[Scout Support/Jungler] Ehfar, The Dune Rider

Draehl·1/28/2019, 9:08:14 PM·1 votes·1,439 views

Most believe Ehfar to be the most gifted scout in all of Shurima. Those who truly know say he is but an average wanderer gifted powerful magical artifacts by an unknown benefactor. Few will speculate openly, but Azir? Xerath? An unknown power? We know not who he serves, but only that he possesses incredibly powerful tools which aid his travels.

**Gameplay: **Ehfar is mounted tank support/jungle champion that creates impact through sustaining himself and allies, strong vision, disengage, and interactions with map objectives.

Passive: Enchanted Supply Bag - Your consumable effects (potions and wards) last twice as long and potions apply the standard potion effect to a nearby ally. Q: Sonic Spear - Skillshot with 2 charges which throws a magic charged spear that emits a powerful shockwave upon striking an enemy or terrain, identical to a blast cone! This effect deals magnified damage to turrets. **W: Glowing Compass **- Activate to greatly increase your movement speed and that of that of allies near you or one of your wards anywhere on the map. E: Sparkling Relic - Create a temporary oasis refuge in a large area at your location for 5 seconds, providing allies with health regeneration and increasing the effect of your team's summoner spells by 25%. R: Magic Camel Ride - Ehfar's seemingly normal camel mount surges with magical energy, knocking nearby enemies into the air and transforming into one of three random mounts for 8 seconds. Enemies are again knocked into the air when the transformation ends. Beetle: Take massively reduced damage and can burrow through walls. Scorpion: Cannot be slowed and your attacks apply a very strong true damage DoT effect. Phoenix: Pulses area fire damage, gain the Guardian Angel effect for the remainder of transformation.

Notes:

  • Strong split-pusher. While his auto attacks are nothing special his Q deals significant damage to turrets and he can then easily get away with his W.
  • He is a fairly weak duelist and will be prone to getting counter-jungled. Skillfully use his Q to knock enemies away from him, or even over walls!
  • His E is great for lane sustain or dropping before or after a teamfight.
  • While the Q is primarily a disengage tool, it can also be used with his W to quickly flank behind an enemy and knock them towards allies.
  • R adds an element of unpredictability to his kit, providing a knock-up along with one of three random, but strong effects. Playing around which effect you get is a large part of the skill to play the champion.
  • Comboing his R and E can allow him to strongly contest Baron & Drakes- especially with a 25% stronger Smite!

Design problems: He may be too weak of a duelist and get shut down by counterjungling. As a support in lane he's lower on interactivity as he plays like a melee Janna in that capacity. Could be on the dull side, especially early game. Open to ideas that would keep his kit but give him a little more individual strength.

3 Comments

Gilgayu1/31/2019, 12:22:43 PM1 votes

So since this is your first concept, I'll give you an in-depth analyze. be ready ;)


Passive: Enchanted Supply Bag - Your consumable effects (potions and wards) last twice as long and potions apply the standard potion effect to a nearby ally.

This is very strong if he plays support, but since we have so many mega-minds in high elo, I'm suspecting this will be used in a different way. If Ehfar plays jungle, he will aid his laners by buying item 2032 . He can literally just roam the high map, using potions as he come near one of his lanes. He doesn't even need to truly commit to a gank to help his team win lane. That's why it's a bit strong. I suggest making him grant half the effect of the standard potion to all allies instead. The twice duration for wards is also quite long considering he can be a support too. I suggest making the duration 1.5 times as long instead. It is still almost enough to keep one of the bushes warded at all times even if you just rely on the normal wards without the help of support items.


Q: Sonic Spear - Skillshot with 2 charges which throws a magic charged spear that emits a powerful shockwave upon striking an enemy or terrain, identical to a blast cone! This effect deals magnified damage to turrets.

This is a decent ability. I'm not so sure about dealing bonus damage against turret, especially when you mentioned you want him to be a tank. It should be fine, though


W: Glowing Compass - Activate to greatly increase your movement speed and that of that of allies near you or one of your wards anywhere on the map.

So... this is where the biggest question lies. Is it really okay to make a basic ability global? For this specific concept, I think it's alright, but I'll still give a tweaked version so you can compare the two.

W: Glowing Compass Passive: Ehfar and his allies will gain 5/10/15/20/25 bonus movement speed when within 700 units of a ward put down by Ehfar Active: Ehfar can target any unit within his vision (so in a way it is global), gaining 10/15/20/25/30% movement speed and tenacity while moving towards it for 4/4.5/5/5.5/6 seconds or until Ehfar is within 500 units of them.

This will be slightly stronger, and being global will still be fine more or less. It should have a high cooldown though, but I guess you aren't a big number guy.


E: Sparkling Relic - Create a temporary oasis refuge in a large area at your location for 5 seconds, providing allies with health regeneration and increasing the effect of your team's summoner spells by 25%.

Very interesting ability. Summoner spell's effects aren't usually changed because for different spells it can mean a completely different thing. It is a thing almost impossible to balance, and my suggestion will not be an objective one -- don't use it... A similar ability can be giving it the ability to recast (to heal/damage all units in the area, idk) if any champions (ally or not) casts a summoner spell while this is in effect. In a way the summoner spell interaction is kept, and it is easier to change than increasing the effectiveness of summoner spells.


R: Magic Camel Ride - Ehfar's seemingly normal camel mount surges with magical energy, knocking nearby enemies into the air and transforming into one of three random mounts for 8 seconds. Enemies are again knocked into the air when the transformation ends. Beetle: Take massively reduced damage and can burrow through walls. Scorpion: Cannot be slowed and your attacks apply a very strong true damage DoT effect. Phoenix: Pulses area fire damage, gain the Guardian Angel effect for the remainder of transformation.

Phoenix is already used by Udyr, so I suggest picking a different animal. Beside that it's a decent ult


Well, that's it, good job :D