(Champion Concept) Egress, the Blinker Beast.

Senteth··7 votes·3,062 views

=====Skills===== NOTE: The numbers are just rough estimates.

http://i57.tinypic.com/2hfngup.jpg P: Phase Touch. Egress’s basic attacks, and damaging spells, will deal additional magic damage equal to 5 / 10 / 15 / 20% of his target's current health while also applying phase touch, which allows Egress and his allies to pass through them for 5 seconds. Further attacks within 15 seconds of the first will reset the duration of phase touch, but will not deal additional damage. (% current health damage increase at levels 1, 6, 11, and 16 respectively)

http://i60.tinypic.com/1zvbmyx.jpg Q: Tail Blade Cooldown: 5 Egress attacks nearby enemies with his tail, dealing 50 / 80 / 110 / 140 / 170 / 200 (+60% AD) physical damage to each enemy hit, while causing their next basic attack to miss. Tail blade's cooldown is reduced by 1 second every time Egress is missed by a large monster or champion.

http://i60.tinypic.com/if2vdy.jpg W: Stolen Pain Cooldown: 25 / 24 / 23 / 22 / 21 / 20 Passive: Egress is healed by 0.1 / 0.2 / 0.3 / 0.4 / 0.5 / 0.6% of the damage he deals for every 1% of his missing health. Active: Egress consumes 25 / 30 / 35 / 40 / 45 / 50% of his current health and creates a shield equal to the amount of health consumed. This shield absorbs all damage dealt to Egress, as well as any damage dealt to nearby friendly champions and structures that are below 50% health. After 4 seconds, or once reactivated, Egress consumes what is left of the shield, and converts it back into health.

http://i61.tinypic.com/2h3vrxl.jpg E: Portal Gaze Cooldown: 18 / 16 / 14 / 12 / 10 / 8 Egress reveals a large area, and marks all enemies within. Egress's basic attacks gain 325 extra range, and teleport him directly to his target when used on marked enemies. This will remove the mark and deal 25 / 50 / 75 / 100 / 125 / 150 (+30% AP) extra magic damage to the target and surrounding enemies.

http://i57.tinypic.com/whxgly.jpg R: Rune Bound Cooldown: 10 Egress's allies start the game with special summoning runes that they can use to open portals through which Egress may travel. Activating rune bound will instantly teleport him to the portal nearest to your mouse cursor, closing it in the process. Rune bound is put on cooldown every time Egress is damaged by an enemy champion or tower.

=====Items=====

http://i60.tinypic.com/jv3w5i.jpg Mysterious Rune Cost: 250 gold (But Egress's allies start the game with one for free) Unique Passive: You gain +10 gold every time Egress scores a kill or assist. Active: After channeling for 5 seconds you create a portal through which Egress may travel. Taking damage will interrupt the channel. The portal will close if Egress does not go through it within 15 seconds, or if the portal takes more then 100 damage and is destroyed. This item has a 35 second cooldown, but that increases to 220 if Egress successfully makes it through the portal.

http://i58.tinypic.com/ezo1g9.jpg Summoning Rune Cost: Mysterious Rune + 450 gold = 800 gold total. Unique Passive: You gain +15 gold every time Egress scores a kill or assist. Active: You create a spatial distortion at a targeted area nearby. After 3 seconds the distortion opens into a portal through which Egress may travel. The portal will close if Egress does not go through it within 15 seconds, or if the portal/distortion takes more then 250 (+20% of Egress's max heath) damage and is destroyed. This item has a 35 second cooldown, but that increases to 180 if Egress successfully makes it through the portal.

http://i58.tinypic.com/15hzjft.jpg Summoning Rune Of Brutality Cost: Summoning Rune + Pickaxe + 825 gold = 2500 gold total +40 AD Unique Passive: Basic attacks against enemies phase touched by Egress will deal 3% (+1% per 50 AD) of the target’s missing health as extra physical damage. Unique Passive: You gain +20 gold every time Egress scores a kill or assist. Active: You create a spatial distortion at a targeted area nearby. After 3 seconds the distortion opens into a portal through which Egress may travel. The portal will close if Egress does not go through it within 15 seconds, or if the portal/distortion takes more then 250 (+20% of Egress's max heath) damage and is destroyed. This item has a 35 second cooldown, but that increases to 180 if Egress successfully makes it through the portal.

http://i62.tinypic.com/4uaqdv.jpg Summoning Rune Of Energy Cost: Summoning Rune + Blasting Wand + 840 gold = 2500 gold total +60 AP Unique Passive: Enemies that have been phase touched by Egress will have their armor and magic resistance reduced by 15% if you are nearby. Unique Passive: You gain +20 gold every time Egress scores a kill or assist. Active: You create a spatial distortion at a targeted area nearby. After 3 seconds the distortion opens into a portal through which Egress may travel. The portal will close if Egress does not go through it within 15 seconds, or if the portal/distortion takes more then 250 (+20% of Egress's max heath) damage and is destroyed. This item has a 35 second cooldown, but that increases to 180 if Egress successfully makes it through the portal.

http://i57.tinypic.com/30931gm.jpg Summoning Rune Of Immortality Cost: Summoning Rune + Giant's Belt + 700 gold = 2500 gold total +450 HP Unique Passive: Enemies that have been phase touched by Egress will deal 10% less damage to you. Unique Passive: You gain +20 gold every time Egress scores a kill or assist. Active: You create a spatial distortion at a targeted area nearby. After 3 seconds the distortion opens into a portal through which Egress may travel. The portal will close if Egress does not go through it within 15 seconds, or if the portal/distortion takes more then 250 (+20% of Egress's max heath) damage and is destroyed. This item has a 35 second cooldown, but that increases to 180 if Egress successfully makes it through the portal.

http://i57.tinypic.com/24wuk5l.jpg Summoning Rune Of Legacy Cost: Summoning Rune + Forbidden Idol + 1100 gold = 2500 gold total +10% Cooldown Reduction +100% Base Mana Regen Unique Passive: Crowd control that you apply to enemies that have been phase touched by Egress will last 20% longer. Unique Passive: You gain +20 gold every time Egress scores a kill or assist. Active: You create a spatial distortion at a targeted area nearby. After 3 seconds the distortion opens into a portal through which Egress may travel. The portal will close if Egress does not go through it within 15 seconds, or if the portal/distortion takes more then 250 (+20% of Egress's max heath) damage and is destroyed. This item has a 35 second cooldown, but that increases to 180 if Egress successfully makes it through the portal.

Using the active of any one of these items will trigger an automatic "assist me" ping.

Here is a rough idea of how he would look. http://i59.tinypic.com/2ivnv69.png Unfortunately I wasn't able to capture the majestic dignity that he is supposed to display, but you get the idea. Festively colored cat/squirrel/dragon with a powerful, yet quiet and calm demeanor.

86 Comments

Dcchau2 votes

The runes shouldn't exist XD, most items exist to buff one single champion, like Rengar's Bonetooth Necklace. But the rune stones will take up a valuable slot in a champs build.

Senteth1 votes

That's intentional.

Allies don't have to invest in the runes if they don't want to. If an ally wants to use that 6th slot for something else then they can. All they have to do is sell the item, no big deal.

This makes Egress a champion centered around trust. His team has to decide how much faith (and investment) they are willing to place in him, and are rewarded accordingly.

Axis the Dragon1 votes

The problem is, your runes are so incredibly powerful on their own that they're probably never going to be absolutely balanced. You'll either have to a) make the stats really bad to compensate for the immense map pressure it provides, which will make most people not even want to buy the runes at all, or b) normalize the stats but nerf the functionality

Let's be honest - no matter how you slice it, an item that provides secondary map pressure/map-wide mobility outside of TP will never be balanced for slot efficiency (hence why Flash and TP are summoner spells and not items like they were back in the original DotA).

FlameHalbrdOkido2 votes

Ok finally, a great champion concept. I was worried for a bit there, I've been on the boards for a long time. When I first got on there were so many people creating these wonderfully unique, amazing and inspiring concepts, some hoped that they were gud enough for a red post, some didn't care. They just had fun making great concepts. In each one you could see the dedication and time that was put into every aspect of the concept. Although I've been gone for a while I was dismayed at the current turn of events. Very rarely do I see great concepts anymore most of the great concept creators don't get on any more or very rarely at that. In their stead of come a slew of WIP, incomplete, uninteresting, and in-unique concepts. I'm like where did all the greats go?!

This on the other hand is a refreshing turn of events. I can see ur dedication in this work, and it's definitely unique and I luv it. Compared to a lot of other stuff on the boards right now, this deserves a lot of attention and feedback. So I'll give it to ya.

Passive: great I think, at least the idea, definitely meant for a jungler. I'm not great at numbers either so they may need tweaking. But one thing for sure is that for a passive like (deal additional magic damage equal to 5 / 10 / 15 / 20 / 25% of his target’s current health) this that was geared towards helping out a jger; its effect should be halved on champions I'm sure that you've seen a description like that on a champion ability if you've been playing long enough. That way you won't melt through champions faces at a certain lvl with enough items. I like the second part for thematic reasons. Now you can pass through enemy champion units, no more meat shielding yay. How this work on champion basic abilities (like Alistar's headbutt) where the enemy champion's body has to touch yours for the effect, would Alistar's just pass through you? This passive just set the possibility for some cool game play!

Q: for the tail attack does he jumps up and whip around like Rek'Sai does? Or does he turn around for the duration of the ability and hit the enemy while his back to them. Does that mean he could hit enemies that are chasing him while still running away? I think that an effect like that would synergies well with the the 1 sec blind. What's the range on this ability?

W: passive - great soft sustain for living in the jg. Active - in league there are 3 shields that I know of: spell shields completely block 1 spell, regular shields protect a portion of a champions health, and then there are shields that block all damage for a while. Correct me if I'm wrong, but there's not a single regular shield that blocks 50% of the champions health, so far I've only seen shields block at most around 30-40%, but never half the targets life, do you think that may be a bit too much? For balance reasons so he couldn't initiate as a super tank with only health items at full health, I think at most it should be 40%.

E: it's a ground targeted AoE ability right?, you select a target area and all enemy units with the radius of the area are revealed right? Would this reveal stealthed targets as well? Since he's a jger should this ability work on neutral targets as well, it could really help him counter jg. Overall great ability.

R: I really like R, I think it's what can help make him great for beginner jgers and it will make him be a great ganker (I wonder if the gank potential on this guy is too strong because of R, but who cares cause I live it). At a jg myself I often get very absorbed in farming and forget map awareness, and even pings or messages (gotta get that cs man). Having access to R would help because while I'm absorbed in my farming, if a team mates in trouble or wants a gank they can just activate the R. And that way I won't loss a bunch of time getting to them, I won't lose time going back to the jg, and they won't be mad at me, and I won't miss the chance to help out. Jg is easily one of the toughest positions on the team; the jg is hard, you gotta build cs, watch the lanes, ward, gank, counter ganks, help. It's a lot of work and Egress makes some of that easier. That said, since it's such a powerful engage tool, there needs to be some type of channel and awarding for the enemy team, (like how Rek'Sai and Sion make global noises when they ult, or how Tahm makes semi global noises, and there's a symbol where he will appear if there are enemies in the vicinity) Also for an ability like this there needs to be communications and consent within the mechanics of the ability. If the ally can just activate the ult with thier Rune on thier own and just rip Egress out of the jg imagine how things could go wrong with that: you were about to get blue buff, or dragon and top lane forgot but wanted a gank. If an ally activates the Rune, then Egress should have the option to hit R as an accept button, or finish off blue buff which only has 2 hit points on it left, that way the ganks will be much more organized, because Egress will be ready. All in all great ult. And i think that the 1st Rune should be free or at least much cheaper, I mean they still gotta wait for Egress to hit lvl 6 so the first should be free. So the runes are set up in the shop the way that hunter items are right? When Egress lvl so up his ult will the CD of the runes become shorter, what buffs will the ult or runes get when Egress levels up the ult?

Loved this guy, great job, I hope that this starts a new wave of equally inspired and dedicated designs by inspiring other who read this concept to make thier champions the right way.

Senteth1 votes

I would like to encourage people to write down some of the specific things they like/dislike about this champion.

Come on folks... I need specifics here!

Senteth1 votes

Bump

SomeSortOfAsian1 votes

I feel like the runes system should be an item in the trinket, with the mysterious rune for free, with three different colors represent yellow blue and red trinket, each serve the same purpose as the colors perpendicular to the runes, then the runes automatically upgrade to a summoning rune once player hit Lv9, and then allowed player to have the option to upgrade the runes. By that, you can allowed the player to have more diversity in building runes, yet doesn't obscure one of their item slot, saves for another item. Also, if you should take consider in my idea, I suggest that you should nerf the stat on the items, since that would give the player 7 items instead of 6, which is unfair to the others.

Senteth1 votes

Interesting notion, but there is a big flaw in this plan. How would someone determine when they are using the item for the portal, from when they are trying to use it to ward?

Not to mention the weird interactions that would have with certain specialty trinkets. item 2052 item 3348 item 3345 item 3460 I mean, they did change Rengar for a reason.

Axis the Dragon1 votes

:O Stolen Pain's thumbnail is a DotA icon, isn't it? xD

Hell, even the runes seem familiar. =P

On another hand, though, the W active really sounds like Tahm Kench's E (except yours is proactive and ally-centric, whereas Thick Skin is reactive and selfish). Not that I mind, really, but it's food for thought.

I really like the E. It has that "hunter stalking its prey and striking when the time is right" kind of feel.

The ult has to change in some way. You can't force your allies to take an item that will be largely useless to them outside of really epic ganks. Realistically, what'll happen is either a) allies in pre-made 5's will abuse it to make the enemy team's experience a living hell (which is probably the intended use for it) or b) no one will ever buy the runes, rendering your ultimate largely useless (which is the more likely case, especially in soloq).

This is just a random idea but maybe make it like Rek'Sai's tunnels? Put your ult on an ammo system, where you can channel for x seconds to "summon" a portal in a selected location when you click that location. However, if you instead click on a portal, you'll teleport to it (this active portion will have a longer cooldown and will not have an ammo system).

Hell, you an even add a Karma and Kha'Zix-like level up thing where you have your ult at lvl 1 (but with a very short teleport range). Every time you level up your ult, instead of the regular increases that your normally get for lvling up a spell, you choose an "upgrade tree" - the first upgrade will add an effect on-teleport (i.e. when you teleport with the Legacy upgrade, nearby allies have their cooldowns reduced by x seconds), and every time you level up your ult thereafter, the "upgrade" gets stronger (i.e. with Legacy, nearby allies' Cooldowns would be reduced by 5/6.5/8 seconds - numbers increase per lvl - after you teleport).

You can even make it like Udyr, where you can possibly take all 4 upgrades!

This sounds complicated so I'll try to format it in a way that's easier to understand


R: Rune Bound Ammo System: Maximum [1/2/3] Charges, refreshed every 30 seconds Cooldown: [90/75/60] seconds Both the Charge refresh rate and the Cooldown are affected by CDR. Portal Summon Range: 1200 (which is the same range as Zac's level 1 Elastic Slingshot)

Egress starts with 1 point in Ultimate and it can go up to rank 4. When casting Rune Bound on a clear area, Egress summons a rune portal in target location after 2 seconds of channeling time. Lasts 30 seconds. If Egress clicks on a Portal when casting Rune Bound, he will instead teleport to it after a 0.5 second delay as long as he is within [1200/2400/3600/Global] range of it. If Egress is damaged, the teleport is cancelled and goes on a 10 second Cooldown.

Rune Bound Upgrades At level 1, you must select one upgrade to Rune Bound, and another upgrade every 5 levels thereafter (6, 11, 16). You don't have to level up the same upgrade, and can select a different one (but you can only choose up to 4 total levels - meaning you can only max 1, but you can always get 2 upgrades to lvl 2, or one upgrade at lvl 3 and another at lvl 1, or if you're feeling picky, take one at lvl 2 and the rest at lvl 1)

You'll have to choose between Vigour (Brutality+Energy), Immortality, or Legacy - kind of like your current runes setup, just intrinsic instead of through a shop. Plus, the onus'll be on you as a player instead of forcing allies to buy items that might kill their builds. Even trinkets might be unreasonable, since... well, your trinkets would actually give stats, which would give your team an unfair advantage.

Vigour After teleporting, both Egress and allies within 900 range of the portal gain [10/18/24/32] bonus AD and [10/27/43/60] bonus AP. Enemies that have been phase touched by Egress will have their armor and magic resistance reduced by 15% if you are nearby. Both effects last 8 seconds.

(I combined both Brutality and Energy into one for this one, since it'd be weird if only one stat was given after an upgrade). I removed the % missing health one 'cuz it didn't fit as well as the Armor/MR reduction effect (and having both would only make Vigour be by far the best upgrade).

Immortality After teleporting, both Egress and allies within 900 range of the portal gain a [100/200/300/400] (+30% AP) shield that lasts 4 seconds. Enemies that have been phase touched by Egress will deal 10% less damage to him for 8 seconds.

Instead of raw health, it gives a shield (I had to shorten the duration compared to the secondary effect - an 8 second shield is way too long).

Legacy After teleporting, allies within 900 range of the portal have their Cooldowns reduced by [3/5/7/9] seconds. Crowd control that you apply to enemies that have been phase touched by Egress will last 20% longer.

Obviously the numbers can change but yeah.


This is obviously just an idea, and it may not be a good one - just my 2 cents, yeah?

Senteth1 votes

[{quoted}](name=Axis the Dragon,realm=NA,application-id=A8FQeEA8,discussion-id=BJ4adoqI,comment-id=000d,timestamp=2015-10-28T02:47:43.816+0000) :O Stolen Pain's thumbnail is a DotA icon, isn't it? xD

Honestly? I have no idea... I just stole some icons off the interwebs, and recolored them XD

On another hand, though, the W active really sounds like Tahm Kench's E (except yours is proactive and ally-centric, whereas Thick Skin is reactive and selfish). Not that I mind, really, but it's food for thought.

Eh? That's a weird way of putting it... Anyway, this was made before Tahm, and at the time I was more fishing for a way to give him a none CC taunt.

I really like the E. It has that "hunter stalking its prey and striking when the time is right" kind of feel.

TY :)

The ult has to change in some way. You can't force your allies to take an item that will be largely useless to them outside of really epic ganks. Realistically, what'll happen is either a) allies in pre-made 5's will abuse it to make the enemy team's experience a living hell (which is probably the intended use for it) or b) no one will ever buy the runes, rendering your ultimate largely useless (which is the more likely case, especially in soloq).

I originally wanted it to fit the lore (that I haven't written down now that I think about it) in that he would be "Rune Bound" allowing allies to summon him against his will, but (for obvious reasons) I had to make him able to opt into it. Maybe, if I overhaul his lore a little, I could do something else... But it would no longer be rune bound in that case.

This is just a random idea but maybe make it like Rek'Sai's tunnels? Put your ult on an ammo system, where you can channel for x seconds to "summon" a portal in a selected location when you click that location. However, if you instead click on a portal, you'll teleport to it (this active portion will have a longer cooldown and will not have an ammo system).

Ya... That may be too close to what Rek'Sai does, but now that I think about it, so is what I have currently... Man, I need to define his niche a bit more :P

Hell, you an even add a Karma and Kha'Zix-like level up thing where you have your ult at lvl 1 (but with a very short teleport range). Every time you level up your ult, instead of the regular increases that your normally get for lvling up a spell, you choose an "upgrade tree" - the first upgrade will add an effect on-teleport (i.e. when you teleport with the Legacy upgrade, nearby allies have their cooldowns reduced by x seconds), and every time you level up your ult thereafter, the "upgrade" gets stronger (i.e. with Legacy, nearby allies' Cooldowns would be reduced by 5/6.5/8 seconds - numbers increase per lvl - after you teleport).

You can even make it like Udyr, where you can possibly take all 4 upgrades!

This sounds complicated so I'll try to format it in a way that's easier to understand

Na... Those upgrades only existed to give Egress's allies a reason to upgrade their runes. If I were to keep them, then they would have to still be something his allies choose for themselves.

This is obviously just an idea, and it may not be a good one - just my 2 cents, yeah?

And I appreciate them both! ^.^

Axis the Dragon1 votes

{quoted}

Honestly? I have no idea... I just stole some icons off the interwebs, and recolored them XD

Lol, well it's the icon for the Devour Magic spell from Warcraft 3's Destroyer, who you can see here

If you scroll down to "Devour Magic", you can see the resemblance. =P

Eh? That's a weird way of putting it... Anyway, this was made before Tahm, and at the time I was more fishing for a way to give him a none CC taunt.

The secondary effect of "attracting" nearby attacks is definitely cool, but I was talking about the "consume whatever shield you have left to heal yourself" part.

TY :)

No problem mate

I originally wanted it to fit the lore (that I haven't written down now that I think about it) in that he would be "Rune Bound" allowing allies to summon him against his will, but (for obvious reasons) I had to make him able to opt into it. Maybe, if I overhaul his lore a little, I could do something else... But it would no longer be rune bound in that case.

Up to you. Honestly, things like this are incredibly hard to both implement and balance.

Ya... That may be too close to what Rek'Sai does, but now that I think about it, so is what I have currently... Man, I need to define his niche a bit more :P

I suppose, though honestly they do have a very similar niche (somewhat mobile tanky bruiser jungler that can have map-wide influence)

Na... Those upgrades only existed to give Egress's allies a reason to upgrade their runes. If I were to keep them, then they would have to still be something his allies choose for themselves.

Ah, makes sense. Well more power to you, then

And I appreciate them both! ^.^

:D

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