Skip to content

Eternys, the Essence of Dreams (Champion Concept)

Supes··3 votes·835 views

**Eternys ** _the Essence of Dreams _

Support/Enchanter

Eternys was once a traveler of the dream world. He fought for peace in the unconscious minds of the living, warding off any entities who dared threaten it. For centuries, his nemesis Nocturne sought to disrupt the balance of this world, and for centuries, they quarreled -- until one day, when Nocturne mysteriously vanished. Eternys would then come to discover the wrath that Nocturne wrought upon the world of the awake.

Eternys became weak in his inability to aid in the fight against Nocturne, and resided mostly to an existence of solitude. However, whilst travelling between dream worlds, Eternys was trapped by Ionian mages and conjured into the world of Runeterra.

Their hope? To finally bring an end to the Eternal Nightmare.

Design: Eternys is a wraith-like being with no tangible body. His tattered, hooded cloak sways behind a mysterious dust – known as the essence of dreams – shaped roughly in a humanoid form. Upon this humanoid form are a few various pieces of armor and relics: worn-out boots, haunting gauntlets, and a distinguishable tabard are among them. His voice echoes as if it were simultaneously coming from everywhere and nowhere.


Abilities

Dreamscape (Passive): Eternys has 5 hit points that are separate of his health bar. These hit points must be depleted by auto attacks before his health pool is targetable. Eternys does not benefit from health-increasing items, and therefore must rely on his health per level, as well as his 5 hit points, which regenerate at 1 every 2.5 seconds.

Lost but not Forgotten (Q): Cost: 50 Mana Range: 1000 Eternys fuses himself with an ally, becoming a part of them. Eternys is able to cast all of his abilities while within them, and is unaffected by any stuns or disables that are targeted at his tethered ally. Passive: If an ally dies while Eternys is fused with them, he becomes untargetable for 2.5 seconds and gains 25/50/75/100/125 movement speed for the duration. While untargetable, Eternys is able to freely tether to another ally. Active: Enter the body of another ally. Grants the ally 25/50/75/100/125 (+35% Ability Power) maximum health until they separate. Cooldown: 10 seconds.

Unseen Protector (W): Cost: 50 Mana (+3 Hit Points) Range: 20 Eternys protects himself or his tethered ally from a single enemy ability, granting a healing buff if successful. Passive: Allies that are tethered to Eternys are healed for 10/20/30/40/50 (+50% Ability Power) each time Eternys regenerates a hit point. **Active: **Eternys creates a barrier around him or his tethered ally for 1.5 seconds, which blocks the next enemy ability. If it blocks an ability successfully, the speed of Eternys’ hit point regeneration is doubled for 3.5 seconds. Cooldown: 16/17/18/19/20 seconds.

Fragmented Mind (E): **Cost: **50/60/70/80/90 Mana **Range: **650 Eternys fires a dream shard in a target direction, persisting through units and leeching speed from an enemy champion if struck. Shoots a projectile in the line of a target direction, dealing 50/75/100/125/150 (+75% Ability Power) magic damage to all units struck. If the shard hits an enemy champion, that champion is slowed by 50% for 2/2.5/3/3.5/4 seconds, and Eternys or his tethered ally gain a 50% speed boost for the same duration. Cooldown: 12/10.5/9/7.5/6 seconds.

Bridge of Dreams (R): Cost: 120 Mana Range: 1000 Eternys opens the minds of his allies, removing the cooldown on 'Lost but not Forgotten' and allowing him to travel seamlessly between them. For 7.5 seconds, 'Lost but not Forgotten' has no cooldown. Eternys is granted a 250/500/750 (+50% Ability Power) shield that follows him between allies and persists until depleted, or until Bridge of Dreams ends. Cooldown: 150/125/100 seconds.


Recommended Summoner Spells and Items

summoner 3 or summoner 14 & summoner 4

item 3092 item 3158 item 3222 item 3050 item 3075 item 3512 Eternys desires activatable items that affect enemies and outside allies, ensuring that his fused partner is a force to be reckoned with. Be careful, however, as any activatable items that would affect Eternys or his fused ally (Mikael's Crucible, Zhonya's Hourglass, etc.) will separate the two.


Additional Notes

Eternys thrives on existing in the dreams of his allies. Alone, he is weak -- therefore, he looks to spend the majority of his time using his teammates as vessels, and amplifying their capabilities. Unable to increase his health through items, Eternys must utilize his sly kit in order to both survive, and make an impact on the rift.

3 Comments

Makharya1 votes

Passive: I fear that it would make is survivability too dependant on who is the enemy. Someone with good AS or AA reset or multi AA (like renekton W) could kill him nicely but anyone else would just be able to do nothing (yes he is a support but what if the enemy adc is mordekaiser or urgot or anything with low AS: he is just fucked for all the game). Moreover you are practically immune to poke/burst. (Clearly more than malzahar...) So the idea is interesting but I don’t think it is something viable in this state (moreover: can’t use health and so can’t really benefit from armour/rm as he has too low health so not acceptable defensive stats...)

I’m not fond of merging things but personal opinion. (Being immune such a great part of the time don’t give good interaction.)

The other abilities are interesting, lots of ally protection with some boost that’s coherent.

Q: which is the duration?

W: you wrote that CD goes up with level which is not really interesting.

E: slow + move speed seems pretty strong but no hard CC on a support so I think it won’t be OP, just too strong in certain case (link yourself to someone who has hard time vs kite and go)

Ultimate: I’m disappointed: not because it’s not strong enough but just not really interesting. It gives least impact on the choice of who to protect and just bring a shield And with range 20: I don"t think that your ally will let you go from one to another in soloqueue

Supes1 votes

Thanks for the detailed reply! :)

About the passive: The goal here was exactly that. I wanted to find a way to stress how much Eternys is required to fuse with his allies, with also taking into account counterplay. I do believe that 10 hit points may be a bit overkill, however once they're depleted (I imagine that the ability to use his hit points goes on a cooldown once all of them have been depleted), Eternys essentially becomes a target that is susceptible to being one-shot by almost any carry's most basic combo (I even toyed with giving him a flat health amount for the entirety of the game to ensure this).

But, back to counterplay. While a good Eternys won't be targetable for most his time on the rift, there are definitely champions that could be picked to ensure that the Eternys player is always on edge. Renekton, as you mentioned, is a great example of that -- someone who depletes two of his hit points AND manages to stun him for the team's follow-up. Or for another example, take the brand new Kled -- when his W is off cooldown, he'll make quick work of up to four of Eternys' hit points. On the flip side of all that, we do have the champs like Mordekaiser, who would perhaps find themselves struggling against Eternys' hit point system. The point being that there are two flip-sides to this situation, which I never regarded as much of a problem. It allows for strategy in targeting him as a potential threat, both in champion select and itemization.

About a merging champion: This is just a small personal note. I absolutely LOVE the idea of champions fusing with allies to boost their capabilities, shifting the focus towards sheer co-operative gameplay as opposed to 1v1 shenanigans. I do think, however, that if his he's going to be near incapable of wreaking havoc on his own (see Bard), he might be missing out on a gap-closing ability. I never wanted to give Eternys any form of hard CC, as it just never fit his kit; he's someone who cleanses the dreams of those he crosses, rather than maliciously targeting the dreams of those individuals. Anyway, a way of getting around this (if he needs it) would be to bring in some form of gap-closer, as I was just mentioning. Be it in the form of something his ally has to accept or not, I think it would give the champion that extra 'oomf' of a more fun, interactive gameplay style.

About the Q: That's a great question. I always just assumed that the duration would be for as long as the ally was alive -- hence the Q passive that eases his transition upon an ally's death -- but I do see potential in limiting the duration, or perhaps even creating advantages versus disadvantages for how long Eternys spends fused with another ally. Whether this has something to do with Eternys granting allies some sort of resistances or extra health the longer he's fused, or something of the sort, I'm not sure.

About the W: I thought that might be a bit touchy. The obvious nod I'm making here is to his nemesis Nocturne's spell shield -- however, Eternys' variation just simply seemed much stronger. Rather than have the cool down lower with levels (see Nocturne's spell shield), I chose to increase it, this was due to how strong it becomes as you continue to max the ability. If Eternys were down 9 hit points and he enters an ally, with every 2.5 seconds (or even more if a successful spell shield comes in), he would be healing his allies at a noticeably strong rate. It just made sense to do it this way. On one hand, he keeps the passive that allows him to heal allies when his hit points replenish, on the other hand, he still keeps his spell shield -- it also just keeps it from being too powerful.

About the E: Everything you said. Potentially very strong, except for the fact that Eternys brings no hard CC as a support. This seemed like an interesting way around it, because it allowed him to skirmish with enemies even while inside of an ally's body. One way I was thinking of balancing this out a bit was to reduce the slow and speed boost by half if the projectile passed through minions before connecting with an enemy champion.

About the ultimate: I can see how you might think that, but I do believe I should have went into more detail about how it's meant to be used in an actual situation. I imagined it as if Eternys became this ever-drifting being, quickly traversing between allies in a team fight (rewarding players with quick reflexes), who was an untargetable support monster for 7.5 seconds. The potentially HUGE shield he gets carries between allies that he chooses to bounce between, and applies to that ally's health bar for as long as Eternys is with them. I imagine him having an intense visual effect as he drifts between allies, offering great team fight potential -- all while being able to still use his regular abilities. If this were to be potentially too strong, you could look how less effective it would be if used in the proximity of just one ally.

**One last note: **

With his ultimate, it's not meant to be all-powerful. It's meant to compliment Eternys thematically, while offering an enhanced sense of supporting your team during big skirmishes. Too often on these boards people tend to squeeze everything into their champion's kit, and especially their ult. I feel with Eternys, his abilities fit thematically and he's not stealing from every single mechanic in the game. His abilities are more simplistic than what you'll often come across on here, yet, they work so fluently together (or at least that's the intention) that he'll feel extremely unique to use, but also to fight against. Again, thanks so much for your feedback! :) Having played since very early on in League's lifespan, this is my first forum post, so I'm humbled by you taking the time out of your day to assess my first champion concept in such detail!

Makharya1 votes

Passive: it's normal to be hard countered by some champ and have a large advantage over someone else. But i found that's in this case it's too binary and above all too extreme. Even if an hard counter will probably crush you and has a large advantage you can still play. In this case the passive is an absoluted protection against some people. I think that go from AA to any damage (Dot would only proc once). So people who are more abiliy base will still have possibility (and maybe increase from 5 to 10 hit), and be "vulnerable" to poke/trap/etc ... Also as defensive option don't really exist, i think that eternys should gain more block with level (especially as at the start eternys have health with some use).

Merging: I also love the idea, but that doesn't mean i found that's in this game it's a good thing.

The problem is not interaction with allies, it's with ennemies. As an ennemies you can't do anything against etenity as he is too often untargetable (eternys will stay as much as possible merge). I think that mergin should be limited by one way or another. Maybe have limited time to fuse which will force him to use it with precaution. Another idea is that hard CC would make eternys go out (but eternys has his shield). (But it will need to give abilities (less powerfull) to eternys when out).

W: In this case lower the heal. A going up cooldown is absolutely unnatural and would be frustrating for a player. Moreover the heal is not the most interesting part: to heal your mate you need to get and fight...

E: it's a good idea to make the abilities less binary (maybe just reduced move speed or slow).

The shield is powerfull (but just a bit more than lulu'ult) but that's not insane and you will probably use it almost entirely if you want to protect someone. Moreover you will probably focus and protect someone (usually use ult shield and W shield for someone in danger, and maybe swithc to boost someone to rush in) so switching is not so usefull (there is onlye E that you can use 2 times during ult duration).

More from Concepts & Creations

More by Supes