[CHAMPION CONCEPT] Eslie - The Hexslinger

Galemont·4/6/2017, 12:52:06 PM·2 votes·413 views

Hello Everyone, before I get started I would like to mention that this is the first time I actually post something in the forums that talks about a Champion concept that I've been thinking and making for quite some time; I would also like to mention that this concept does not have a full in-depth stats of the champion (because I'm not a smart person) so any feedback would be very appreciated; though it must be mentioned that there is a part where it shows some form of stats and how the ability interacts but it is mostly just a speculation on how I envision it to work - so once again: feedback is highly appreciated.

This Champion Concept uses a format similar to that on how Riot Games do when they reveal a new champion: mainly explaining what the abilities do, how a player would and should play the champion, and the champion's strengths and weaknesses.

Also another quick thing, I just wanted to say thanks if you actually took the time to read this whole thing. Anyways, let's get onto the whole point of this post~


CHAMPION: ESLIE, THE HEXSLINGER

First Impression: Eslie is a magic-damage marksman who revolves in a combination of slow, careful planning and a fast-paced, improvising and high-risk high-reward playstyle. Eslie works by being very elusive while also being able to find and create advantages for herself within a fight. As Eslie, players are encouraged to be able to analyze, create and commit to their plan of action in the hopes of securing an advantageous position; but when things don't go accordingly, then it simply means Eslie will have to make a new one on the go.

ROLE: MARKSMAN / MAGE PREFERRED POSITION: BOT-LANE


ABILITIES

PASSIVE - MAGESCRIBING: As a wizard, Eslie's basic attack deals additional magic damage, and every shot on an enemy applies a SCRIBE that stacks up to 5 times; the magic damage will gradually increase up to a cap as she continues to attack the same target. Eslie is also aware and able to notice RUNES that are within her vicinity; these RUNES will appear randomly within her proximity and lasts for a moderate amount of time. Eslie can stack the number of RUNES using her basic attacks or by _HEXSLINGING _ up to 5 times.

Q - HEXSLINGING: Eslie uses her revolver to fire out an arcane projectile in a straight line, dealing damage to the first enemy it hits; if it lands on an enemy, it will apply a single stack of SCRIBE, if the projectile reaches the end without hitting a single enemy it will plant into the ground as a RUNE. HEXSLINGING works with an ammo system (of 6), and will not go into cooldown unless all of the ammunitions are spent; Eslie can also fan the hammer (by pressing Q rapidly) to fire a barrage. HEXSLINGING's range can be altered, shortening it or keep it at its maximum length.

W - FLUX-TRIGGER: Eslie sends out a magical beam in a straight line, dealing damage to any enemies hit. If FLUX-TRIGGER hits an enemy that has SCRIBES in them, the SCRIBES stacks will detonate causing to deal additional effects to enemies depending on how many SCRIBES they carry. FLUX-TRIGGER can also be used to detonate RUNES and it will also have different effects based on how many stacks of RUNES it has.

(super extra side note: Once again, these are NOT fixed stats, these numbers and descriptions for this ability are just an assumption on how I would like to think it'll interact)

ENEMIES: 1 SCRIBE: Deals 10% additional damage. 2 SCRIBE: Deals 15% additional damage. 3 SCRIBE: Deals 20% additional damage and Heals. 4 SCRIBE: Deals 25% additional damage and Heals based on her missing health. 5 SCRIBE: Deals 30% additional damage and Detonates other SCRIBES and RUNES nearby the enemy.

RUNES: 1 RUNE: Deals 10% additional damage and Slows by 20%. 2 RUNE: Deals 15% additional damage and Slows 25%. 3 RUNE: Deals 20% additional damage and Snares for 1 seconds 4 RUNE: Deals 25% additional damage and Snares for 2 seconds 5 RUNE: Deals 30% additional damage and immediately applies 5 stacks of SCRIBES to any enemies within the proximity of the RUNES.

E - PHANTOM DASH: Eslie takes a short dash in a direction that will phase through crowd controls though she will take the same amount of damage. Upon the end of the dash, Eslie then conjures a phantom of her that will take aim at the position of the nearest enemy around her and then proceeds to fire at said direction. If the phantom's shot hits a single enemy, PHANTOM DASH’s cooldown is refunded by half. The phantom's shot will apply a single SCRIBE when it hits an enemy.

R - HEXDRENALINE (TOGGLE): Eslie absorbs and infuses herself with all the magic she could take, increasing her strength and speed of her attacks; she also gains a brief movement speed that decays over time but can be gained back by attacking enemy champions or any epic monsters. During HEXDRENALINE, her PHANTOM DASH will now ignore both crowd control and damage and is able to summon an extra phantom in the end of the dash. During HEXDRENALINE, Eslie will also take extra damage from any damage source.


PLAYING AS ESLIE: Eslie works around a similar style of ADCs like Vayne: having the capability to duel against anyone by outplaying and outmaneuvering against their opposition. However, where most ADCs generally have to be patient for the right moment to shine, Eslie is able to create the spotlight for herself if the opportunity is there. Normally, the best Eslies are the cheekiest who would prepare herself by creating (or stacking) multiple patches of RUNES around her using her auto attacks and/or HEXSLINGING to give an edge to her would be fights or by provoking and taunting enemies by stacking SCRIBES at them.

When a fight actually does erupt Eslie must then use with everything that she has to fight against the onslaught of enemies. HEXDRENALINE can be used to create a change of tides in a battle - whether it be to overwhelm foes with damage or outsmarting them with her nimbleness, the best Eslies are those who are willing to take the risk to reap the rewards.

STRENGTHS: Eslie's utility belt is filled and prepared for anything; carrying things such as crowd controls, survivability, movement and damage to overcome her foes. Utilizing different amounts of SCRIBES and RUNES properly helps Eslie to keep up with the heat of the battle ensuring that she is the one who stays up and her enemies won't.

If Eslie needs a breather she can make a quick one using PHANTOM DASH, turning her into an elusive shooter that can kite through enemy crowd controls while also dishing out damage. The moment Eslie is able to identify the right moment, she can throw out a HEXDRENALINE to finish off her foes or provide even more advantage for her that the enemies may not see it coming.

WEAKNESSES: The problem with Eslie is within her utility itself; a Swiss Army Knife really means nothing if one doesn't know how to use it to its fullest form. Eslie's kit isn't as straightforward as one may think, she needs to plan and improvise both before and during the fights if she will need to outlast her foes. Her PHANTOM DASH is a mobility tool that is isn't as reliable as the likes of Tristana's ROCKET JUMP or Ezreal's ARCANE SHIFT as she needs to stay within the fray to let her phantom land the hit in order to benefit the resets to further increase her elusive mobility.

Eslie is also not the safest of all ADCs; her HEXDRENALINE is not a "Press R to win" ultimate, for as much as it provides buffs for Eslie it will also put her in danger by making her extremely frail and susceptible to damage. While Eslie may require making plans on the fly, when the fight comes to her she will relish in that danger if it’s the last thing she has to do, transforming her into a “do or die” champion.


And hey, this concludes my very first Champion Concept that I post in the League of Legends forums. If you actually read this, thank you very much for actually taking your time in doing so! If you have any comments, suggestions or of the sort then feel free to say it out; after all, I am not the most intellectual person so a little help in improving this would be great!

Also a few more things:

  1. If you're expecting a concept art of the character, then I'm afraid to say that you'll probably won't see it. At all. Ever. Mainly because I can't draw for crap. But if you would like to know a brief description on what she looks like: the best I could give you is a girl with dark brown hair with the length between the collarbone and the shoulder, hazel colored eyes and wears a strangely formal attire made up of white buttoned-up shirt, a black suit, a brown vest, a really old tie/bow tie and a matching black pants and boots. Her weapon that she primarily uses is a highly modified revolver that uses magic instead of normal bullets, and it also has a ring beneath the gun's handle, with its sole purpose being used as a keychain/charm holder for the gun.

  2. Concerning the lore/bio of the Champion, I will discuss this within the comments instead, I personally prefer to spend this time and post currently for her abilities as I am not quite sure if it works well or not - though I still would like to stick to her current theme of being a magical gunslinger with a playstyle that revolves around being methodical and completely high risk and high reward. Anyone who is interested in Eslie's lore or information, feel free to reply and call me in and we could talk about it in the comments~!

And that ends my post on my Champion Concept Eslie the Hexslinger, once again thanks a bunch for reading this!

Have a great day ahead of you~! :]

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