[Champion Concept] Eirin, Demacian Lieutenant

Inx·1/6/2018, 3:32:40 AM·2 votes·252 views

I wanted to try my hand at designing a champion. The basic concept of the champion was a demacian soldier, lead of a spec op squad during the Noxus/Demacian war that was outfitted with early Hextech weaponry obtained through an alliance between Demacia and Piltover. Because it was essentially a prototype of a hextech rifle, it is more primitive than even Caitlyn's "antique" and because of this, it cannot be fired so readily. To deal with this, Eirin generally fights with the gun as a club, only loading it on occasion to give herself brief opportunities for ranged harass.

Eirin, Demacian Lieutenant

**Passive: Rattling Blow ** Eirin's first melee auto-attack every 6/5/4/3 seconds is a crushing overhead blow, adding 50 range, a small amount of bonus physical damage (10-180) and stunning the target for .25 seconds.

A theme of the champion I wanted to try was gaining advantage through small things, like micro CC and occasional buffs to attack range. I want the character to use these windows of very brief advantage to poke and wear down the enemy without taking damage in return. The cooldown for the passive is on the shorter side because it will be frequently burned on farming, and unlike something like akali's or poppy's passive, the benefit of hitting a minion is not as helpful.

**Q: Sweep/Thrust ** Sweep- Eirin swings her gun like a baseball bat in a semicircle in front of her dealing X physical damage and stunning all enemies struck for .5 seconds. If Eirin has loaded her gun, Sweep is replaced with Thrust.

Thrust- Eirin jabs her gun forwards in a line, briefly stunning all enemies along the barrel, dealing X physical damage before firing, dealing the bullets damage to all enemies in a line, applying on hit effects to the first enemy hit, and knocking them back a short distance.

If it isn't clear, Sweep acts similar to the first half of Xin Zhao's W or Rengar's Q, but adds a small stun instead of a second strike, with the intention being that when her Q is up, she has the opportunity to Sweep the enemy then auto once before backing off, making it her most reliable time to engage at melee range. Thrust, on the other hand, automates this process combining the stun, auto attack, and disengage into a single spell cast, as well as giving her a touch of AOE damage

**W: Ammo Pouch: ** Eirin picks one of three bullets and loads it into her gun for X seconds (Equal to spell cooldown). Her next auto attack gains 500 range and an effect related to the bullet she choose.

Phosphorous Round - Sets the target on fire for X magic damage over 3 seconds, applying true sight and grievous wounds to the enemy for the duration of the burn.

Anti Tank Shell - Deals an additional X damage and converts 10-50% of the attack's total damage to true damage.

Hollow point - Deals an additional X damage and causes the bullet to burst, dealing 50-100% of the damage to all enemies within 200 range of the target and stunning them for .25 seconds

This skill is very similar to Twisted Fate's pick a card skill, and I wanted to make sure each bullet had clear advantageous scenarios. The anti-tank round would have the largest bonus damage, and be especially effective against armor stackers, but has no other benefits beyond raw damage. Phos round adds less damage, but applies grievous wounds and true sight, preventing the enemy from kiting you through brush and allowing you to trade effectively against enemies with heavy regen, and finally, hollow point would add the least amount of damage, but give you an AOE splash and another micro CC

E: Combat Roll Eirin tumbles a short distance in the direction of the cursor and becomes invulnerable and immune to crowd control and debuffs for its duration. If Eirin avoids damage from an enemy champion during the roll, she immediately loads a bullet of the type last fired from her gun.

_Eirin lacks any sort of healing in her kit, so I decided to give her a damage mitigation tool instead. Inspiried by games like darksouls and monster hunter The roll is similar to the first half of Ekko's Q or Vayne tumble, and last about .5 seconds. I wanted the skill to be similar to Fiora's parry, in that it rewards you for timing it into enemy damage, but I wanted to be stricter with the timing and give a smaller reward in the success case to warrant a shorter cooldown (probably in the ballpark of 15-10 seconds) _

R: Load Up Eirin attaches a clip of 3/6/9 bullets to her gun and gains 20/40/60% attack speed for up to 10/12/14 seconds or until the magazine empties. During this time, You cannot activate Ammo pouch and Combat Roll's cooldown is reduced by 50%.

So to be honest, I was relatively unsure on what to give her as an ultimate, but eventually settled on this. The bullets loaded in the magazine would always be in the same order and loop, hence each rank adding 3 bullets, 1 more of each. Essentially, for a short period, she would become a long range carry. As she technically has bullets loaded during this time she cannot load additional bullets, and because her tumble cannot load additional bullets while the ult is active, it's cooldown becomes shorter. I am unsure of this ultimate though, because while she may not be building a full ADC build, the idea of a 625 range champion with a lowish cooldown defensive spell might be too frustrating to play against. In that, I would probably just lower the duration of the skill, increase the attack speed and make it more bursty.

The purpose of the champion is a melee fighter who trends towards very short poke-like trades to wear down the enemy before closing in. She lacks much concentrated burst, instead gaining interrupts to slow the enemy's burst and give her the opportunity to trade against more aggressive champions. Later on she transitions into the fighter role, excelling at chasing down squishy enemies, dodging their burst with combat roll and locking them down with her interrupts and finishing them off with her ultimate.

0 Comments