Etheric, the Mana Font
Role: AP Jungle, AP Support
Inspiration: I wanted to make a champion with an interesting concept of limitless scaling and interwoven skills changes. The idea for Etheric's kit is that it's like a set of gears that can be rearranged for different effects, do you want to be more defensive, or offensive, maybe even go all out and gain a lot of sustain.
General Design Philosophy - Etheric's kit revolves around his Q (starts with it) and his R which determine what skills he has at his disposal and what he is gaining stat wise through his passive. His W and E will change on base on what form his Q is on and weither or not his R is active, so you need to keep an eye out on what you're using and also how much mana you have left as Etheric is very mana dependent.
Risk Analysis: Extra high, is extreme mana dependent as it also serves on his lifeline, so you have to know when to turn on your E toggle or active your R mode as they both drain mana, the same goes for your defensive form of Q. Also falling behind can prove very dangerous as even though he has multiple infinite scalings, if he dies he loses 1/5th of the bonuses.
Appearance: Etheric is a hextech fanatic, augment with mana infusing and producing implements around his neck, spine, forearms, hands, and lower legs. He has a very eccentric attitude about mana, he is obsessed with it and how to make more of it, to the point he is literally glowing cyan from mana radiation! Most of his quotes are about mana including his hilarious joke where he maniacally laughs, "IT'S OVER 9000!"
Lore: Etheric is a scientist/archaeologist from Zaun whose specialty is the production and refinement of mana, from internal mana or mana from other living beings to mana from nature itself and even ancient relic. He wants to know about it all, and how to make himself one with it.
Strengths: Has 6 infinite scalings (Mana, HP, AP, Mp5, Spellvamp, and Movement speed,) along with potent long-range AoE attacks and passives from his passives.
Weakness: Is extremely mana hungry as his spells use % of max and current MP along with toggles that consume mana. Has a very weak early game as he has low base stats and is forced to start out with his Q. Also death is a serious set back to him do to losing bonuses, especially in the late game.
Autoattack: Fires a stream of ionized mana from his palm (range = 575)
Passive: Mana Refinement Regenerates +5 mana (doesn't count toward Mp5) every second and distributes it among nearby allied champions, on kill or assist gains a charge that allows for +2 mana.
Gains 2 max Mana every seconds (7200 mana at the 1hr mark if he hasn't died once) If in offensive mode of his Q, when he kills something he gains AP: Creep = 0.5 AP, Big Minion = 2.5 AP, Assist = 5 AP, Kill = 10 AP If in defensive mode of his Q, when he kills something he gains HP: Creep = 2.5 HP, Big Minion = 12.5 HP, Assist = 25 HP, Kill = 50 HP If his ultimate is active, when he kills somethings he instead gains Mp5, Spellvamp, and Movement speed: Creep = 0.05 Mp5/Vamp & 0.1 Movement, Big Minion = 0.25 Mp5/Vamp & 0.5 Movement, Assist = 0.5 Mp5/Vamp & 1 Movement, Kill = 1 Mp5/Vamp % 2 Movement.
On death Etheric loses 1/5 of his current bonus stats.
Q: Mana Allocation Swap time - 2.5 Offensive mode - Build up "Surge" charges (infinite stack) every 8/7/6/5/4 seconds to be used to boost offensive spells by 15 true damage per stack and produces a continuous AoE around him dealing 5xLv + (15% AP) + (50% Mp5) every second at the cost of half his Mp5. Defensive mode - Convert 5 MP into 1 HP to heal self to full at the rate of 20/22/24/26/28 HP per second and gives all allied champions in a 1000 range a shield that blocks for 50/70/90/110/130 + (5% max MP) + (5% max HP) for the cost of map equal to the shield, if a shield is broken in the range, instantly replenishes it. Passive: Steals 5 mana per second from nearby enemy champions and creep (1000 range) and reallocates it evenly between yourself and nearby allied champions. (doesn't work during swap period) Design Philosophy: This is Etheric's core ability that allows him to both Jungle and Support. He can either turtle up and become tanky with his defensive mode to farm for HP or go offensive mode to deal more damage consistently and in burst for farming more AP. Mana Allocation also affects his entire kit as it changes his skills to match his current mode.
W: Containment Field (Unlimited & Unstable)/Aura Surge (Volatile Onslaught) Cooldown - 10/10/9/8/7
- Containment Field - (Defensive mode) Places a shield that last for 5 seconds on allied champion for 100/130/160/190/210 + (10% Current MP) + (7.5% max HP) that increases Mp5 by 10/25/45/70/70%. Cost = 10% current MP + 1% max MP Design Philosophy - Containment Field is designed to be a 1-up of the Defense mode so you can stack more shields on your ally along with giving them some more Mp5, great for supporting.
- Unlimited & Unstable - (Defensive mode with ult on) Places a shield that last for 5 seconds on self and allied champion for 120/140/160/180/200 + (7.5% Current MP) + (2% Max MP) + (7.5% max MP) that increases Mp5 by 50% and exploding dealing the amount of shielding left as an AoE with 500 range. Cost = 15% current MP + 5% max MP + 5% current HP. Design Philosophy - Unlimited & Unstable like Containment Field is meant to be a 1-up but in this case it's more potent as it creates to 2 exploding shields to allow for engaging the enemy.
- Aura Surge - (Offensive mode) Dashes in desired direction for 300 range dealing damage to all targets hit for 50/100/200/250/250 + (50% AP) + (4% max MP) and consumes 1/8 of the "Surge" charges. If you activate Energy Surge again in the next 5 seconds you can dash for 600 range, dealing half damage and consuming another 1/8 of the "Surge" charges. Cost = 5% max MP Design Philosophy - Energy Surge is Etheric's bread and butter engaging mechanic that allows him to close in deal fire off some buffed up AAs (see E) and then launch himself back to a safe distance to activate Mana Allocation if needed.
- Volatile Onslaught - (Offensive mode with ult on) Dashes in desired for 350 range dealing damage to all targets hit for 25/50/75/100/150 + (25% AP) + (4% max MP,) stealing 1% of their current MP, and consumes 1/4 of the "Surge" charges. Can be used every 2 seconds unlike his other forms of his W. Cost = 2.5% Current MP + 2.5% max MP + 2.5% Current HP Design Philosophy - Volatile Onslaught is the all out variant of Energy Surge that allows for rapid engages and escapes to where down the opponent before the cost of your ult gets too high. Overall Design Philosophy - Etheric's Ws are built to maximize the potential Mana Allocation in their respective form.
E - Ionized Shelling (Mana Irradiated Rounds)/Energized Assault (Berserk Overdrive)
Toggle swap time - 5/4.5/4/3.5/3
Ionized Shelling -
Passive: AAs gains 100 more damage and deal splash damage in a 200 radius and restores 2 nearest ally champions' mana by 10/12.5/15/20/25% of the mana used per AA.
Toggle: AAs deal an extra (0.2% current HP + 0.2% max MP) magical damage and gives decaying 10% Movement buff to nearby allies (550 movement) for 2 seconds and heals nearby allies for 6/8/10/11/12% of damage dealt by AA.
Cost = 15/16/17/18/19 MP per second & 1% current HP + 1% max MP per AA
Design Philosophy - Ionized Shelling is Etheric's secondary source of sustain for his allies and also allows for him to poke better with a nice 675 range.
Mana Irradiated Rounds -
Passives: AA gains 200 range and deal splash damage in 200 radius and restores nearby ally champions' HP and MP for 10/11.5/13/14.5/16% of the AA's mana cost and damage.
Toggle: AA gain 200 more range and 100 more radius and deal (0.3% max MP + 0.5% current MP + 0.2% max MP) and slows by 10% and silences for 2 seconds (silence can only be applied every 10 seconds to same champion.
Cost = 18/20/22/23/24 MP per second and 2% current HP + 2% current MP per AA.
Design Philosophy - Mana Irradiated Rounds is meant to take Ionized Shelling to the next level, by sacrificing a lot more HP and the movement buff, Etheric can outrange all champions with a whopping 1075 range AA that has a 300 radius splash to allow for simultaneous sustain and poke if you can keep his ult up.
Energy Assault -
Passive: Etheric does a secondary melee AA (125 range) and gains 5/10/15/20/25 Movement speed + 1/2/3/4/5% Lifesteal and Spellvamp.
Toggle:
AA acts like static shiv up to 1/2/3/4/5 targets dealing 5/15/25/35/40/45+5% AP+0.2 Max MP bonus magic damage, causes Etheric to lunge 50 toward the target for potential second hit and consumes 1/16 of the "Surge" stacks.
Cost = 15/16/17/18/19 Mana per second and 1% current MP + 1% max MP per AA
Design Philosophy: Energy Assault is designed to work with Aura Surge for quick engages to pile on damage across the enemy time with the Offensive mode Mana Allocation's AoE, damage from the secondary cast of Aura Surge, and the bonus damage from the "Surge" stack to all the targets hit by Energy Assualt's chain hit.
Berserk Overdrive -
Passive: Etheric gains a secondary melee AA (125 range) and will lunge 50 range to target to try and get it, plus gains 8/16/24/32/40 Movement speed and 1.5/3/4.5/6/7% Lifesteal and Spellvamp
Toggle: AA acts like static shiv up to 2/3/4/5/6/7 targets dealing 8/20/32/44/55+7.5% AP+1% current MP leaving a DoT that deals a quarter of that damage over 4 seconds in true damage and a debuff that lower their armor and MR by 2 for 5 seconds (armor and MR shred stacks infinitely) plus consumes 1/8 of the "Surge" charges.
Cost = 18/20/22/23/24 Mana per second and 3.5% current Mana + 0.5% max mana per AA.
Design Philosophy: Berserk Overdrive is meant for turn Etheric into an insane chasing beast that can tear down targets if not CC'd properly.
Overall Design Philosophy: Etheric's Es are set up to be AA steroids to allow for him to move through camps faster and poke enemies with more, allowing him to be more flexible with how to play him at the cost of having to be careful with mana management as it drains him quickly early game.
R - Mana Production Overloading (TBA)