Ekko Rework (More Assassin-y!)
I'm re-posting this from a month or so ago, not only because I thought of something to add to it, but I feel so strongly that this would be a good idea that would better fit his theme. I saw a video about why Tank Ekko is so broken, and why it'll always work. With his high cc, to his passives, to how he involves staying in a fight long enough to utilise all of his abilities, I just thought there could be some possible ideas to implement if you ever want to turn him into an assassin again.
Passive (Unchanged): His Passive is nice.
Passive (New): Any champion that has taken damage from Z-Drive Resonance would then take 15-35% AP magic damage from Ekko's basic attacks, scaling with Ekko's level.
Q (Active - Rework): His Time-winder would stay out at its maximum range for much longer, but as soon as it hits an enemy champion, it tugs all enemies closer to him just a slight bit - just enough to yank them into his Convergence.
W (Passive - Tweak): This can stay the same, but the base damage should be completely removed so it relies solely on AP.
W (Active - Rework): When Ekko lands in his W's circle area, it could explode into a larger circle that lasts for 3-5 seconds, that mildly slows and silences enemies inside and grants Ekko bonus movement speed and immunity to disables. That would be nice, since most assassins always get caught up in giant CC-fiestas.
E (Passive - NEW): Hitting an enemy champion grants Ekko with bonus attack speed, based on the enemy champion's % missing health, up to a max of 35%/40%/45%/50%/55% when the champion is below 30% health. That would help Ekko destroy tanks, and make up for how much less time he'd be alive without all his tank items.
E (Active - Tweak): After dashing, Ekko gains (8% per 100 AP) movement speed when running towards enemy champions. If he hits a champion, he gains an additional 35%/40%/45%/50%/55% for 3 seconds.
R (Passive - New): When Ekko reaches 5% health, he'll be what I'll just call "Down." When Down, he becomes immune to CC, takes 85%/90%/95% less damage from non-ultimate attacks, but can no longer move, attack, or use any abilities other than his ultimate. During this time, Ekko can control his Doppelganger, but it's been slowed down to half its speed, so it doesn't reach Ekko instantly. That would be to keep Ekko from making every melee champ trying to kill him sad. R (Passive Spectacle): On Ekko's screen only, during the time he's Down, his screen goes a bit darker, and the theme music that played whenever Ekko got punted by the strange Singed knockoff in Ekko's trailer video will get played here.
R (Active - Tweak): When Ekko isn't Down, he uses his ult normally. When he is Down, his Doppelganger begins to flash for a second before he ults, giving his foes a chance to run away from that crazy damage. The AOE range of his damage should truly be reverted back to when it was brokenly OP. As cynical as that sounds, the nerf is a big, big reason as to why most people only use it defensively, instead of trying to time it like a professional Assassin would. For his healing, it shouldn't scale with max health. Not one bit. Make it scale off a high percent of AP, based off of how much damage he has taken in the last six seconds. This healing is maxed out when Ekko is Down. Also, since this new ult is so game-changing, it should have a much higher cooldown. Three minutes, since he can always just halve it with cooldown items/masteries.
Well, that's all I got. My idea is to make Ekko more reliant on his auto attacks to destroy tanks, but still have the extreme poking power from his abilities. Anyone else got any ideas for him?