Ephraim, the Quarantine Medic
Hi everybody! I'd really like to read some thoughts about this kit I submit. Ephraim's theme has yet to be made into a really unique one (I hope it is... evocative, at least) and his story has yet to be wrote (and is there only to serve as an introduction to the character); what I really am interested in is finding out if Ephraim's set of abilities is sustainable and enjoyable (all ideas about anything are appreciated of course!).
Name: Ephraim, the Quarantine Medic
Intended role: Fighter/Support
Description: Ephraim is a Noxian settled in Zaun, where he became the first supervisor of a little known hospital specialized in rare deseases and neurology, holdover of a greater decayed institute. Ephraim is obsessed with always being able to cure his patients... not for their good, not for his own pride. A noble intent that ended up asking for more than his scientifical knowledge...
Appearance: (sketch) Wears a short dark cape (sort of a shrug), always keeps his hair disheveled. A nice white shirt under the cape, representing his deceptive and impenetrable nature. On his chest, the symbol of his hospital (or does it mean more than that?). A white stole hangs from his belt. He has a spray-rated mask on. Tied to his legs a number of tools... and a glass jar housing leeches. He fights with a wide sickle (a blade for amputations) and widgets attached to his glove, used to cast some of his abilities.
Statistics: Ephraim is melee (range: 125). His movement speed is 325 (currently the lowest among champions). Indicatively, his Health is similar to Fiora's (550 – 1995). His attack speed is initially low but compensated by a good attack damage.
Abilities:
- Passive - Devotion to duty
Ephraim stores the damage he deals to enemy champions, up to his maximum Health. If Ephraim approaches allied champions, they are healed periodically consuming the damage stored.
- Q - Phlebotomy
Ephraim tosses a leech to a target. It takes damage over 3 seconds (scales partially with that target's current Health - so it deals more damage when the enemy is in good health), then the leech explodes and heals all nearby allied units (heal range: 350, amount based on damage dealt). Cooldown: 14/13/12/11/10 seconds. Mana cost: low.
- W - Containment (sketch)
Ephraim rapidly ignites the terrain in a line, starting from his location (a portion on that line extends behind Ephraim to make it easier to close a passage, without needing to be stuck to the wall). Enemy units that cross it are mildly slowed (15%) and take damage over 4 seconds. Enemy champion also take additional damage from any source, equal to 7/9/11/13/15%, and are revealed for that duration. The wall of fire lasts for 12/14/16/18/20 seconds, but is extinguished earlier if an enemy champion touches it, 3 seconds after the collision. If Ephraim attacks an enemy unit that is beyond the flames, he sprays, in return for mana, an inflammable liquid from his glove, that creates a stream of fire after reaching the Containment line. The stream damages all enemies it goes through for its whole range (600). Cooldown: 20 seconds. Mana cost: high.
- E - Open Surgery
Ephraim suddenly twirls around and leaps toward a target sticking the sickle. Then he knocks the target back, tearing them with the sickle, slowing by 99% for 0.5 seconds, and making them bleed for 4 seconds. Cooldown: 11/10/9/8/7 seconds. Mana cost: low.
- R - Contamination (sketch)
Ephraim spouts an infected stream to contaminate a target enemy champion. For 5 seconds, the target counts as a neutral unit for its team and its size is increased. Also, it is grounded and slowed by an amount based on its max Health and minions from its team attack it. Range: 400/550/700. Cooldown: 130/110/90 seconds.
As you noticed, many numbers are missing from this concept. I included those the design of the champion should revolve around - if something is missing, that's probably because I think it is easy to tune considering the rest of the kit (or, well, I forgot it).
The ultimate is an extremely reliable slow from the distance that, for example, turns the enemy front line tank into a living barrier that shields your team from the enemy poke (they would damage their ally) while forcing them to advance or flee and abandon their engager (the red aura in the image is the new hitbox for the target - for clarity, the champion itself would be surrounded by an enlarged spectral version of itself).
I imagine Q and W damage scaling with AP (but they deal physical damage anyway), while E scales with AD. W triggers the passive, but only for the first champion hit.
I can see Ephraim jungling, ruling top lane, but also laning in bot lane thanks to his ability to trap enemies, its zoning potential, cc, and gank prevention. The high mana cost early on is meant to prevent W from being too obnoxious. That's also why the ranged attacks have the same behavior of Twitch's R (to make it difficult to stall the lane) and why it is extinguished earlier once a champion touches it. I think much can be said about this champion. For now, I'll let the kit speak for itself, looking forward to your opinions.
Changelog:
-
Passive reworked (tentative)
-
W damage amplification reduced from 13/16/19/22/25% to 7/9/11/13/15%.