Champion Concept: Eltra - The Mage Bane

ChaosReyn··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 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.

ChaosReyn2 votes

Being that Demacia has a strict anti-magic policy, I feel like he does have to play somewhat like Talon in terms of being a melee AD murder machine. But I don't want to make him too alike, to I threw in a few fancy talents to give him some counterplay and be a pain to mages. I will probably end up changing his kit to be geared more towards benefitting someone who scales with AP vs AD, but at the moment, I really don't have the time. I leave here in 10 minutes. xD

The Highest Noon1 votes

Speaking of counterplay, that reminds me. How does his mana-affecting abilities work against champions that lack resources or utilize energy? It's no longer Season 4. We can't use runes to increase Energy anymore. [sg-miss-fortune]

ChaosReyn2 votes

In short, his passive on his W wouldn't really affect those champions at all. But the active portion of it would still deal its full damage, as it doesn't scale with their mana. He would simply not be draining any with his attack, as they don't have any. Enemies that don't use mana would not have their mana drained, as the mana isn't there. This is also a small part of his balance: people could "counter" him by picking champions like Katarina, who don't utilize mana, and therefore don't really care much about his mana draining abilities. However, it's important to note that his Q will still interrupt Death Lotus, and (in its current iteration...this will likely be moved or changed) deals damage based off of an enemy's AP. (yes...I very suddenly changed it, and am playing it off like it was that way the whole time! >:D ) Gtg, I'm late! :O

The Highest Noon1 votes

Hurry up before you incur some punishment for being late! o.o! TBH I feel that instead of a specific amount of mana it should instead be a percentage. That way, it also drains from those with Energy but not as much since Energy has a pretty regular albeit high recovery rate.

Mr Voidling1 votes

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

ChaosReyn1 votes

The Demacians enlisted him, and the Demacians can damn well take him out! xD

Since, you know...they're the ones he gets his orders from and all.

[slayer-jinx-wink]

ChaosReyn1 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 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.

ChaosReyn1 votes

Reasoning behind the trail mechanics is that staying on the trail is what makes his angle more predictable. His Q is a medium-short ranged dash attack that does fairly high damage, and then he's draining your mana (if you have any) on top of it with his W. Assassins are supposed to be very outplay-oriented, so I wanted it to be a bit of a challenge once you're in to explode your target, negate enemy damage a bit, and continue to get the reset off on the ult. Other than his E, his abilities are all pretty short cooldowns (with 45% CDR: Q=3.5s (and that goes to 1.25 on a killing blow) W=5.5s (along with stealing resources) and the ult can reset on takedown.) so this guy is definitely more about picking the right time to enter a fight than he is about getting back out. He's sort of like Yi in that regard: once you go in, you want to commit, not really pop someone and skip away.

Idk if I want to add the damage to his auto in his passive...but there'd be no harm to trying it. Will probably nerf is a little bit if I do though.

Gilgayu1 votes

Thanks for the response!

yeah the low cd kinda makes sense now, but is he like a lethality assassin or more like half brusier with black cleaver (considering the fact he has to commit in facts, he got to have at least some defensive stats)

I was also wondering his e's interaction with auto attacks of ranged champions, since they are counted as projectiles as well (no one want adc's auto flying around right?). I'm also a bit confused with its interaction with "explosive projectiles" (think jinx's ult), especially when you have another ally next to you.

Beside that, really nice concept. Those short lores that you start with for your posts are also really nice, as they paint a vague picture of what the champion's ability/focuse will be.

ChaosReyn1 votes

I worded it as "projectiles from abilities" to specifically not include ranged autoattacks.

It reacts with Jinx ult exactly how you think it does - it will reset the range and change the skillshot to hit enemy champions instead of allies...but only if Eltra is the one to physically catch it. If the rocket hits someone close to him while he's using it, its damage applies as normal, since the actual projectile did not contact him, just the explosion radius.

I try not to go into item details because everyone should have their own take on how to build something. Take Diana, for example: everyone loves good old electrocute/burst mode...but people have been tearing it up recently by taking Lethal Tempo and changing the way people typically think of her. I like to leave that sort of thought process up to the people who'd like to try and experiment with them more, even though I obviously have a basic idea when I create a champion. I think personally either one of those options could be viable. The way I imagined him was a 45% CDR lethality assassin...the way I'd imagine he'd be played with Conqueror in its current state is probably closer to your cleaver idea.

Gilgayu1 votes

Ahh I see. Guess I just misread...

Btw how to you come up with champion concepts? Do you start with the lore? the abilities? the position played? I kind of want to make a champion concept, but I'm not sure where to start since it's quite time-consuming.

ChaosReyn1 votes

Making a concept isn't too hard. It's trying to play the numbers game to make their balance sound fair that gets difficult. so many people like to god mod their creations...though in fairness, the last couple months have really only had 1 or two god modders. Well...on here anyway. Don't get me started on Reddit. >.>

There's no one way to start the concept. Gus, for example, was created around his RC ultimate cause Voidling threw out a huge list of ideas and that one sounded cool to me.

Eltra came from the idea of The Highest Noon wanting a true, meta Demacian assassin...and being that Demacia hates mages in the lore, that just ended up being the concept to roll with - an anti-mage assassin.

I will say that most of mine usually stem from wanting to make either a specific role, or a specific location (for example: "We need more Icathian champions")

But by far the most important part to a concept imo is that it comes across as appealing, fair, and fresh. If I were to make a concept that sounds way too much like someone else, for example...nobody's really care much. And I don't mean just LoL. I just had a conversation with a guy about how a champion similar to Cho'Gall (from HotS) could fit into LoL...or rather why it'd be really difficult to convince people to even try it. I'm still going to experiment with a concept based off of them...but I don't think it's going to go places.

Gilgayu1 votes

Hi again! I actually just made my first champion concept! I'm not quite finished with the lore, but I really like his abilities. Check it out plzzzzzzzzzzzzz.

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