[Champion concept] Etah - The light in the void
This idea was originally posted on the EUW-Italian forum in November 2014 link: http://forums.euw.leagueoflegends.com/board/showthread.php?t=2010040 Recently readapted for the actual EUW.it Board: http://boards.euw.leagueoflegends.com/it/c/campioni-e-gameplay-it/OnwdQ0gH-proposta-etah-la-luce-nel-vuoto
I am aware that this post is very detailed, and consequently long, so those who want to, feel free to read only the parts that interest him, I leave here a little useful index to the targeted consultation: 1) Concept 2) Mechanics 3) Skills overview 4) Detailed skills 5) Story 6) Lore secretes and explanation 7) Extra
I know that there could be grammar mistakes and parts poorly/bad translated, I beg you to try to get the concept anyway
http://apollo-eu-uploads.s3.amazonaws.com/1441545238/etah.png #Etah #The light in the void http://apollo-eu-uploads.s3.amazonaws.com/1441545265/evol.png
#1) Concept
** Idea:** Rek'Sai comes, last in the growing fascinating family of the "void", and then arrive the cool (admit it) skins for its pre existing brothers; so I started reading on the websites: "When a support of the void?" I have to admit, I wondered the same, and the idea fascinated me for sure, but, is it possible? I mean, it can be that the void, creator of such abominations, give life to a creature that lends itself to a altruistic role, voted to others? Well, I got puzzled, and I wondered if the dynamics of this game admit something like that, as a "coherence of the champion" (D&D player's ears will be probably whistling). To be honest, it is nothing new right? We have already experienced this with Thresh, a torturer, a villain, someone who comes into lane with the scream of "What delicious agony" and then pull you out of the S..... scathing situation, what did you think?
Then, we get to the point, this void support, can we do it? And how do we do?
** Premises:** We said, a creature of the void, that does good, mmm ... I thought about it, how about a nice buffer/debuffer, sound nice right? But how to give buffs and debuffs in just 4 keys, how to reconcile it all effectively, and above all, how to make something new, for a character with innovative demands? Ok, here I pulled out of the garage the prototypes, all ideas and good intentions, and for those who have the time to read i'll show you the premise:
- I love the support role and I like to "nerd" on statistics and values
- I like the alternatives and complex dynamics (you know Elise or Jayce?)
- I like the champs that work oddly, that have no mana or better yet a Rumble. And then consider that I had a certain idea of a particular champion. So i thought this:
And if ... someone from Icathia, or someone just connected to Icathia (the void city) comes out with a creature, something strong, something monstrous, something really bad;
And what if, however, this creature, ironically, though naturally inclined to evil, for some reason, had a "mystical crisis" and was just searching for redemption? And what if those two spirits, the evil of the void, and the redeemed, live together in the same, powerful, body?
Ok, you know Hellboy? They are digging through arcane ruins and comes out a little devil, but it will not be what you expect; someone else may quote me Stitch of Lilo & Stitch.
Now it matters little, imagine it, a little devil, that looks like a Yordel, with a hint of horns, and latent grotesque aspects, like a big hand, using his power, alterning phase, to save the team, or to bring pain in the opponent's ranks. As someone will have guessed, the switch takes place as R, as for Nidalee, then, the "Ultimates" fans will be a little disappointed, but I'm sure that this champ with its dual impact 3x2 skills, will pleasure a lot Botline's veterans
Personality and style: Etah, so it's called, and this is at least a half of him, Evol, will be the other, in which the two fraction complete themselves, for those who want him to see it, yes , you can see the Yin and the Yang. I had thought in the past to a "doubled" champion, maybe a schizophrenic (every reference to the existing Jinx is pure casual) but the idea of expanding this concept so much, teased me a lot. On one side we have Etah, the embodiment of all that is sweet, and the other Evol, who has pure bloodlust, how they coexist well? Simple, they don't. Try to click ctrl + 4 to hear a small "hihihi" completed by a guttural and monstrous "muahahaha", and heard in the match while shouting "I COME THERE NOW, FOR FILL YOU OF ... caresses." In my opinion, it works.
The two aspects are alternated, in a body that stays the same, change colors, change the details, but Etah is Evol, and Evol is Etah, whether they like it or not. The only thing that remains the same is the big hand; ok here I must digress:
The truth is that I didn't want to make him this big hand, and I did not want too many allusions to the film with the Devil smoker, but I got to the point of asking: "But if Etah is so small and sweet, incapable of hurting a fly, how we do for basic attacks?". And here I’ve come so: and if the link with the void was so strong, that his weapon, its peculiarities, its biggest abomination could not be concealed even in the most candid of forms? So anyhow, Etah casts with his sweet little hand, but the basic attack, the evil spell and anything that will hurt (such as basic attacks) will be entrusted to its ubiquitous big hand.
http://apollo-eu-uploads.s3.amazonaws.com/1441096189/slsjgi.jpg (Image of a little “Hellboy” taken from the film)
#2) mechanics Dynamics: As said, for a different champ, I wanted a different mechanical; so how it will work? Anger? Energy? Overheating (!)? None of these. Resume from background, Etah born evil, and in his "sweety" actions betrays his being, while as Evol give full vent to his nature, nourishing his bloodlust, but Etah seeks redemption. So? So the idea is that: Etah / Evol will have two bars: • The classic green bar of HP • And a White (or maybe yellow) bar, the "redemption" (name susceptible to change) The actions of Etah, or rather his buffs on allies, will charge his spell's bar, the redemption, but if his cast increase the bar, in what you pay them? In hp. Etah is punished by the void for his current being, paying the cost in health, sure Etah is a pure creature, and his modus operandi is paid off, but for detailed statistics and dynamics I refer you to more down, in the detailed statistics. Evol instead, feeds his thirst, and repay the sacrifice of Etah, recovering life on the damage it inflicts (a form of spell drain), but his actions don't please its counterpart, and so will pay his skill in "redemption " points, as it were a normal mana bar. So, you can see how the champ itself is a little complex, and must be managed well.
Gameplay: Pure aggressiveness, or simply help to the allies? None of that. Play uniquely Etah "mode" as much as Evol will take you to the ruin, the first choice will drain you the life to its limits, making you a too easy target, and perpetually down (so: useless); the second one will not guarantee you longevity, not having resources (redemption) on which to draw, you will be unable to attack properly, and not to mention that you will be depriving your team of a great contribution. Obviously the skill of both are the same buttons, the Q of Etah on the Q of Evol, and this means that although you may change modes fact remains that you have that buttons still in cooldown, without considering, that for me, any skill, should send the R in a short cooldown (1 second probably). This means not only that you must choose when to change mode, and whether it will be more useful, in that moment, a buff on allies or an offensive contribution to the battle, but even if it is worth it to launch a skill, or preserve the ability for its counterpart offensive / defensive. In short, Etah will be a character of great versatility, but you will pay dearly for this utility with difficulty of use and sometimes of build; and will require a good "game's vision", indispensable quality for a real support.
How to build it then
Builds: Etah not own mana, but nevertheless requires Ap, moreover, the many cost in HP joint with the identity of a champ that promises to poking (therefore more oriented on a mage that on a tanky support) definitely makes it difficult to handle in order to not be infinitely squish. The mechanism of balance? The stats; as you will see some of his skill will also count on its amount of HP, as well as on his magic power, this will make the items that give them both even more precious, giving offensiveness, and capability to stay in line understood both as resistance (sustain) as well as the ability to bear the costs of skills as Etah; on the other hand, remember that the aforementioned lack of mana, will make much less reasonable the items that include mana and mana reg% , usually key objects for supports. How to build it then?
Start:
A great start for Etah will be then:
+
;
This start will give more hp to draw on, potionts with which recover damages and afford the costs of skill, and all the utility of a worthy support's item.
/
, Items indispensable for the supports,will be a greatitem for Etah, giving him hp (on which the E scales too) while helping in carrying out his role.
Useful items as regard stats may be surely the
and the
, but also the
that give Armor as well as AP (Besides his active)
The objects for the recovery life are very much appreciated, excellent the
and even more the
.
Also the
is great, and then the
for your team.
Counters and synergies: Counter: In faith of the tradition of healers in this game, Etah is embarrassed by the presence of a Blitz, or even worse a Thresh, capable of profiting on its distractions, especially if it has just launched a few skills as Etah and finds himself temporarily damaged. I would say, however, that a champ that effectively counteracts the mechanics is (ironically) Soraka, able to take care of her adc (paying in life as Etah) and to launch two skill in a circle on the Q of Etah; So another annoying name will be for sure: Morgana. Synergies: With its versatility, Etah rewards long and well-considered line phases, can give the best of itself with a Graves at his side, is also goes very well paired with opportunists champ like a Varus, and with a bit of coordination can sure please a Tristana.
Considerations: Etah is born in my imagination as a sup complex and versatile, but certainly not easy; I know that will create some reproach, more than normal, when unable to perform his job at 100%, but I also feel that: if thoroughly played can really change mind to those who doubt the usefulness of a support with the attributes. Certainly will not be simple to use, so to all aspiring: it could be usefull to try some customized game before a typical instantlock, anyway, i am sure that will be a champ as much fun as challenging. I have tried as much for groped to make skill ideally balanced, but as for multipliers and values, refer to the development team, that will be certainly very aware of these things.
#3) SKILLS OVERVIEW
Passive: MONSTROUS GOODNESS! Go against your nature is very painful! Etah pay a cost in life for all its abilities, rewarded by a gain on redemption. Evol skills instead, allow to quench his thirst for violence making him recover health, but decreasing its bar of redemption. In the form of Etah earns a substantial bonus on the Hp reg, when Etah uses his skills pay a cost in health, in the next seconds anyway, his HP reg. is significantly increased (Etah retakes some of the paid HP as a boost on the HP reg within X seconds), and earn an amount of redemption for each ally helped (more allies, the lower the bonus that he earns for each of these). In the form of Evol instead, he has lifesteal on his skills (Spelldrain), but has a lower life regeneration, his skill cost him redemption. Etah cannot cast spells that would take his life below X%.
Q: SUFFER!/SWEETNESS SUFFER!: Evol creates a void seal that inflicts continuous damage and slows slightly, the enemies who remain inside at the time of the disappearance of this (2 seconds, probably) suffer further damage and are sucked into its center. SWEETNESS: Etah creates a circle of kindness, allied units are healed in the next 3 seconds passed inside.
Both SUFFER! and SWEETNESS are "circle" spells (Like those of Soraka); SUFFER!: generates a soil plague such as Morgana, which takes a fraction of a second to take action (0.X) and that once activated, generates damage over time inside, and arrived at the end of this spell deals flat damage (relatively small) and attracts remaining enemies inside the center of this (as the Gravitational field of Viktor). The skill itself is made mostly to annoy, it becomes convenient for the Allies when you manage to get the enemy remains in it until his death, since this will be sucked into the center and "easy" to strike .
SWEETNESS: also generates a circle, within this allies receive a cure in a time of 3 seconds. To benefit of the maximum healing power, allies must remain inside the circle, this makes it difficult in many cases of this happening, and almost impossible that the ADC receives all the care in early / line phase since otherwise the target would be too easy to hit / predictable .
W: FACE THE TERROR/FLOWER CARPET FACE THE TERROR: Evol emits a scream, scaring the enemies in a ray in front of, the duration of the “fear” as decrease for each enemy considered afflicted.
FLOWER CARPET: Etah earns considerable movement speed and release a trail of flowers on his way, the allies who pass on the wake earn moving speed too.
FACE THE TERROR:
- See "Detailed skills".
FLOWER CARPET: Etah instantly gains movement speed, during this time Etah leaves behind a flowered trail (as Singed) of small width, the allies who walk on this path receive a bonus on the speed of movement.
- I didn't want to create a too strong disengage, according to this, there is the consideration on the effect of "FACE THE TERROR" which so, has to be managed; also have put "fear" and "mov speed" on the same key causes that the cooldown of prevent W stop the use of both skills, preventing so the use of a combo otherwise capable of dissolving most of the opponent's engage.
E: BRUTAL/BEAUTIFUL BRUTAL: Evol generates from a void's opening in the ground (maybe in the same style of the inside of a Rek'Sai tunnel) a giant copy of his fist hitting units within its radius, giving priority to the champions. (The fist has a decent life and a certain defense AD, in contrast is weak to AP) BEAUTIFUL: Etah generates a statue of himself, which gives to nearby allies a small amount of armor and increases the life gained from all sources on allies within its radius. (The statue has a good life and some defense AP, but is weak to AD)
BRUTAL:The fist generated by Evol (in the image and likeness of his arm and generated) strikes surrounding targets, like the flowers of Zyra, giving priority to the champions, in case of multiple champions, on the one that Evol is currently attacking or, in alternative, to the one with the lowest health. The fist has an amount of HP proportional to those of Evol (X% hp Evol) and causes damage based on a percentage of its AP. The fist has more resistance AD then AP, so as to be weak to mages, and easier to destroy by much of the supports.
BEAUTIFUL: Etah generates a statue in his image and likeness, like a cherub in a fountain, the statue is erected from the ground and creates a buff to area of a certain size, within that area, the allies receive a bonus to resistance and a X% bonus on HP gained from all sources (skills, self heal, hp reg, drain). The statue has a "good" amount of hp but more magic resistance that AD res, this means that the AD enemy champions (Adcarry over all) can decide to quickly destroy the statue before fighting your team.
R: CONTROVERSIAL NATURE Allows Etah to return in the form of Evol, and the latter to become his nemesis, every skill prevents the use of the controversial nature for a short amount of time. The level of the R strongly effects Etah/Evol buffs, and its capacity to cast spells.
Gameplay Resource management: WIP: *still to traslate
#4) Detailed Skills:
#Passive/ MONSTROUS GOODNESS!
The abilities of Etah grant him “Redemption” but cost in HP, part of the HP spend are stored in a grey bar (As happen for “Thick Skin” of
) to then be subsequently recovered.
The abilities of Evol instead, spending Redemption allow him to regain life, Evol have his own Spell-Drain on his abilities.
**Evol Bonus: ** In the form of Evol his NATURAL (exclusively that one of the passive) Spelldrain (Item, Runes and other not calculated) is multiplied by a quantity X/X/X based on the level of R.
Evol malus: When from Etah you pass to Evol, the HP-reg from the grey bar is slower, and the bar decay of a of a certain % quantity per second.
**Etah Bonus: ** Part of the HP spend for skill are stored in the grey bar (%Amount of HP spend/Store depend on level of the R) and then gained back in the next seconds; Etah have a bonus on this regeneration, allowing him to fast recover the amount of life stored (Without lose any part of this bar as happen for Evol). This form of HP-reg is faster if the bar is bigger (Considering a bonus% on the amount of the bar over Max Health).
**Etah malus: ** Passing from Evol to Etah you lose the bonus on Natural spell-drain, if “BRUTAL” is still on the terrain for example, the spall-drain on his damage will be exiguous
#Q / SUFFER!:
Activation:
The circle of "SUFFER!" appear visible on the ground for 0.X seconds before activate, as "pillar of flame" of
, this makes it a Q like "Acqua prison"of
, facilitating the escape from it.
However, I believe that the activation time should be between 0.15 and 0.30 seconds; “SUFFER!” is a spell in 2 phases and before applying his effect on the enemies have to wait the end of its "plague" effect.
Components and damage: Pain has two components about his damage's mechanics:
- DOT: Damage Over Time
- Flat damage(instantaneous); applied at the end of the spell with the execution of his final effect. The multipliers, and incremental factors of the two types of damage are considered differently.
Damage over time and output:
As for damage, "SUFFER!" is similar (in his first component) to "Tormented soil" of
, working as said as a “plague of the field”, but differs in purpose and operation, the purpose of "SUFFER!" is it cause damage, but mainly to end trapping opponents, compare to "Soil of torment" in fact have a lower duration time, considering that "Soil of torment" has a duration of 5 seconds.
SUFFER! will last around two seconds; giving a greater duration will require a wider circumference in order to be able to apply the final status.
- The DOT are counted on the basis of the second but apply every half-seconds.
Circumference: This point is very important; asking for how much wide should be the circle, I find that the correct width is such that: if SUFFER! is casted on the path of a opponent's champ, in a way that it enters the circle at the time of its activation, this has covered 70-75% of the its diameter when the circle will close, applying the centering's effect (calculation based on a champ with 330-335 mov speed). This means that only under optimal conditions and predicting the opponent, will be possible to apply the additional effect of centering; this diameter is also influenced a lot by the "slowing" parameter.
Slowing effect: Slowing and diameter are two parameters inversely proportional; this means that increase the effect of the slow (% Slow) will imply a reduction in the diameter of "SUFFER!" in development; the relationship between them will always be based on the aforementioned calculation of 70% etc ... Thus, a slight deceleration will be applied to reduce the circumference of the circle. Have a slow moreover, is always good on a support
Centering effect and flat damage:
This effect should work exactly as the augmented version of "Gravity field" of
, when the circle close (so at the end of SUFFER!'s duration), SUFFER! also apply a net flat damage to the enemy at the time of centering.
Choose whether to ensure that "SUFFER!" apply "dragged" like "Gravitational Field" that causes movement without being count as "Lift" (for the ulti of {{champion: 157}}) or if will apply "flinging", as the ulti of
(considered "lift") is something I leave to the Dev team.
Damage and multipliers:
- The Damage for seconds will scale on the actual life of the enemy champ x AP of Etah/Evol DOT: X/X/X/X/X (Level of Q)%HP x tot%AP Etah.
- The flat damage will scale on level of Q X/X/X/X/X + %AP Etah.
Costs: If, throughout its activation time, "pain" does not hit anyone, part (half?) Of its cost in redemption would be refund (In time)
Vision: “SUFFER!” don’t grant any vision, even if damage someone in the fog of war.
#Q/ SWEETNESS: Activation: “SWEETNESS” appears as a circle skill, with a diameter slightly greater than that of a tower, before the circle of this is active the spell have an activation time (0.x sec.). Once activated the circle, this emits light that continues to shine for its entire duration. SWEETNESS continue for 3 seconds, and heal targets of type "units allied champions" within it for its duration (Max 3). ** "SWEETNESS" DON'T HEAL Etah. **
Health and bonus: The health of SWEETNESS is over the time SWEETNESS of his max amount in a time of 3 seconds heterogeneously: 1 second: 22,2(periodic)%Max Heal 2 second: 33,3(periodic)%Max Heal 3 second: 44,4(periodic)% Max Heal Secondary health bonus: The allies that benefit of “SWEETNESS” receive an additional bonus% based on their missing healt
SWEETNESS heal by X/X/X/X/X (level of Q) + X% of Etah AP
(Secondary) Furthermore, this quantity is to be multiplied by X% x X% missing health of the single champ (calculated for each of them)
(As "Infusion astral" champion of
)
Malus: If in the circle of "SWEETNESS" will be many champions they will be treated equally (for what regard primary Health), but the health that everyone will receive will be less than what he would get individually. The percentages are: 1 Champion : 100% maximum attainable health 2 Champions: 66% maximum attainable health 3 Champions: 54% maximum attainable health The secondary Health bonus is considerated after this!
** Limits and priorities:** SWEETNESS heal max 3 champions in it, take in mind that Etah cannot be cured and then counted, in the worst case one ally will be excluded from its heal effect. SWEETNESS in the case of 4 champions within it adheres to a principle of priority that it considers as "last" the champ with more Hp. SWEETNESS moreover, does not count among those beneficiaries champions already full Hp; so if there are four champions inside, including 2 unscathed, the remaining two will each receive 66% of the maximum amount.
Cost: SWEETNESS has a cost in Hp (Like all the skill of Etah), which is paid at launch (there will be no additional cost although the effect is over time). Note: If no ally would benefit from the healing effect, Etah will earn an additional bonus on the HP-reg mechanism after the conclusion of the spell, which will allow him to regain just an additional part of HP spent and who will be anyway just a slice of those consumed; the time in which these will be compensated will still be the same as that of the normal operation (the mechanism for recovery part of the hp)
Redemption: SWEETNESS will grant redemption to Etah only in case one or more allies will benefits of his healing. The amount of the redemption earned will be X/X/X level of R (fixed amount) + 0.x%HP Healed; If SWEETNESS is casted on allies full hp, or on Etah itself, will not give any redemption; Note that SWEETNESS is a cure in time, so if at the time the cast the ally is full hp, but during his stay in the circle is damaged, Etah earns redemption, based always on regenerated hp + the fixed amount.
Vision: If casted in the fog of war “SWEETNESS” it provides vision exclusively by its diameter and at the end of its activation time.
#W / FACE THE TERROR: Activation: FACE THE TERROR is a variable range linear skill (within the range limit) as the Olaf’s Q or the Fizz’s R.
** Typology:**
FACE THE TERROR is a linear variable range skill, although it is cast immediately for its entire range, like a linear instant skill shot. (As "Final spark" of
), it is actually a projectile with a very high speed .
FACE THE TERROR can therefore be blocked by the "Wind Wall" of
and "Unbreakable" of
, in this case the part after the wall will be negated, the previous It is still valid.
Functioning:
FACE THE TERROR scares "Enemy Champion" type untis that hit along its range with up to 3 enemies.
FACE THE TERROR cause "Flee" in hit targets as "terror" of
.
Explanation:
FACE THE TERROR cause “Flee” to the first, and to the second target that hit, in case FACE THE TERROR hit 3 enemies, the last one in order of distance is instead effected by “Fear” as for “Majestic Roar” of 
- The functioning of "Flee" and "Fear" is substantially the same, but "Flee" works in the opposite direction from the cast, while in "Fear" the direction in which the enemy is forced to proceed is entirely random.
** Vision: ** If casted in the fog of war, "FACE THE TERROR" hit enemies, not would ensure vision of those anyway while still operating normally.
Bonus: The range of FACE THE TERROR is variable, because by deciding to limit the range you can increase the max duration of the effect (at the expense of the chance of hitting the enemy). Maximum duration: Duration standard X/X/X/X/X (Level of W) x (Minimum range/ chosen range).
- This means that the maximum duration is at the minimum range.
Malus: The duration of the effect decreases on each enemy based on how many enemies have been affected: 1 enemy: 100% hypothetical duration 2 enemies: 70% hypothetical duration 3 enemies: 50% hypothetical duration
Visual effect:
FACE THE TERROR have the same visual effect of "Feral scream" of
but with a rectangular shape rather than conical.
http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fapollo-eu-uploads.s3.amazonaws.com%2F1441096647%2Furl.jpg&key=a45e967db0914c7fb472fd4381e6c85b&width=425
The cast of FACE THE TERROR have a cast time and interrupts the previous commands, during cast time Evol is immobilized.
Cooldown: The cooldown of FACE THE TERROR is not static, but based on how many enemies are affected of its effect (Max 3) 1 Enemy: 100% CD 2 Enemies: 130% CD 3 Enemies: 160% CD
#W / FLOWER CARPET:
Activation:
FLOWER CARPET is “toggle” spell or Enable / Disable producing a trail behind Etah, just like "Poison trail" of champion
;
Functioning:
The activation of "FLOWER CARPET" will grant to Etah the bonus "Flowered Path" (shown in the bar of the bonus) a bonus similar to "Path of iron" guaranteed by the
.
"Flowered Path" produce a flat bonus on the Mov. speed of X/X/X/X/X (level of W) + a movement speed equal to an percentage X%/X%/X%/X%/X% (Level of W) of the moving speed of Etah without calculating debuffs, temporary buffs to mov speed are not counted (Es: the Active of
or the additional passive of
).
Etah earn this speed gradually in one second, during this second "FLOWER CARPET" cannot be deactivated and has no cost.
Buff: FLOWER CARPET produces a trail, the allies who walk on this also receive the bonus "Flowered path" in the same amount of Etah, the bonus is awarded in the next 1.5 seconds continuously passed on the trail, the bonus is kept for the next 0.6 seconds passed outside of this (this calculation is done in case there were to accidentally exit to enter it again).
Bonus: If there are VISIBLE enemies behind Etah within a certain distance
- It is considered a cone of 90 ° whose bisector is the ray opposite to the direction in which we walk. To the bonus of "flowed path" you add a secondary bonus "Pacific way" (Hidden?), Which provides a further increase in flat mov speed for those who benefit of "Flowered path", this bonus will be small, considering that goes to be added to the original bonus. Mov speed guaranteed by the "Pacific way" is exactly equal to the level of Etah (min 1, max 18)
Cost: The cost of FLOWER CARPET (In HP) will increase for each second in which it is kept active up to a maximum of ?HP per second (the damage will still be divided into at intervals of 0.5 seconds). The cost (per second) in the HP of "FLOWER CARPET" decreases of ?% for each ?% Life missing (this would make plausible the use of FLOWER CARPET if damaged, to escape from enemies and then from greater harm, without however this choice seems suicidal)
Notes: In case the cost of FLOWER CARPET will bring Etah below the threshold limit of HP this will be terminated immediately. The limit of Hp in which the skill "FLOWER CARPET" will automatically be stopped out, will still be lower than the minimum percentage of HP which in normal conditions requires its activation.
Redemption: Etah earns redemption per second (at 0.5-second intervals) if at least one ally walks in his trail, the redemption is attributed in the time (seconds) in which the ally unit benefits from the bonus, Etah gains more redemption if multiple allies benefit from the bonus (maximum 3), the gain of redemption for each of these decreases according to the number of allies along the trail. The gain of redemption for each ally is capped by a quantity, the permanence of these along the trail over a certain time then, will not produce more redemption for Etah. The cap of redemption has his own CD, after which it returns to ensure, that CD is shown in the buff/debuff bar. Etah earns redemption bonus if there are enemy units within 550.
Cooldown: Although "FLOWER CARPET" is a toggle spell, owns a cooldown, this value depends on the time for which it is kept active the spell (in addition to the value set by the level of W). The FLOWER CARPET cooldown, is greater if during use nobody has benefited from its bonus outside of himself (so if it is used only for escape).
W: FACE THE TERROR / FLOWER CARPET:
- Although the cooldown times of the two skills are considered in a different way, the cooldown is valid for both, that means, that while passing from one mode to the other, the cooldown of the W in the new mode affected the cooldown of the previous use of the counterparty.
#E/ BRUTAL:
Appearance:
Evol summon a "punch" that resembles the flower that
produces with "Rampant Growth" and "Grasping Roots", that attack nearby enemies, this, like the flower of Zyra is still considered "Pet".
As implicitly said, comparing it to the combo "Rampant Growth" and"Grasping Roots", the punch that Evol will produce have a short and limited range.
Res. (Ad): The"BRUTAL"' punch will have HP based on %HP of Etah; Armor and Magic res. Based on the level of Etah. The armor anyway, will be more than the MR.
Res. and shield: The fist of "BRUTAL" receives one third of the damage from the AOE damage, but it is particularly weak to tower's damage.
- The punch is instantly focused by towers if casted within their range The fist of "BRUTAL", at his cast has a shield in the form of Armor and Magic res. based on the level of Etah in addition to its original resistances, this shield decay in 0.4/0.8/1.3 seconds depending on the level of R .
Duration and vision:
BRUTAL has a established duration, anyway long enough (like
traps).
Fist loses life to death if Evol / Etah moves away for too long.
The fist generates a limited view to its diameter, as traps.
Notes: "BRUTAL" can be casted within his range even where there is no vision, does not grant vision of the place; However, hit an enemy within its range anyway, although we cannot see them, then gives us the vision of the enemy that is hitting (only the champ). If "BRUTAL" is casted under enemy tower, the tower will focus instantly the fist, as happen for H-28G turrets, the damage of the towers will be particularly effective on the fist. The fist however, will not attack towers, and neither these can be damage by the splash effect.
Cannot be used to teleport. It can be used for allies dash as "Behind me" of {{champion: 201}} and other spells that apply to the category: minions and allies pet.
Damages:
The damage on hit of "no mercy" will be based on a base damage of X/X/X/X/X (level E) + ?% AP, and will be then considered magic damage.
The fist of "BRUTAL" will hit units in its range, giving priority to the champions, and between them to the one with less HP.
The hits of "BRUTAL", generates circular splash damage (in a way ideally similar to the
or , best comparison: "Righteous fury" of
) equal to 60% of original damage (The target will obviously not be considered in the additional damage splash)
In the absence of champions, the fist will hit minions if he can, anyway the fist still repost to the command "Hit only champions".
The splash damage of "BRUTAL" is still significantly reduced on Minion, Pet and Monsters of the jungle.
**! You can have a single punch of "BRUTAL" on the field, skill again while there is already one will make disappear the previous! **
#E / BEAUTIFUL:
Appearance:
Etah will raise a statue (or totem) in his image and likeness (similar to the statue of a cherub) this statue will be considered "structure", "BEAUTIFUL" is in fact a structure with a HP bar as the towers of "Shurima's Legacy" of
, unlike these, however, are structures you can craft freely around the map, as the pillars of
and walls of
.
Will be then counted in a similar way to towers for what regard distinctions on skill (example: suffering from "Tremors" of
, but not considered to buff on the basic valid for enemies or minion, as is already the case for the towers.
As structure, it will be also valid for "Dredge Line" of
now, but will not apply "lift" although cast under the foot of an enemy as is instead the case of "ice pillar" of
, however likewise it, prevents the passage, being structure.
Functioning: The totem of "BEAUTIFUL" will ensure a buff area within which the allies benefit of its status "Majestic" (with the relative icon in the bar of the bonus); The allies that benefit from "Majestic" will have a small bonus to Armor/MR + 10 for each 100 Armor/MR of Etah / Evol. "Majestic" will also provide bonus on life reg. from ALL sources.
- Etah benefits from the defense bonus, and 40% of the regeneration bonus (or percentages in any case such that the regeneration will however not repay its cost in hp ). ** Note: ** the range of effect of "Majestic" will be clearly visible to both teams as long as "BEAUTIFUL" Will be active.
Res. (Ap): The"BEAUTIFUL"'s totem will have HP based on %HP of Etah; Armor and Magic res. Based on the level of Etah. The MR anyway, will be more than the Armor.
Res. and shield: The statue of "BEAUTIFUL" is particularly weak to tower's damage.
- The punch is instantly focused by towers if casted within their range The statue of "BEAUTIFUL", at his cast has a shield in the form of Armor and Magic res. based on the level of Etah in addition to its original resistances, this shield decay in 0.4/0.8/1.3 seconds depending on the level of R .
Notes, duration and vision:
BEAUTIFUL has a established duration, anyway long enough (like
traps).
The structure loses life to death if Evol/Etah moves away for too long.
Can be used for the ally teleport.
Can be casted within his range even where there is no vision; BRUTAL grant vision, the diameter of this is similar to the one of a Ward.
**! You can have a single statue of "BEAUTIFUL" on the field, skill again while there is already one will make disappear the previous! **
Redemption: "BEAUTIFUL" grant redemption to Etah only if at least one ally benefits of its effect. The cases in which redemption will be given will be:
- Allies who will receive damage inside the area
- Damaged allies that will benefit of the reg boost within his area
The amount of the redemption will be attributed calculated individually depending on the case, but you will get total redemption from both cases.
In the first case the redemption date will be earned by X%Damage shielded x X% level of R; the gain will be based on actual damages shielded after applying res. (# allies under the influence of "Intervention" of
, for example, do not grant any Redemption).
In the second similar to "SWEETNESS" based on: X% hp regenerated by the bonus x X level of R.
In both cases, as already seen, the gain of redemption will decrease for each champ depending on how many are to benefit (maximum 3)
#R / CONTROVERSIAL NATURE: Buffs: Each level of "CONTROVERSIAL NATURE" will significantly improve the spell drain of Evol, the hp reg of Etah, and the gain of redemption (or/and lowering costs in redemption); This even though it seems "silly" , will ensure to Etah / Evol to skill in a more impulsive and frequent way, increasing his importance/ aggressiveness.
Aspects and trivia: Each level of "CONTROVERSIAL NATURE" could determinate a grow in to Evol’s Horns.
#Base Attack: Etah, base attack: range or melee? I thought about it, was originally supposed range, as any AP based support, as every mage; then I wondered if that would be fair. In my opinion, no.
I decided so after some consideration:
-Etah Has the famous "big hand" that makes it much more characteristic that crush the minion by punches rather than by casting beads or otherwise ethereal attacks. -The Hand of Evol, is the one that appears in scale in "BRUTAL", have a melee range, and attack surrounding targets, I suppose that it must be fully reference Evol / Etah, with animation then equal. -Etah Has a move that gives him speed "FLOWER CARPET", then i find it unfair to give him a ranged attack combined with mov speed.
#5) History: Diary of M Note 1: The times are now ripe for the realization of the prophecies, but in order that the promise of the arrival find fulfillment, is necessary something that the common mortal minds, cannot even imagine. A horror, according to them, to whom not even The terror of the void could something; the dark lines, needs a worthy leader; the outside's army, crying out his herald, eager to march on those fields that through ancient sorceries had tried to subtract them the glory and the banquet with the exile.
Note 2: Although I possess the gift, and adept in the recall of these creatures, this time will be completely different. I was given this power, and a land where master it and exercise it, nevertheless, a such gargantuan summoning, has not little requirements; but after have long sieved this land, pregnant of magic, i was able to accomplish my goal guided by them. On one thing, however, the hiss is right, the obelisk that stood out in the void, it referred to a power out of the normal understanding, i'm sure about.
Note 4: Find the lifeless embryo; i did it! I feel it, i feel the strength, i feel the weight while holding him! This egg, this shell, gushes corruption and malaise runny between my fingers. Now I have to accomplish the remaining questions designed to make sure that everything be favorable to its hatching; sacrifices will be made and so much will be given in his name, but it matters little now, his arrival will repay all this.
Note 6: The voice subsides in his thrill, as satisfied albeit anxious about all that, preparations are well under way, and the shell weakens action after action. His arrival is next (it's a shame he has not wanted to take part).
Note 9: I must admit, I had not initially considered the size of the thing, i underestimated the whole question when driven in this direction. The egg becomes bleaker every day, every hour colder, its growth is exponential; I may be wrong, but i'm even beginning to feel his presence, a sound, a latent lament that wraps. But it's too late for the scruples, judging by the voice, now its coming is near.
Note 11: I… i… i never would have believed. The abomination is little more than a wren, for now he is still and stoop, motionless, while constantly changes shape; I do not know if it will grow more, to be honest, I don’t think, but the fact is that its Evolution is relentless, a clear sign of its origin that has in common with the Reaver… Mmm… interesting.
Note 11 bis: I decided on the base of my recent remarks to calling him “Evol”, it seems appropriate, the voice doesn’t know of my choice, she does not like these things, so much so, at most we’ll call him “Ev-ol!” or “Ev’ol”, things like that, Tsk.
Note 11 bis bis: You know what? This thing, "The Herald of the void", it looks like a Yordle, yes, I should had read somewhere about something like that, something strange, sure is droll; oh I have to go is moving!
Note 12: I abjure any hesitancy about, the outcast is a monster! Ignoring his size is an abomination, says horrible things with his hideous voice and wants nothing more than to destroy and annihilate with his fist. I must admit, when I look at him i seem to see Ichatia.
Note 14: It's time for tests, says the voice, we will give him something with which to feed, something alive, something hairy and .... in short, “cute”; The idea would have pleased so much the other "puppy".
Note 15: What i've just saw!? Evol rushed on the preys with inhuman vehemence, and then .... Took to embrace them! So, baffled, i went closer, i even dared to ask him what happened, and he replied asking me if "there was something not sweety".
Note 16: The voice don't give me any respite, continue to pressure me, asking me if i mistaken something, anxious about their loss; I still do not understand, I wonder if there is the hand of someone, of those pacifists from "Ionia" perhaps? I don't know, this is weird. Maybe I should stop listening to voices.
Note 20: It's fled! Evol it's fled! I had no way to find out what had gone wrong with him before he devoured the bars, destroyed the room and have trash talk to 4 guards. He left a note, is full of insults and threats. Oh, he signed himself with hearts and teddy bears, I think i will not tell this to them…
Note 25: Perhaps not everything is lost! In the night I heard distant cries come from a small village and flames rising, perhaps i may be wrong, but I felt his presence, heard his unhealthy laugh, echoing in the shadows of the night; I have to check, i need to make sure about, I want to see what he was able to do!
Last note: I WILL NEVER, NEVER, NEVER, TALK AGAIN ABOUT THAT THING! Yes, it was him, apparently an unmatched fury, capable of inhuman cruelty as destroying houses, scare children and leave raised the tablets of the waters, everything beautiful t is not? But then, according to the presents, he has stopped, began to radiate light, has remedied most of the damage, apologized to those presents and gift them with an effigy of himself before disappear, hopping leaving behind a trail the flowers of the field. They said that he was referring to himself as "Etah", what a name, What did I wrong with him?
Last note (I swear): I know I should not be interested anymore and swore that it will be so, but it seems that Etah, Evol, whoever he is at the moment, is moving through Runeterra apparently interested in the League of Legends. The thing that intrigues me is that I don't know if they will go to seed pain and suffering, or to distribute hugs and good deeds; in truth, I suppose both.
"Violence is never the answer ... UNLESS YOU ASK ME WHAT I WILL DO TODAY". Etah / Evol.
Lore secretes and explanation: WIP:
- Extra Wip:
conceptwise?I mean they are both cute fluffy guys with large ears and big eyes that have a more savage form as well.(also they both don't have mana,but I guess that is skillwise the only difference)