Echo, the Maven of Silence
Role: AP Assassin, AP Jungler
Inspiration: I wanted to create a Champion themed around sound and echoes. Sound good? I also wanted to explore a possible relationship with Sona, and expand on her back story in a very dark but meaningful way. This resulted in the penning of one of my most elaborate Champion lores to date.
General Design Philosophy: Echo is designed around a very strong, if somewhat gimmicky ‘sound’ theme. Her kit allows her to stick to and assassinate single targets quite effectively, kill them quickly, and live to tell the tale. However, her ability to do this without employing the perfect use of her Ultimate is quite limited.
Risk Analysis: Moderate. Echo is somewhat mechanically complex mixed with a dark storyline and a somewhat gimmicky theme of "sound waves." Considerations will need to be given to the somewhat eclectic nature of her abilities and how or if they work well enough together in unison.
Appearance: Echo is a brooding Ionian woman in her early 30's, with swirls of distortion and manifested sound cascading around her. This may look similar to the ice shards surrounding Lissandra. This physical sound props her up, allowing her to glide across the Fields of Justice. She carries a massive tuning fork as a weapon, which she wields like a trident.
http://i1298.photobucket.com/albums/ag47/Lutzburg/On_the_waves_of_sound_by_iPoppet_zps2f6a73f0.png Echo as a teenager, experiencing her ability to morph into a form of pure sound energy for the first time.
http://i1298.photobucket.com/albums/ag47/Lutzburg/fictional_blades_7_zps9809b3d2.jpg Echo's weapon of choice- a tuning fork that takes on the appearance and deadliness of a small trident.
Lore: Even as a child, Echo had a phenomenal power to control the forces of sound around her. She could hone in and harness these sound waves to produce physical and occasionally dangerous resonance around her. Echo’s parents loved their child and saw her unique capabilities as a gift, but they were rightfully frightened about the kind of destruction it could cause if Echo were left to her own devices. However, before they could formalize a plan to protect their daughter, their fears were realized in the worst possible way.
One night, Echo was playing with her newborn sister, Sona. Their parents looked on with a sense of pride and joy as their daughters frolicked on the carpet of their humble den. Suddenly a bolt of lightning cracked through the night sky, followed by the intense boom of thunder. Startled by the bellowing sound, Sona let out a sharp cry. Echo, thinking this was a game of some sort, cried back. Their mother rushed to Sona, scooping the infant up into her arms and doing her best to comfort her.
Sona, however, was inconsolable. She let out another cry; louder this time. Echo, somewhat jealous of the attention her sister was receiving, shrieked back. Her cry was so powerful that it rattled the wine glass held in her father's hand. He looked down at Echo nervously, asking her to stop. Sona’s cries only got louder, though, and Echo wasn't about to be upstaged. After a deep gasp, she let out a powerful shriek, creating a small shockwave of energy that pulsed around the room and knocked her parents off their feet, the infant still in her mother's arms. Now frightened beyond measure, Sona let loose a terrible scream that would unknowingly be the last sound she would ever make.
Echo, in her fit of childish jealousy and impish understanding of the true power she wielded, reared back and shrieked with all her might. The shockwaves caused by her voice were so powerful that her entire house practically ruptured into fragments, shaken apart by the mere voice of the young girl. In an instant, her parents were gone; violently torn asunder by Echo’s innocent but deadly game.
Only in the aftermath, standing in the derelict remains of what was once her home, did Echo realize the carnage she had unwittingly unleashed. Scared and all alone in the rain, she fled. By the time her neighbors reached the wreckage, Echo was long gone. Digging through the remains of the home, Ionian officials found young Sona, somehow still alive, shrouded in the protective arms of her dead mother. Now an orphan, the officials had no choice but to place her in a foster home. A search for Echo was conducted, but she was never found, and the true cause of her parents’ murders and the destruction of their home was never discovered…
More than two decades later, Echo has suddenly appeared to fight on the Fields of Justice. No one knows the kind of life she must have lived in the streets and wilds of Iona all these years. A series of dark, guilt-plagued secrets lie in the heart of this young girl, but she swore that fateful stormy night that she would never tell a soul. That was the night that Echo became...
The Maven of Silence.
Strengths: Very strong sticking power, moderate utility including a silence, ability to isolate a priority target, long range teleport
Weaknesses: No sustain in the jungle, no real defensive abilities, dependent on skillshots to continue sticking to targets
Plays Most Like...:

Auto Attack: A moderately ranged melee attack, striking enemies with a trident that resembles a tuning fork.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_14008_btn_zps99cb1837.jpg Passive- Echolocation: When an enemy Champion uses an ability within 2000 units of Echo, they are revealed for 2 seconds. This effect cannot be triggered on the same Champion for at least 6 seconds. Design Philosophy: This ability lets Echo counter jungle very effectively, as well as provide awareness against ganks when in lane. This ability is also very effective during team fights that take place in the jungle, where brush is typically prevalent.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_5770_pas_zpse535db1d.jpg Q- Sonic Beam (4 seconds): Echo emits a powerful sound wave forward in a line, dealing up to 80/120/160/200/250 (+60% AP) magic damage to the first target it strikes. The damage this ability deals decays the further that the beam has to travel before contacting a target. It then ricochets back towards its point of origin before disappearing. If the ricochet makes contact with Echo, the beam disappears but Sonic Beam's cooldown is refreshed and Echo gains 40% movement speed for 1 second. This ability has a max travel distance (including its ricochet) of 1,200 units. Enemies affected by Sonic Beam also have a debuff placed on them called “Reverberating,” which lasts for 3 seconds. Rank-ups increase damage done and lowers cooldown. Design Philosophy: This ability allows Echo to stick to targets similarly to Mundo’s cleavers. The ‘echo’ portion of the ability allows Echo to essentially ‘draft’ behind her targets, which makes her attack trajectory rather predictable. The “Reverberating” debuff is an important element of Echo’s Ultimate, which is described below.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_16710_pas_zpsad21911d.jpg W- Amplify (12 seconds): For the next 4 seconds, Echo’s auto attacks deal 10/20/30/40/50 (+10% AP) bonus magic damage and shred the targets Magic Resist by 5/8/12/16/20 per auto attack. This shred lasts for the duration of the ability’s activation. Rank-ups increase damage and MR shred, as well as lower cooldown. Design Philosophy: As a Champion with excellent sticking power by way of landing multiple Sonic Beams, Echo has the luxury of kiting with her enemies and applying constant damage through auto attacks. The MR shred helps ensure that her assassination target does not survive her constant barrage of Sonic Beams.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_4700_btn_zps4649937d.jpg E- Piercing Shriek (9 seconds): Echo lets out a screech, dealing 60/90/120/160/200 (+70% AP) magic damage in a 250 unit radius around herself and then creating a ring of energy in a 500 radius shortly afterward, like a ripple. Enemies caught in this expansive ring are silenced for 1.5 seconds. (As a point of reference, if an enemy takes damage from Piercing Shriek and stands still, they will not be hit by the silencing effect. Running away, however, will likely both damage and silence a target.) Rank-ups increase damage dealt and lower cooldown. Design Philosophy: This ability functions similarly to Nautilus’ Riptide, and discourages players from fleeing Echo once she has reached them, while simultaneously discouraging them from standing in place, as the damage she deals against a stationary target is immense. The intent of this ability is to prevent enemy Champions from assisting their soon-to-be-murdered ally, or fleeing with their own escape tools.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_7823_btn_zps79e5fcf5.jpg R- Reverberation (120 seconds): Echo unleashes a massive shockwave of sound that quickly expands around her, dealing up to 200/400/600 (+90% AP) to enemies based on their proximity to the blast. The shockwave decays down to 40% of its base damage as it expands towards its 800/1200/1600 unit diameter. The sound wave created by this ability then persists as a ring at the fringes of its effect range for 8 seconds. In addition, enemy targets within the 300 range epicenter of the blast are knocked back 600 units. However, if an enemy champion is affected by the “Reverberating” debuff, they are not knocked back. Finally, while the ring from the shockwave persists, Echo can recast Reverberation and left click anywhere within its diameter to morph into a form of pure sound energy, instantly teleporting herself to the location of her cursor. Design Philosophy: This is a mechanically complex ability on paper but isn’t as daunting as it seems when applied to a real scenario. Essentially, this ability allows Echo to push enemies away who might try to thwart her assassination attempts, while also dealing a fair bit of AoE magic damage during her chaotic engagements. Echo players won’t want to cast this ability until they have marked their prey with at least one Sonic Beam, however, as this applies the Reverberating debuff and prevents that target from being knocked back with the rest of their poor, helpless allies. The optional ability to teleport out allows Echo players to make a clean getaway following their assassination attempt. Tying the ability’s range with its rank will steadily increase Echo’s options to follow-up on secondary targets if need be during late game team fights.
If you liked this Champion, you can find over 70 more of my original concepts HERE!