Earis, The Aerial Ace

Billcurme·10/25/2018, 5:26:13 PM·1 votes·1,003 views

This is just a fun little idea I thought up. I love the idea of fighting using leaps and crashes, and mostly, just like the ability to occasionally give the middle finger to Yasuo. NO ULT FOR YOU! (Crashes into the ground

Earis, The Aerial Ace A Billcurme Champ Idea

Statistics: Health: 570 (+86/level) Health Regen: 8 (0.6/level) Mana: 320 (+35/level) Mana Regen: 6.5 (+0.8/level) Attack Damage: 56 (3/level) Attack Speed: 0.685 (+3.5%/level) Armor: 24.5 (+3/level) Magic Resist: 32.1 (+1.25/level) Move Speed: 350 Range: 150

Description: Young woman in a full-body suit with several small tassels. Short-cropped dark hair, brilliant eyes, infectious smile. Has a pair of steam-punk goggles and wears a steam-punk belt with small motors attached to the sides for flight manipulation. Fights using a long, simple spear.

Abilities: Aerial Acrobatics (innate): Earis’s experience and training in aerial combat gives her an edge while airborn. Whenever Earis is struck by an ability that causes the knock back or knock aside effect, Earis reduces the distance she is moved by a small amount. In addition, Earis takes 15% reduced damage while In the Air from any of her abilities, of while knocked up, knocked back, or knocked aside.

Leap (q): Cooldown: 18/17/16/15/14s Mana Cost: 45 Earis leaps into the air for 1/1.25/1.5/1.75/2 seconds, gaining 10/15/20/25/30% movement speed, and immediately gaining 1 stack of Momentum if she has ranks in the ability, and reducing the cooldown of Crash by 10/15/20/25/30 seconds (reduced by Earis’s cooldown reduction). While In the Air from this ability, Earis may move at her full movement speed, and move over Terrain.

Whenever Earis is In the Air (from her abilities, or from knock up effects), this ability becomes ‘Crash’.

Crash (q): Cooldown: 30s Mana Cost: 20 Area of Effect: 250 (centered on Earis.) Earis slams down into the ground with explosive force, dealing 140/160/180/200/220 (+50% total ad) physical damage and knocking aside all enemies beneath her, and ending the airborn effect. This abilities damage is greatly increased by every stack of Momentum. Earis is unstoppable while Crashing.

If Earis is above Terrain when she activates this ability, she bounces off of the terrain, moving towards the nearest landing spot, and remaining air born for an additional 1 second, before landing with a Crash at the new location, damaging and knocking aside all enemies as usual. Earis cannot change course from this new destination.

Rush (w): Cooldown: 12/11.5/11/10.5/10s Mana Cost: 50 Range: 500 Earis rushes forward with her spear, dealing 80/95/110/135/150 (+40% total ad) physical damage and knocking aside enemies in her path, and stopping at the first enemy champion struck. This ability deals more damage based on stacks of Momentum, and consumes all stacks of Momentum if Earis strikes an enemy champion. If 5 or more stacks are consumed in this way, Earis will knock back the enemy champion a short distance.

If Earis did not strike an enemy champion with this ability, she keeps her stacks of Momentum, and gains an additional stack. Earis only gains Momentum if she has a rank in the ability

Momentum (e): (Passive Effect) As long as Earis keeps moving, she gains a stack of ‘Momentum’ every second, up to 6, increasing the damage of her next auto-attack against enemy champions, Rush, or Crash. Earis begins to lose ‘Momentum’ if she stops moving, losing them at a rate of 1 stack per second. If Earis is struck by a root, stun, or suppression ability, she looses all stacks of Momentum. Earis gains Momentum twice as fast in the air.

Bonus damage per stack: 11/12/13/14/15 (+10% total ad) (double for Crash)

Born to Fly (r): Cooldown: 120/100/80 Mana Cost: 100 Earis takes to the air for 5/5.5/6 seconds, gaining twice the movement speed bonus from Leap (if any). While in the air, Earis is immune to knock back, knock-aside, and knock-up abilities, is immune to unit collision, and can pass over terrain. In addition, Rush deals double the usual damage, and does not consume Momentum, regardless if it strikes an enemy champion or not (5 or more stacks of Momentum will still cause the knock-back effect) and Earis can use Crash at any time, selecting a target location, which Earis will speed into, dealing double the usual damage and knocking aside enemies, plus triple Momentum damage (instead of double). Using Crash in this way ends this effect early.

Playstyle: I envision Earis to be a high-mobility, high damage slayer with decent Crowd Control. Earis players would be encouraged to keep moving, adjusting strategies and maximizing air time in order to rain death upon their enemies. However, Earis is designed to be a rather squishy target, and thus should avoid catching every knock-up effect the enemy has to offer, for fear of depleting her small health pool just to possibly get in another Crash.

Personality: Care-free, happy-go-lucky, somewhat of an air head.

Lore: As far back as Earis could remember, she was a performer. Traveling from city to city, she would dance through the air on strings and leaps, her own body weaving a dazzling spectacle for those below. Her family was her fellow circus performers, and her life was the thrill of acrobatics. By the time she was eight, she had already seen half of Runeterra with her own eyes, and had performed for kings and conquerers. By the time she was fourteen, she already had over a dozen noble suitors, but she had no interest in settling down. In her heart, no marriage could bring her the same thrill as the acrobats life: a life she was content to keep for the rest of her days. However, life is rarely without hardship, and some get more than their fair share.

It had started as a great honor. Earis had been requested by name to perform for the upper nobility of Piltover. A daring stunt no-one had ever accomplished, she was to swing over the Zaunian Grey, leaping from a myriad ropes suspended by Piltover Zeppelins.

The day of the performance, Earis danced like she had never danced before, moving through the sky as if she were flying. The gathered nobles cheered and laughed and screamed in excitement and amazement. In the last moments of her peaceful circus life, Earis had never felt more alive.

Unbeknownst to the beautiful young performer, her traveling companions had a side job: smuggling rare and forbidden goods throughout the different city states. Trafficking countless illegal drugs, poisons, and materials, the circus had made a powerful name for itself in the criminal underground. A name that had been heard.

No one ever saw the Steel Shadow that day. To the onlooking crowd, it was simply a jump too far, a stunt failed and a performer falling. Few noticed the rope being cut, or the safety net being removed. And to Camille, all she saw was a finished job. Earis died that day, crashing into the ground below. Her body crumpled into the streets of Zaun, leaving the onlooking crowd distraught and panicking. All save one boy.

Earis died many more times that day, repeatedly crashing into the ground again and again, her life leaving her body each time. Finally though, there came a time when she didn’t die. When her falling form was caught in a field from a machine, hastily made in a matter of seconds. A machine crafted by The Boy Who Shattered Time.

Ekko had been watching the performance with a mix of awe and anger. While the show was truly a spectacular one, many of the Zaunite citizens felt that the upper-class of Piltover were thumbing their nose at the city below with this stunt. However, despite his annoyance at the people of Piltover, Ekko still enjoyed the airborn dance. So much so that he had turned on his Zero-Drive, so that he could enjoy the performance multiple times.

At first, Ekko had thought about leaving her. People died all the time. But seeing her face--the look of shock, of fear, of sadness in her face--and his decision had been made. He hadn’t bothered to count how many times it took. He just knew he was going to save her.

Finally, she was alive. She clung to him, her whole body shaking furiously, her words of thanks long since blurred into something un-comprehensible.

It was a week until she learned the rest of her crew had died. A week after that was when she figured out that her fall was no accident. And another month when Ekko had introduced her to his crew. When her new family let her know that they had her back. That they would help her avenge her old family.

Earis survived her fall--both from Piltover to Zaun, and from her life of a performer to the life of a sump-snipe. And she had come out stronger.

Honestly this isn't my best work, kit or lore wise, and I don't have her quotes at all, but still thought some people may enjoy picking this apart. Cheers

0 Comments