[Champion Concept] Ectharas, the Magus of Icathia

gemini333·6/17/2016, 5:20:36 PM·6 votes·787 views

#Summary

Ectharas is a support champion from the Void that specializes in manipulating the space around him. Using his spells, Ectharas is capable of altering the movements and positioning of his enemies, catching them off-guard and changing the face of the battlefield with ease.

Role: Support/Mage Sub-Class: Caster (by Riot's classifications)

#Abilities#

(Passive) Planar Shift - When a nearby champion takes damage from Ectharas' abilities or his allies, they are marked for 4 seconds. Ectharas' next damaging ability will trigger/consume this mark, pulling the target in the direction of the damage source.

  • Range is 1500
  • enemies are pulled equal to half the length of the triggering ability's AoE (except for Ectharas' ultimate)

(Q) Implosion - Ectharas sends out an anomaly that grows in size over time, slowing all enemies around it. At the end of its duration, or if Ectharas re-activates the ability, the anomaly will implode, destroying the space around it, and damaging/slowing enemies nearby.

  • cast range is 850, and costs 60 mana at all ranks
  • anomaly grows over time for 4 seconds (250-350 units) and slows enemies inside by 30/32.5/35/37.5/40%
  • implosion deals 90/130/170/210/250 (+40% AP) magic damage, and slows by 60/65/70/75/80% for 1 second (this decays over time)
  • cooldown is 13/12/11/10/9 seconds (starts after implosion)

(W) Nether Force - Ectharas twists space in order to create a rift that damages enemies. Allies that enter this rift gain movement speed and ignore unit collision. At the end of its duration, or if Ectharas re-activates the ability, the rift will deal damage again.

  • cast range is 700, and costs 55/60/65/70/75 mana
  • this spell is vector-targeted (similar to Viktor's E) and has a length of 400 units (width is 200)
  • allies inside the rift ignore unit collision and gain 40/45/50/55/60% movement speed (decays over 2 seconds)
  • both creating/closing the rift deals 50/70/90/110/130 (+30% AP) magic damage
  • cooldown is 11 seconds at all ranks

(E) Pocket Space - Ectharas sends out a projectile, which expands into a dome of energy upon impact, knocking all enemies back to its outer edge. The dome remains for a few seconds, preventing enemy dashes.

  • cast range is 800, and costs 85 mana at all ranks
  • dome has an AoE of 375 units (enemies are knocked back to its edge)
  • the dome will remain for 3 seconds, preventing any enemy dashes (enemies can still walk normally into it)
  • cooldown is 16/15/14/13/12 seconds

(R) Singularity - Ectharas channels for 3 seconds, opening up a portal to the Void and damaging/slowing all enemies in a cone in front of him over time. Enemies who are too close to Ectharas and are inside the cone, are sucked into the portal and take true damage until the spell ends or if Ectharas is interrupted.

  • cast range is 1400 (cone width is 60 degrees), and costs 100 mana at all ranks
  • PASSIVE: triggering Planar Shift with this ability will pull the enemy champion 200/225/250 units closer to Ectharas
  • deals 30/50/70 (+10% AP) magic damage every 0.5 seconds, for a total of 180/300/420 (+60% AP) magic damage over 3 seconds
  • enemies are slowed by 20% while within the AoE
  • if an enemy is within 200 units of Ectharas and inside the AoE, they are sucked inside and they will take true damage until the spell ends (they will reappear in front of Ectharas)
  • Ectharas may still re-activate abilities while channeling Singularity
  • cooldown is 130/115/100 seconds

#Strengths and Weaknesses

Ectharas main strength is his ability to control the positions of his enemy in the battlefield through the use of (P) Planar Shift. By landing key spells and coordinating with allies, Ectharas is able to push/pull enemies towards locations which are advantageous for his team, disrupting enemy movement in the process. Moreover, Ectharas is able to provide ample support through the use of (W) Nether Force, which grants additional movement for his allies, allowing them to engage or retreat at a moment's notice. Meanwhile, (E) Pocket Space is a useful tool for disengaging enemies from Ectharas himself or his allies. Lastly, clever use of Ectharas' ultimate (R) Singularity can allow for large-scale displacement, as well as discourage melee attackers who wish to collapse upon nearby teammates.

On the other hand, Ectharas has several weaknesses that enemies can capitalize on. For example, his passive (Planar Shift) also requires that the enemy be damaged first, by Ectharas himself or by an ally. In bot lane, this means that Ectharas must attack his enemy first, before getting the full extent of his passive effect, putting him in reach of the enemy's attacks (if only for a brief moment). In addition, Ectharas' lacks any hard CC pre-level 6, and is reliant upon utilizing his passive to maintain a safe distance from his enemies. Finally, his ultimate (Singularity) has two main shortcomings. The first is that it is a channeled spell that roots Ectharas to the ground, meaning that it can be disrupted easily. The second weakness is that in triggering his passive (Planar Shift) Ectharas brings the enemy closer to him. Since the AoE is in a conic shape, bringing the enemy closer also means that they have an easier time moving out of the spell's AoE, and allow them to attack ectharas from a different angle (one where they won't be sucked up). As such, careful positioning is needed to ensure that Ectharas does not make himself vulnerable when using his ultimate.

#Lore/Background

There is a place between dimensions, between worlds. To those familiar, it is the Void; an expanse filled with horrors untold. But to some, it was once called the Unknown. Ectharas, a renowned mage of a civilization long past, was one of the few to go where no other Runeterran had ever gone before. Unlike his brethren, Ectharas longed to see what lay beyond the boundaries of their world, and delved ever deeper into the mystic arts. His efforts paid off, and he was able to devise an experiment which would allow him to construct a portal, bridging the two dimensions together.

Unfortunately, such an endeavour was doomed to failure. The other magi, fearing the horrors that lurked behind the Void, sabotaged the experiment, trapping Ectharas within the portal itself in the process. It was a fate worse than death; trapped between dimensions, Ectharas was stripped of his senses and left suspended in pure nothingness. Lost in the eternal darkness, he would've gone mad, had it not been for that strange voice that seeped into his mind. Soothing and calm, it persuaded him to make a pact; in exchange for his loyalty, it would free Ectharas from his prison. With no other alternative, Ectharas reluctantly accepted, and was released back into the world he once called home. An eternity had passed since he had been stuck within his spatial coffin, but such matters did not bother the magus any longer. Freed of his confines, Ectharas now roams the land, searching for only two things: allies that will appease his newfound master, and a way to break free of the Void's shackles.

"Loyalty is but an obstacle on the road to freedom."

#Change Log

  • changed (W) Void Stream to do damage upon opening/closing the rift, instead of damage over time
  • removed slow potency reduction on (E) Pocket Space
  • renamed (W) Void Stream to (W) Nether Force
  • reworked a few numbers on Ectharas' abilities
  • added a Lore/Background section
  • (P) Planar Shift mark duration decreased to 4 seconds from 5 seconds
  • (P) Planar Shift now applies marks to enemy champions if they are hit by Ectharas' abilities or his allies
  • if an enemy is sucked into (R) Singularity, all further magic damage from this spell will be dealt as true damage to them instead
  • increased cooldown of (W) Nether Force to 11 seconds from 10 seconds

8 Comments

ModEchoing8/3/2016, 4:38:51 PM2 votes

I'm really liking this guy. Coherent theme, numbers that aren't super oppressive, READABLE FORMATTING...There's a lot to like here.

You probably want a lockout on the passive, though. Getting knocked around all the damn time by his abilities is REALLY obnoxious. It's his only non-ult CC, but that means you've made everything effectively a 0.25-0.5 second stun. Since he can apply the mark with his own abilities, one tap can let him launch a full spell combo uninterrupted with no hope of escape. That's way, way too powerful there.

Come to think of it, why does Ectharas's abilities get to apply the mark anyways? That's way too much. You should remove that part - it'll make autoattacking more valuable and give a measure of counterplay to Ectharas when he's alone.

If you implement the lockout, remove it for the ult. The idea of having your team cooperate to knock enemies into your giant gaping void maw by repeatedly triggering the passive is fantastic. Probably also want something extra for eating any enemies - suggest you do extra damage and gain a shield for each champion nommed, since you're placing them right in front of you, which usually gets you killed with the right crowd.

This is pretty solid. I'll keep an eye on this. Might want to work a bit more on the lore since it's the CCOS.

Man In Sky6/18/2016, 12:10:42 AM1 votes

downvoted

GrReaper968/4/2016, 6:21:40 PM1 votes

Nice! I really like this one. But i dont get the ulti much. So they get sucked in? is it like a tahm eating mechanism?