.

Hope you like it :)


Primary role : Tank Secondary role : None

Stats : Health : 510(+100 per level) Health regen : 5(+0.60 per level) Mana : Resourceless Auto attack range : 650 Auto attack damage : 41 (+2 per level) Attack speed : None (He has a fixed attack rate that cannot be changed, doesn't improve nor does ir reduce, will be explained in his passive) Armor : 26 (+4 per level) Magic resist : 30 (+1.25 per level) Movement speed : 335

Passive : Hextech HMG-v.2 Edvin's basic attacks are modified compared to other champions, granting you a full barrage of 4 shots in a row that cannot be stopped nor cancelled. Once the 4 shots are used, he briefly recharges. These shots can be modified via abilities and will unlock several effects depending on his ultimate rank.

Basic hits : Barrage of 4 shots dealing 0.33% of his AD per shot at a rate of 5 attacks per second. Requires 0.5 seconds to recharge. These shots do not apply any kind of on hit effects nor do they crit. Ultimate rank level 1 : Destroying enemy control wards with barrage spawns an allied control ward that lasts 60 seconds. Ultimate rank level 2 : Destroying enemy trinket wards gives Edvin a charge of the ward to freely use anywhere (Takes the trinket slot, like Herald). Lasts 90 seconds (Doesn't count towards the ward limit. Ultimate rank level 3 : Destroying enemy traps and sightstone wards empowers all of his currently placed wards, giving them 25% radius and an additional 30 seconds of lifetime if its a regular ward or +3 health and +25% radius if its a control ward.

Q : Machine Herald / Cost : None / Cooldown : 20/18/16/14/12 (After the mark disappears or gets consumed) / Range : Applied on basic hits. Edvin infuses his next 2 barrage of basic hits with a lethal Mark that remains for 4 seconds. Allies that hit these targets receive a 2/4/6/8/10% bonus damage against the target while enemies that hit this target (with heals or shields) will make him silenced for 1/1.12/1.25/1.37/1.5 seconds. The mark is consumed after both an ally and an enemy hit the same target.

W : Intel / Cost : Passive / Cooldown : 30 seconds (After changing) Edvin gathers intel for his team passively, allowing him to temporarily mark an enemy. (It stays marked on that target until he changes) The mark evolves with every level spent in this skill. Level 1 mark : The chosen enemy's summoner spells are revealed, allowing everyone to see their cooldown. Level 2 mark : The chosen enemy's trinket ward placements are revealed. Level 3 mark : Hitting the marked enemy champion with your basic hits empower you, giving you +50% range to place wards. Lasts 30 seconds. Level 4 mark : The chosen enemy's active item effects' cooldown are revealed. Level 5 mark : The chosen enemy's skill abilities cooldown are revealed. ** E : EMP / Cost : None / Cooldown : 30/27/24/21/18 seconds / Range : 800 thrown, 350 area** Edvin throws an EMP to the targetted location, passing through minions. The EMP will latch onto the first enemy hit (or comes close if missed), scrambling them for 2/2.5/3/3.5/4 seconds and dealing 50/90/130/170/210 (+0.4 ap) physical damage. An enemy that is scrambled can only use his basic abilities (no ultimate or summoner spells).

R : King of the Arena / Cost : None / Cooldown : 180/160/140(After effect wears off) / Range : Self-cast Edvin researches all of the terrain around him, modifying it for his own gains.

For the next 5/10/15 seconds, all of these effects will apply. Traps get disabled (Both placed traps and thrown traps(Wards are still usable)). Invisible and camo enemy units lose their properties while inside the dome. All objetives are sabotaged, granting various debuffs depending on where Edvin is. Blue camp side : All camps take 50% more magical damage. Red camp side : All camps take 50% more physical damage. Infernal dragon : His AoE property is removed, making his basic hits single target. Ocean dragon : His attack speed is cut in half. Montain dragon : His damage is cut in half. Cloud dragon : Hitting allies grants them a haste in their movement speed for 2 seconds. (35%) Baron nashor : Abilities charge 100% slower, slowing down significantly his stacking. Herald : Hitting the eye heals every ally around him for 10% of the damage dealt to the eye. Elder dragon : Smiting the Elder dragon grants your jungler an overbuffed smite for 30 seconds, being able to endlessly use it to destroy any ward he finds in his path.

His W gets modified during the ultimate, losing access to his Intel passive benefits but gaining an active effect that can be used once. Active effect : Edvin targets an area around him, giving camouflage to every ally unit in its location. The camouflage lasts for 4/8/12 seconds before it wears off.

6 Comments

DrFiveMinusMinus1/9/2018, 3:15:24 AM1 votes

Hi! Just came across your champion while browsing c&c and thought it looked pretty cool. I thought i would leave you some feedback to help you make improvements.

Base Stats: These are...really low. I'm comparing them to Thresh because they are quite similar in concept (ranged tanks). 510 base health, 41 AD, and 0.76 effective attack speed (1/[0.8s per barrage]+[0.5s between barrages]) with no attack speed growth will make this champion practically useless in all-out fights. However, this isn't necessarily a problem if you want the focus of this champion to be something other than combat.

Passive: In concept, this is a really fun passive. I am always a fan of things that spice up champions' auto attacks, and it really makes him quite effective at killing wards/traps. However, having only a 60% total AD scaling on your auto is way too low, especially for a champion with 41 base AD.

Q: Okay, I see where you're going with this one. This is by far your best designed ability, and my only gripe is that you have to put several points in this ability before it starts to hurt. I would suggest increasing the early damage while keeping the max rank damage the same, and possibly adding a bit of base damage to compensate for his passive.

W: This is clearly your champion's central ability, but to be honest, it would be quite difficult to make work. I have several points about this.

  1. Where are you displaying these? For the summoner spells you could display them like on the ally team, but for the rest of these, it'll be awkward to fit them in.
  2. I don't like #3. I just don't think that any champion's abilities should do what op.gg does but slightly worse.
  3. This ability might work better as a "scan" effect than a persistent effect.

E: Pretty cool ability. This ability makes for a great gank setup: Throw out E to prevent them from flashing away. If anything, this ability should be a bit more powerful, possibly add a slow or a ground effect to it.

R: This is a good ability in the right circumstances, but it's entirely useless outside of those circumstances. I see a lot of abilities like this on C&C, where there usefulness is gated by a very specific situation. You can add generalist power to an ability in any number of ways, but here are some random ideas:

  1. Damage buff / Resistance Buff to allies in the area.

  2. Persistent damage AOE within the area

  3. A Xin-Style shield over the area.

  4. Disabling enemy utility spells in an area.

Final thoughts: This is a champion with a fun theme and lots of potential, but is hobbled by an incredibly situational kit. This champion would benefit greatly from a bit more general power (CC, damage, tankiness)

I hope this is helpful for you, and I look forward to seeing any updates you make to this champion and any future work you do on C&C.

PhantomPrankster1/9/2018, 8:31:32 PM1 votes

I'm about this character