[Champion Concept] Effingo, the Replicator

Meakyo··3 votes·1,755 views

Effingo is a Latin noun for duplicate or copy and if the root of the word Effigy.

http://www.zastavki.com/pictures/originals/2013/Fantasy__039346_.jpg (Picture courtesy of www.zastavki.com. Public Domain)

The plan was to create a marksman who based himself around making and controlling duplicate of himself, and what I created was a marksman who had the same required amount of awareness required to operate, such as with Zed's shadows.

Stats:

Attack Range: 550(ranged) Base HP: 354(+82) 1830 HP at level 18 HP Regen: 5(+0.7) 17.6 HP regen at level 18 Mana: 230(+41) 968 at level 18 Mana Regen: 7(+0.7) 19.6 at level 18 Attack Damage: 43 (+3.3) 102.4 at level 18 Attack Speed: 0.69(+3.4%) 1.089 at level 18 Armor: 18(+3) 72 at level 18 Magic Resistance: 30(+0) Movespeed: 345

Effingo has extremely low base stats for the fact that in order to kill him you need to first figure out which is the real one through luck, process of elimination, or patience.

Abilites: Passive - Balance

For each copy you have out you take 13%/10%/7%/4% more damage from all sources and deal 6%/10.5%/15%/19.5% more damage. Each part scaling at levels 6, 11 and 16.

Q: Hostility ; Cooldown - 10/9/8/7/6

You and all clones you control fire a line skill shot that deals 45/75/105/135/165(+50% total AD) physical damage and slows 20% for 1 seconds. Enemies can be hit by multiple shots, but each shot beyond the first will deal only 20% damage. The slow stacks additively.

W: Sacrifice ; Cooldown - 16/15/14/13/12

For 0.25 seconds you turn invisible and upon becoming visible you put out a clone that lasts 7 seconds, has 100% your HP, 100% your attack speed and deals 40/45/50/55/60% your total AD each attack in physical damage and takes 60/55/50/45/40% more damage. Pressing W again while the clone is active will assign its movement or its target to attack.

E: Deception ; Cooldown - 18/16/14/12/10 starting after leaving invisibility

You put a clone in your place and turn invisible for 1 second, briefly gaining a 10/15/20/25/30% move speed boost for the duration. 1.5 seconds after casting, the clone with explode dealing 60/90/120/150/180(+65% ability power) magic damage to all enemies within the blast radius. If you are moving in a specific direction when casting this spell the clone will continue to move in that direction. Pressing E again while its moving will make it stop. Casting Q during its transit will make it stop and fire a shot after which it will wait for the 1.5 second duration to end before exploding, or explode immediately after firing if the duration has already ended.

R: Preservation ; Cooldown - 56/48/40

For 0.25 seconds you turn invisible and upon becoming visible you put out a clone that lasts 14 seconds, has 100% your HP, 100% your attack speed and deals 65/70/85% your total AD each attack in physical damage and takes 10%/20%/30% less damage. After a 1 second delay, for only one time per ult, pressing R again will switch position and HP with you and your clone. Using this retains the movement command and attack target of you or the clone. This cannot be done if the clone is too far away. You control the attack target and movement for this clone with Alt + Movement button.

9 Comments

Emperor awaking1 votes

I will say this is Varus Ultimate Skin.

inmUGco1 votes

Varus brother

stue1 votes

Ill bite,

I will mainly be talking about this from a design standpoint, not a number balancing point.

First I like the concept, art and name. The passive is very nice, adding a risk element and trade offs. Your character also hits most of the high points of having summons and his ult is dripping with flavor.

I want to warn that you playing in a design area that has been 'mined' fairly well in lol and has some inherent difficulties. Heimerdinger, azir, zed and zyra are all in this category and are extremely hard to design. In fact Zyra who seems like a great design is thought of as unsatisfying because so much power comes from her plants. Azir and Zed fix this by having the player 'feel' the power by directly controlling their summons by either trading in their AA's or using burst. Late game your marksmen could drop images and walk away, assured an immense amount of damage would be dished out. I am afraid that images help solve some of marksmen's intended weaknesses.

First your images create ALOT of hidden power. (Hidden power is largely unsatisfying for players) While spread out, they add effective HP for a marksmen. For example he could jungle fairly well, as his images could take hits. (not a lot, but every bit counts.).
Images provide vision, and can be used to brush check. Images can absorb spells, and act as effective spell shields, up to and including ultimate's.

Next, I think you want to change the way he creates images. For now 3 of his abilities turn him invisible and make an image. I understand the invis is there just to make the illusion, but again, hidden power.

For his in line shot, I would be afraid it wouldn't be as skill testing as you hope. With only .25s in some cases to make distance from your target, the in line damage could literally be on top of each other.

Finally his ultimate. Making an image feels like more of the same. Which you want to avoid. This is forgivable in this case because its not the only part, but it sorts of takes away from the all-star, which is a position and HP reset. I feel like this part should be brought to the for front. Not sure how, because again it is insanely powerful on an ADC. I am afraid that instead this just reads: flash and restore your HP after 1 second.

You have a good start, but I would like to see more versatility and perhaps a bigger trade off for having up to 3 images. Overall a strong effort in a very difficult category. I would put some time into the key issues of images and what Effingo is doing to make them different from turrets that look like himself.

Meakyo1 votes

For the most part thats why he is intended to have EXTREMELY low base stats. Infact i think his stats still need to be lowered and the damage dealt be illusions lowered aswell. For as i though about it, I believe his illusions need to not be able to crit and not be able to apply lifesteal, now that could make it more obvious as to which is really him.

At the beginning I wanted him to be a hyper squishy carry that could put out a good if not hypercarry ammount of damage, i think his E needs to be reworked or nerfed because I dont exactly want him to have an escape ability. His sole defense is supposed to be his clones, at level 18 and level 1 he has less hp than Vayne, he was made to be a clone in a crowd that looks and acts just like the rest of them, its his defense mechinism. With that being said, i do agree there needs to be a bigger trade off and that his abilities need to be tweeked and nerfed.

I LOVE the feedback if you see this and have something to say, I URGE you to please say it.

stue1 votes

Meakyo,

For the most part thats why he is intended to have EXTREMELY low base stats.

As a designer you want to avoid this common pitfall. The nerfing of base stats is an easy way out for design, and should be avoided when absolutely possible. First because this can only go so far, meaning your eating desgin space for future champions. Second, it is much harder for new players to handle, so essentially this is a type of newb nerf. Lastly this can only go so far. While I am not a developer it is fully possible Vayne is as low as LoL can support. Effingo needs to able to interact, at a certain amount of hp it become dodge or death, which is unhealthy game play.

To give more feedback (and/or suggestions) I need to know more about what your vision for this champion is. Let me give you some examples:

  1. Say you want the champion to feel like he is summoning true images of himself he could take HP per image death, and trigger cooldowns only when an image dies. In this case all of his 'images' could be moved to being summoned off of one spell, freeing his others to do other task.

  2. If you wanted to push his spells to have more impact, it is fully possible to frame or theme many spells as images.

These are just two ideas but generally I would need to know the 'feel' your going for. What emotion do you want the player to feel? One many army powerhouse, trickster archer etc.

It might be necessary, since this is a tough area to design in, to come up with a unique control or targeting system. This is one area LOL has not yet fully mined for ideas. In fact perhaps you could help me while at the same time getting your own ideas: Effingo could summon an image to walk in a line, strafe firing in a chosen direction. Each arrow an in line spells that hits the first target it runs into. This is a different spell than anyone else in LoL has, but I haven't figured out how the spell cast would work. It is essentially a series of one sided vel'koz q's.

The last piece of advice is that with an active roster or 120ish and many suggestions on the forums, any changes should be to "turn up to eleven" what sets him apart. Why I would chose him and not someone else? Whats going to be different about this experience?

BunBelievable1 votes

Effingo and make this champion

Neptide1 votes

I really do like the design of this, STUE basically said everything I was going to say.

AdditieReactie1 votes

I like the concept, the mechanics needed to play this champ full potential, I like it. Although I'm wondering about the possibility to make him balanced. It's easy to determine that this champ must scale into the lategame. Mostly because of his passive which makes him strong late and weak early. This means that at lvl 16, he just presses WER for three clones, gets 60% bonus damage plus the damage from his clones. So +60% on 400 AD is 640 damage total per AA. With IE you would crit 1600. Tbh, I would put the R and W in a safe spot, where they are not likely to be killed, and if things go wrong I could even R again to tp to safeness. The E last for 1,5 seconds, I just put it on top of a squishy for more damage. For 1,5 seconds you have 640 damage on AA, ow and not just AA, it says bonus damage, so also the base values of all the abilities get +60%. For the next 5,5 seconds you have +40% damage, and for the last 7 secs, you have plus 20% from the ult and as far as I can see you have 14 whole seconds to TP to the ult. The W and R will kill anyone trying to follow you, while you easily walk away.

The big problem is that the champ does not need to rely on the damage of his clones in any way, and I can't see how this problem could be solved in this kit. I would just position the clones defensively, making it able to escape all bad situations. Basically you have made a Zed, with three clones, ranged, with an insane damage buff, and the clones do not only mimic your Q (like Zed Q), but they also do AA. Just imagine you being a Teemo chased by 4 Zeds with 550 attack range and crit (on the real one), of which one explodes randomly, and you do not even know which one is the real Zed. The passive needs to be changed, it's what makes this champ to strong in raw damage, it makes him independent from the damage of his clones, making the clones good for too strong escapes. TP to ult and then a 1.25 second stealth leaving damage dealing clones for 7/14 seconds. Also the vision you would get from the clones.

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