Epho, the Time Witch

Stacona··2 votes·2,274 views

Epho's age is unknown, but she appears as an adorable 12 year old girl thanks to her mastery of long-time forbidden black magic usage to forever keep herself young.

This forbidden magic does have cost to use however and that cost is requiring life energy of any kind, and in exchange she can control the flow of time on anything and anyone. Of course she will never sacrifice anything on her own accord, that would be stupid, so the smart thing to do is choose any side of a battle or war and utilize the bloodshed for her own selfish gains.

If she chooses to keep the strongest alive, well it is faster and more efficient to get what she desires, plus she gains a very powerful ally in the process by appearing as a friend when she can care less about another soul.


Epho is a time champion and a dedicated support. Though she may be weak and fragile on her own, the utility she brings is so strong that it shifts the tides of any fight in favour for her team!

Her greatest tool is her ultimate which can send an allied champion (or herself) back in time a few seconds, granting them the most beneficial outcome during that time period. This means they will revert back to their highest current health during that time period and have all of their basic ability cooldowns lowered or completely refunded (cooldowns will not increase), but ultimate ability cooldowns remain untouched because doubling someone's ultimate would be too overpowered, their mana and energy costs are also set to their highest current value as well.

Only Flash and Ghost can get their cooldowns reset if the target was rewound since these are mobility spells and the rewind would undo their effects. I want to leave room for mistakes and errors, but reduce the ability for someone to intentionally troll their team as much as possible.


Attack Range: 625 units Movement: 335 units per second Attack Speed: 0.545 +8.35% per level


Bullet Standstill (Passive):

While your basic abilities are in effect, your basic attacks will be frozen in time and unable to move, but they can damage enemies multiple times if they collide with them, once per 0.5 second.

When your abilities run out of time, then all of Epho's attacks move near-instantaneously at their target and deal only magic damage and dealing 5%(+5% per 100AP) more damage than each previous attack.

Time Control (Q):

Cooldown: 12/10.5/9/7.5/6 seconds; Range: 600 / 500 / 150 units

Create a vortex that distorts the fabric of time around it for the next 3 seconds and reveal the area around it.

Enemy projectiles move 20%(+8% per 100AP) slower within the field and upon making contact can only fly straight and collide with the first applicable target in their path.

Ally projectiles move 30/35/40/45/50%(+15% per 100AP) faster upon making contact with the field and create an explosion on impact that deals 30/35/40/45/50(+30%AP) magic damage.

Stop (W):

Cooldown: 25 seconds; Range: 900 / 500 units

Passive: Casting Epho's other abilities will reduce Stop's cooldown by 1/2/3/4/5 seconds.

Active: Stop and suppress all enemies around you or Time Control for 1.25 seconds.

Struck allies move 100%(+25% per 100AP) faster for 1.25 seconds and half this bonus for Epho.

Time Link (E):

Cooldown: 20 seconds; Range: 900 units; Tether: 1200 units

Create a Time Link with the target ally champion or Time Control for 4 seconds, healing it and yourself for 80/130/180/230/280(+100%AP) health over the duration.

Enemies struck by the beam have all shields destroyed and are sent back in time 2(+0.5 per 100AP) seconds and with their lowest current health during that time period. Each struck enemy champion refunds Time Link's cooldown 3/3.5/4/4.5/5 seconds.

Better Rewind (R):

Cooldown: 150/90/30 seconds; Range: 1000 units

Epho rewinds the target allied champion or herself 4 seconds, offering them their highest current health, highest current resource, and lowest basic ability cooldowns during that time period. They are also displaced to where they were 4 seconds ago.

If the target used either Flash, Ghost, or Teleport in the last 4 seconds, then those cooldowns are refunded.

Casting on an allied champion will heal Epho for 270/310/350(+100%AP) health.

(Cannot undo an action that resulted from Recall.) (Only one of the same ability can be active at a time.)


UPDATE NOTES:

Bullet Standstill: Renamed from "Stop Attack" No longer suppresses your attack target for 0.75 second instantly for no damage after casting an ability

Now your attacks freeze in time and cannot move while your abilities are active (Q = 3 seconds, W = 1.25 seconds, E = 4 seconds [unless the tether breaks], ultimate has no duration) and when their is a lapse of no abilities being active (you can chain durations off of each other) then they near-instantaneously blast at their target to deal a percentage increase of damage than the last and convert all of their damage to magic damage, increased further with ability power.

In addition, the frozen attacks will deal their normal physical damage whenever an enemy collides with them, limit of once per 0.5 second (they are still quite small, so unless you cannot move, it is easy to escape its grasp). Utilize rewinding enemies to be in an attack's location and your suppression for maximum damage output!

Time Control: Renamed from "Bullet Standstill" No longer freezes projectiles in place, instead it slows down enemy and speeds up ally projectiles Enemy projectile all turn into single target skill shots upon being slowed down (enemy projectiles are only slowed while in the field, but the second effect persists) Ally projectiles sped up will now leave an additional explosion that does magic damage upon their impact (once per projectile) Now creates a field for 3 seconds that also grants vision and can be cast at range with an indestructible object

Stop: Renamed from "Time Wall" Completely reworked to be an area stop and suppression for 1.25 seconds (suppression allows for a shorter duration, but always strong against tanks since squishies do not build tenacity the difference in power between a stun or suppression is identical, but tanks do build tenacity which is what you want to focus as a support to project your backline) Can also speed up allies for a lot for 1.25 seconds and yourself for half of the bonus Also can now be cast on the new Q ability

Time Link: Renamed from "Soul Link" Tether range reduced to 1200 from 1800 units Reworked, but is still pretty similar as before, but instead of dealing direct damage, it has Time Wall's enemy rewind for the beam. It can now interact with the new Q ability, and yes less duration means less healing as well.

Better Rewind: Renamed from "It Is Time" This is a double whammy for a name, both for it being a good effect for the most part and ought to do it or your Vayne will flame you for when she dies and she goes "why no ult me!?" as she question mark spam pings you.


14 Comments

Floren1 votes

yes officer this one here

Stacona1 votes

You needed to pick any of the thousand year old dragon anime memes. Also, technically legal if you want to swing that way... but if you break up with her, she just calls the cops on you, THIS IS THE FACE OF TRUE EVIL!!

C0NCH0BAR1 votes

Some pretty cool mechanics with this kit. I've always wanted to see how others would interpret effecting cast times or ability speeds. I usually don't care for numbers since they are hard to test without actually testing them but the E literally heals 800 hp every second at rank one. Did you mean every second or something? That's the only concern I have. I love the experimental part of the rest of her :D

Stacona1 votes

The heal applies every 0.1 second, but the total heal is what is stated over that 4 seconds duration. No, I would not give someone an 800 base health even at max rank, that would be a rank 3 ultimate in the most extreme case. Now I do give large heals, but that involves both max rank and a shit ton of ability power.

In this case, it how much you heal if you get off the full 4 seconds duration, so a lot of healing over time, but it is not an upfront burst heal and the enemy can kill you or your target during that time because of that. So the kit very much relies on using it well to get the most of your healing ability between projectile stoppage (affects allies for potential miss usage because powerful abilities I do want them to feel like there is some way to mess it up, but still give a reward for proper ability usage across your kit and reward for your allies so you can use it as a big burst of attacks if your marksman fired a bunch of attacks and the other projectile based abilities and ranged attackers as well for a huge plop of bonus magic damage).

Heal applies every 0.1 second, the total 4 seconds heal is the one that is stated (so divide the number by 40 to get the 0.1 second heal tick value or by 4 for the per second healing).


Also I want to point out, if that was per tick healing, it would mean she heals for 3200 +4000%AP health over 4 seconds, which would be absolutely broken and absurd.

There is no concept ever that will use that number. Also which is why I put the zero in front of the decimal point to better clear up confusion and make it more obvious between 0.1 and 1 since .1 and 1 are too hard to read being so similar to each other and 0.1 makes it a lot easier to read and has the decimal point stand out a lot more.

But yea, the stated is the 4 seconds heal.

Stacona1 votes

UPDATE NOTES (1):

Bullet Standstill: Tried to reword the tool tip better for better clarity.

This is also a change, but the old wording was not very clear what it was doing exactly anyways. So instead of stopping all projectiles in place on cast for 1 second, it will be a lingering area effect for 1 second that stops all projectiles within the area every time they make contact within the area around her allowing for cool gameplay opportunities doing it this way instead.

In other words, when the projectile stop is in play and Epho is on your team, go ham with unloading attacks through it, and then watch all of those projectiles hone and massacre their target! This also better supports the bonus attack speed she can give to her allies with Time Wall.

Soul Collector: Tried to reword the tool tip better for better clarity. Should be more clear that the heal is over 4 seconds. Should be more clear that the beam damages all enemies it comes into contact with.


Malzawhore1 votes

Epho and Ekko, time mage extraordinaires

Stacona1 votes

One of them actually using the time concept. Also remember the Million Zilean!

KFCeytron1 votes

Epho, the Time Witch

Any relation to Ekko, the Boy Who Shattered Time?

Stacona1 votes

What if Ekko is Epho's creation?

NviniLaBard1 votes

I definitely like the whole mess with the time flow concept. A few things I just want to suggest just because I think would help mechanics wise is that with her Q, have it so with projectiles that strike the area are turned into sort of skill shot projectiles, in the case of an auto attack, and then have the x amount of stacked projectiles shoot out dealing damage to all units except Epho based of her ratios.

A few things that I think would just be cool to consider is maybe having Her E do more with cool downs of either enemy champions (like add more time to cool downs) or something of the like. Then her ultimate maybe have castable when she is dead so that she can speed it up based on a flat time plus an ap ratio.

Anyway I love the whole evil time witch. Keep it up

Stacona1 votes

The ultimate prevents death, so casting in death makes no sense and removes the counter play to it. It always draws out the highest health point the target had in the time period, so you can remove the enemy's upfront burst damage with it.


Q - It would have to be a wall that only affects allied projectiles that speeds them up, adds bonus damage, but turns everything into a skill shot when passed through it.

Q - In this scenario it still acts like an enchanter that is more interesting and skillful, while having the ability to save your allies with the stop, but ability to use wrong as well since you can save an enemy with the stop as well. It also works well with her short suppression. Turning the projectiles into skill shots would just hurt your team.


Cooldown increasing effects have zero player satisfaction and makes it weird for the opposition and very clunky for them. The wall already fulfills this as it can undo healing and mobility spells as well as normal movement.

Also, E can fully refund its cooldown. its own cooldown punishes passive healer gameplay while hitting enemies with the beam damage encourages aggression with refunding the cooldown of the healing. The maximum restriction is minimal 4 seconds between casts since you need to wait out the entire duration before you can summon a new healing beam. The rest of the kit is set up to help get off a full heal since it is not bursty at all.

But a cooldown increasing effect would just not be good for league of legends or most games for that matter, player can never see the impact of it and opposition will always feel bad about it.

Wyrin1 votes

Cool concept, only a few notes.

1: To me at least, it seems like there's a little too much going on for one hero, try to find some beauty in simplicity somewhere with her kit 2: Another time mage, cool but repetitive. With Zilean and Ekko already in game it could end up feeling like too many heroes using similar spells. 3: If she can use magic to control her age, why the hell would she willingly stay 12 years old? Wouldn't you want a prime 20 something year old body? In an unknown number of years she's supposed to have a fully developed woman's mind staying celibate in an underage body? The only logical reason to do that would be to throw your enemies off guard, but like, there's way easier ways to do that if you can manipulate time. You should change that shit dog, it sounds like the plot to a loli comic.

Stacona1 votes

Little girl is cuter, no one expects her to be a threat, and maybe she has better memories being that age.

I may just combine some spells together to smooth out her gameplay better and make it more interesting. This will simplify the kit as well.

Stacona1 votes

UPDATE NOTES (2):

Bullet Standstill: Renamed from "Stop Attack" No longer suppresses your attack target for 0.75 second instantly for no damage after casting an ability

Now your attacks freeze in time and cannot move while your abilities are active (Q = 3 seconds, W = 1.25 seconds, E = 4 seconds [unless the tether breaks], ultimate has no duration) and when their is a lapse of no abilities being active (you can chain durations off of each other) then they near-instantaneously blast at their target to deal a percentage increase of damage than the last and convert all of their damage to magic damage, increased further with ability power.

In addition, the frozen attacks will deal their normal physical damage whenever an enemy collides with them, limit of once per 0.5 second (they are still quite small, so unless you cannot move, it is easy to escape its grasp). Utilize rewinding enemies to be in an attack's location and your suppression for maximum damage output!

Time Control: Renamed from "Bullet Standstill" No longer freezes projectiles in place, instead it slows down enemy and speeds up ally projectiles Enemy projectile all turn into single target skill shots upon being slowed down (enemy projectiles are only slowed while in the field, but the second effect persists) Ally projectiles sped up will now leave an additional explosion that does magic damage upon their impact (once per projectile) Now creates a field for 3 seconds that also grants vision and can be cast at range with an indestructible object

Stop: Renamed from "Time Wall" Completely reworked to be an area stop and suppression for 1.25 seconds (suppression allows for a shorter duration, but always strong against tanks since squishies do not build tenacity the difference in power between a stun or suppression is identical, but tanks do build tenacity which is what you want to focus as a support to project your backline) Can also speed up allies for a lot for 1.25 seconds and yourself for half of the bonus Also can now be cast on the new Q ability

Time Link: Renamed from "Soul Link" Tether range reduced to 1200 from 1800 units Reworked, but is still pretty similar as before, but instead of dealing direct damage, it has Time Wall's enemy rewind for the beam. It can now interact with the new Q ability, and yes less duration means less healing as well.

Better Rewind: Renamed from "It Is Time" This is a double whammy for a name, both for it being a good effect for the most part and ought to do it or your Vayne will flame you for when she dies and she goes "why no ult me!?" as she question mark spam pings you.


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