[Scout Support/Jungler] Ehfar, The Dune Rider
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.
. 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.