Champion Concept: Eltra - The Mage Bane

ChaosReyn·1/3/2019, 1:01:36 AM·4 votes·4,046 views

Shoutout to The Highest Noon for the thought of a Demacian assassin. I took his idea a little further and developed it into this concept. Stats to come, this was made in a bit of a rush. I was thinking of him as sort of an anti-mage assassin instead of an anti-ADC assassin, though I wanted to be sure he was equally capable of doing both. Will probably revisit this tomorrow and make him more anti-mage than anti-anything that uses mana.

Lore: Demacia's strict laws prohibiting magic would not be upheld without the man known as Eltra. He's feared, even by the good citizens of Demacia, for his unrelenting pursuit and execution of fugitive mages across the land. Not much is known about this man, except that he works under the Demacian Legion standard, and that he's a master tracker, bladesman, and assassin. If there were ever any doubt to his ability, there's not one mark he's ever lost to date.

Role: AD melee assassin (mid/jungle)

Base Stats:

HP: 525(+76) HP5: 7.2(+.7) EN: 200 ER5: 50 AD: 55(+6) AS: .48(+.04) AR: 27(+3) MR: 33(+1.2) MS: 345 RN: 70

Passive: Essence Tracking - Eltra is a master of tracking his marks. Whenever an enemy casts an ability, both they and their casted ability leave a trail of Essence for 5s, that only Eltra can see. When moving along the trail, Eltra gains 30% movespeed and tenacity, and takes 50% less damage from the next ability to hit him. (45/30/15s cooldown on damage mitigation. Mitigation lasts for up to 2s after leaving the trail, but is refreshed while in the trail, unless the passive is proc'd.) Example: Ez Q will leave a small line across its travel distance, and Ezreal himself will leave a trail behind him for 5s. The actual particles of the trail will fade after 3s of being created, so in total, you have about 8s worth of essence trail formed from the champion, and around 3 from most abilities that don't persist in an area (like Morg W)

Q: Spell Breaker - Eltra leaps forward to a target up to 375 units away, damaging his target. This strike interrupts any channeled abilities. Killing an enemy with this ability refunds its energy cost and half its cooldown. Damage: 50/65/80/95/110(+70%AD) || Cooldown: 14/12/10/8/6s || Cost: 100/95/90/85/80 energy

W: Sanctifying Strikes - {Passive} Eltra's basic attacks drain 10/20/30/40/50(+5 per 50AD) mana from his target, and deal bonus damage equal to the mana lost. Active: Eltra's next basic attack deals 120/130/140/150/160%(+35% ENEMY AP) damage to its target, and drains mana equal to 15% of the damage dealt. resets basic attack Cooldown: 14/13/12/11/10s || Cost: 75 energy

E: Spell Shift - Eltra flings his cloak around him, causing projectiles from abilities that make contact with Eltra during this maneuver (in it's .3s window) to deflect in the opposite direction. This resets the ability range, and the "allegiance" of the skillshot (example, Ezreal Q would be deflected and would only hit enemy minions or champions, not allied ones) This ability also deals damage to champions within range of the cloak flip. If this ability reflects an ability or hits an enemy champion in range, Eltra gains 25 energy. Cooldown: 25/23/21/19/17s || Cost: 45/40/35/30/25 energy

R: Fugitive's Brand - Eltra marks a target champion for 5s. Whenever they use or are hit by an ability, they take damage equal to the amount of resources spent as true damage. During the duration of the mark, Eltra deals an additional 5/10/15% damage to his marked target. If Eltra kills his mark within the duration, he can recast his mark within the next 10s before the ability goes back on cooldown, and gives Eltra 50 energy. Cost: N/A || Cooldown: 180/150/120s

15 Comments

The Highest Noon1/3/2019, 1:47:20 AM1 votes

Oh man, this feels like a balancing nightmare. I like it [zombie-brand-clap]

It also reminds me a lot of the old Talon, who was an anti-mage before Riot decided that was too good. He didn't damage mana or anything but he did have an attack-reset which dealth bonus damage and bleed, and another ability that was a teleport which Silenced the target hit and marked them to increase damage for a time. I kinda miss old Talon...He wasn't broken, just lacked counter-play at the time.

Mr Voidling1/3/2019, 5:27:10 AM1 votes

Interesting that most of his counter-picks would be from Demacia itself :P

ChaosReyn1/3/2019, 8:54:12 PM1 votes

UPDATES:

  • I decided to make this guy an energy champion. I feel like it suits his aesthetic to use a more physical resource than mana, and I think it suits his playstyle as an assassin to do things in short, controlled bursts.

  • Updated all stats, cooldowns and resource costs.

  • Changed %enemyAP damage to W for better balance and control.

  • Gave Q a refund mechanic for farming in lane a little better.

  • Spell Shift updated to return some energy (a total refund only at max rank) when used successfully.

  • Updated ultimate to cover all resources, not just mana. example: champions using hp as a resource, such as Mundo, will essentially take double their health cost when casting their abilities, as the hp cost to use their abilities is technically true damage to themselves anyway.

Gilgayu1/4/2019, 11:23:20 PM1 votes

Neat concept, but I think for such a cool champion, he got to have a better passive.


Passive: Passive: Essence Tracking - Eltra is a master of tracking his marks. Whenever an enemy casts an ability, __they will be marked(not ult) for 5 seconds and they and their ability leave a trail __ that only Eltra can see for the next 5 seconds. When moving toward a marked(not ult) champion, Eltra gains 30% movespeed and tenacity. If Eltra is on the trail, he gains an additional 15% movement speed, 30 (+50% ad + 3% mana of all his marked targets) bonus magic damage on his next auto attack, and takes 50% less damage from the next ability to hit him. (45/30/15s cooldown on damage mitigation. Mitigation lasts for up to 2s after leaving the trail, but is refreshed while in the trail, unless the passive is proc'd.)

Whenever a marked(not ult) champion cast abilities, they will lose 1% of their max mana


I highlighted the parts that I changed. I think for an assassin, just gaining movement speed and tenacity isn't really ideal, having to be on the trail will make him easily punished. The (3% mana of all his marked targets) that I added is also intended to make his teamfight stronger. During a teamfight, all members of both teams present at the fight will at least use 1 ability. With the additional movement speed if he stayed on the trail, he can q into the enemy back line, auto w auto, and pretty much kill the adc. Without invisibility (or those 2 sec cd flash, cough cough kass)that many assassins have, he will need at least some movement speed to get him in and out of fights.

I still feel like he would be "exposed" in teamfights though... It's true that he can just turn on e and dive in, but it's not like he has any actual reliable mobility.