New Champion Idea Eterna, the Natural Disaster

MrStealYourMan·10/10/2019, 2:43:31 AM·1 votes·1,783 views

Hi guys this is my first creation so don't flame me plz*[slayer-pantheon-thumbs]*

Please leave constructive criticism only and if you like the idea Some parts i just put range unknown or something like that just ignore it thanks for reading

(8/29/19)

Eterna, the Natural Disaster

Passive: Black Hole/White Hole Shining/Shadow (Eterna starts off as White Hole mode with no passive) Eterna starts off with a consumable item at the beginning that only she can have If Eterna auto attacks an enemy champion 5 times kills 5 champions her consumable turns into Black Hole Dark magic this turns her into Shadow mode this makes her have life steal for all of her abilities.

If she instead auto attacks an enemy champion 5 times again assist with 5 champion kills her consumable turns into White Hole mode Light magic this turns her into Shining mode this makes it so that her abilities heal the closest ally champion near her (range unknown)

Combos: at level 6 Eterna can combine her abilities by pressing the abilities at the same time and to combine the same ability hold it down an ability the other abilities change for what it combines into

Abilities: Each ability has two charges. Combining abilities uses two charges from one ability and the other that are combined. For just using one ability hold the button down.

Meteor (Q): Eterna releases a meteor in a direction doing ap damage any enemy hit and aoe splash on nearby enemies Combos: QQ lightning Strike:hits enemies then jumps to enemy next to it won't go back to already hit enemy QW WildFire: creates a fire wall hurts enemies that touch it and applies burn (burn reduce healing) QE Lava: slows enemy champion and hurts them while they are in it QR Steam Eruption: clokes Eterna

Tornado (W): Eterna releases a tornado in a direction doing ap damage any enemy hit in range then stays in place for a few seconds Combos: QW WildFire: creates a fire wall hurts enemies that touch it and applies burn WW Hurricane: knocks up enemy champion and then slows them doing damage while they are inside WE SandStorm: Makes a bush like effect on a big area damaging enemy champion when they are inside WR Blizzard Freeze: Roots enemy

Earthquake (E): Eterna hits the ground making a shock wave and making the earth slow in that spot Combos: QE Lava: Slows enemy champion and hurts them while they are in it WE SandStorm: Makes a bush like effect on a big area damaging enemy champion when they are inside EE Seismic Wave: makes pillars in a circle around eterna that move outward damaging the enemy ER MudSlide: if enemy steps in affected area they leave a trail for unknown time

Flood (R) : Eterna stomps the ground creating water beneath her and sends it in a direction (can have this at level 1) Combos: QR Steam Eruption: clokes Eterna WR Blizzard Freeze: roots enemy ER MudSlide: if enemy steps in affected area they leave a trail for unknown time RR Tsunami: sends a wave of water towards or from behind enemy and pushes them on contact and if they hit a wall then they get stunned

Lane: would like to see her Mid, Jungle, Support and maybe APC

Updated: (10/10/2019) Passive names, how her passive works, changed how Combos are done, added the lanes i would liker her to go, and added a date of when i first worked on my champion

7 Comments

Chillingfrost10/10/2019, 7:29:55 AM1 votes

So basicly Invoker from DotA?

colonel cranc10/10/2019, 8:12:11 AM1 votes

what kind of champion is this supposed to be? which role should she go to, what is her purpose in the game?

Mr Voidling10/10/2019, 7:50:02 PM1 votes

I made a concept like this. Never posted, just made her on notepad and emailed it to myself since I already have like 61 concepts on the boards. But pretty close to what you did with some slight differences.

I love the concept of combining abilities. Only critiques would be: Casting QQ/WW/EE/RR might give a little TOO many options. Normally you get 4+3+2+1 for 10 possible spells, but this bumps you up to 14(4+4+3+2+1) possible spells. A little daunting I'd say. P.S. Invoker also only has 10 possible spells, despite being more complicated to cast, and he is (afaik) one of the most complicated to play. Also how can you check ranges/radius for combined spells? The useful thing about how I designed mine is that after casting... say Q, your other spells could change into the combined spell. W turns into an icon for lava, E into lightning, etc. Giving you a visual cue for what to cast, and allowing you to check the target range/radius of the spell before casting. I always check ranges and then quick cast with Shift + Q-R And lastly the Passive seems very random, not really tied into the worldly elemental aspect that the rest of the kit displays. Light and Dark can work, but this is more of a cosmic related passive that feels like it should be on a different champ imo.


My similar concept - with actual numbers/descriptions removed for simplicity:

Aerilyn, The Elemental Witch

One can consider this similar to Invoker. Had to look at him after making her to be sure there wasn't an incredibly similarity, as I don't play DOTA. Personally I feel like combining 3 abilities and then using 4th one to cast is WAY more complicated then combining 2 abilities and only the 2nd ability goes on CD.(I think for yours BOTH go on cooldown? Or?)

Passive: Master Of The Elements Aerilyn can only level up her abilities to rank 4, upon reaching level 11 and 18 Aerilyn may choose 1 of her 4 elements to empower instead of gaining an ability point.

Aerilyn casts a spell by choosing any two elements, only the second element chosen goes on cooldown. Spell effects are based off of the rank of both abilities.

While Aerilyn has her first element chosen her basic attacks are empowered depending on what element she has: Fire: DOT. Earth: Slow/Ground. Air: Bonus Range. Water: Magic Resist reduction.

Basically an auto attack enhancer that requires some forethought, as you're locked into casting with that element once you pick it, and it explains her leveling up differently since she has 4 normal abilities like Udyr but can only get them all to rank 4. The 11/18 level ups give her the needed power spikes to stay relevant in the game.

Q: Fotia Fotia - Fire Flash: Delayed small aoe burst damage.

Gi - Magma Crawl: Slow moving large aoe that slows and damages. Aeras - Chain Lightning: targeted chain damage and small stun. Nero - Mist Walk: Invisibility that grants movement speed and heals while invisible.

W: Gi Gi - Stonewall: Wall, initial cast stuns enemies.

Fotia - Magma Crawl: Aeras - Crashing Sand: Pushes enemies and nearsights them. Controlled push direction. Nero - Entangle: Roots enemies and deals damage.

E: Aeras Aeras - Twister: Deals damage and knocks enemies airborn, better the further it travels.

Fotia - Chain Lightning: Gi - Crashing Sand: Nero - Ice Nova: Spray of non-piercing damage.

R: Nero Nero - Down Pour: Aoe that shields allies over time and restores missing mana.

Fotia - Mist Walk: Gi - Entangle: Aeras - Ice Nova:

Basically you have: Fire Earth Wind Water Fire + Earth = Lava Fire + Wind = Lightning Fire + Water = Steam/Mist Earth + Wind = Sand Earth + Water = Plant Wind + Water = Ice

Champ is designed for my own MOBA though, so some similarities between other champs may be present(Twister is basically Janna Q without charge delay, so Yas Q tornado?).

I actually even had Earth + Water be mud for a bit like yours, but it was too similar to the Lava in function, so I changed it into plant/nature. I believe both of ours are intended as Mid mages. Scaling best at late-game. Both pretty squishy too to make up for the damage/utility.