Einar, The Mist Watcher

GeminiZKnight·2/1/2018, 4:21:07 AM·1 votes·361 views

Einar, The Mist Watcher

Stats – Value at levels 1-18 Health: 665 – 1086 Mana: 354 – 1423 Health Regen: 9.1 – 16 Mana Regen: 6.7 – 13.8 Attack Damage: 60 – 105 Attack Speed: .55 - .87 Armour: 40 – 98 Magic Resistance: 32.1 - 53.35 Attack Range: 125 Movement Speed: 345

Lore – Einar began life as a simple farmboy, working in the fields outside of the sanctuaries of the Blessed Isles. When the Ruined King tainted the well of power and unleashed the Black Mist, killing all who resided on the island. Einar soul was tattered and frayed, but remained whole. Now trapped in an undying body, with only fragments of his identity still remaining, he stood guard against the horrors of the Isles, protecting the farmstead he once called home, even as his memories of it faded. His flesh was flayed, his bones ground to dust, as he fought tirelessly, driven only by this single, primal desire. His body has long since crumbled away from constant battle, but he continues to destroy any who would dare defile his land. No man, living or dead, could hope to escape Einar’s undying wrath.

Passive: No Escape – Einar dashes to an immobilized champion within a 900 unit radius. Einar must have line of sight to dash to a target. Cooldown – 14/10/6 seconds

Q: Death’s Yield Cooldown – 10/9/8/7/6 seconds Range – 400 Cost – 50/60/70/80/90 Physical Damage – 50/60/70/80/90 (+30% AD)

Einar unleashes a flurry of attacks, tearing his enemies to shreds. If an attack fails to hit an enemy, the ability ends. The first attack deals damage in a cone in front of him. The second attack deals damage in a line in front of him. He ends by slamming his sickle into the ground, dealing damage in a circle AoE in front of him.

W: Wicked Sickle Cooldown – 12 seconds Range – 800 Cost – 80/90/100/110/120 mana Physical Damage – 70/80/90/100/110 (+50% AD)

Einar hurls a cursed sickle in an arc in front of him, damaging all units hit, and rooting champions for .75 seconds. When the sickle returns, Einar spins with his sickle, dealing the damage again to units in melee range.

E: Blackest Night – Cooldown – 5 seconds Range – 150 Cost – 30/25/20/15/10 mana Physical Damage – (20% AD)

Einar surrounds himself with the Black Mist, dealing damage every second. Attacking a champion curses them, slowing them by 10% for 1.5 seconds. Champions cursed for 3 seconds are additionally grounded. This ability drains mana per second.

R: Vengeful Remnant – Cooldown – 100/90/80 seconds Cost – 100/50/0 mana

Einar cannot be stopped, releasing a burst of malevolent energy, purging all current crowd control effects and dealing 75/150/225 true damage to the source of the most recent effect and stunning them for .25 seconds.

2 Comments

Freewalker2/1/2018, 10:53:41 PM1 votes

I like his lore. He's a corrupted husk of a once humble farmer. You can capture that in a single paragraph without complicating it.

His Health is the highest of all the existing champions at level 1, and the lowest by far at 18. Was this intentional? It does make sense to lower the HP at 18 if it's higher at 1, but I think it's a little much. If you're giving him super-low health at 18, maybe have some kind of lifesteal in place? Unless that impedes on the champion's core concept, I'd consider refining his maximum health growth.

See this table for reference: LoL Wikia: List of Champions by Health. I use this to find a sweet spot for my champions. Find a champion who you find is in the same ball park as your champion, and place Einar there. Unless he's too unique, I rarely play top/jungle, so I'm not sure how to compare his health to those champs. Use your own judgement.

Passive: I would want to refine the mechanics. From how it's worded right now, it seems like Einar would teleport to a champion every time Morgana hits someone with her Q. Would it trigger only when you issue an attack command? Also, at which levels does the cooldown get reduced?

Imagine dashing 900 units. Is it the distance you anticipated? It's the distance equivalent to two flashes.

Q: I really like the idea of a combo-based attack. I'm assuming the 400 range applies to each attack? Like a 400 range cone, a 400 range line, and a 400-diameter circle in a 400 range in front of you?

This ability sounds like really good lane clear, so watch the damage. I didn't do any calculations, but if it's enough to hit a third of a minion's health in a single hit, the entire lane is cleared with one Q.

W: Here's your dash combo, with a 0.75 second window. Does the second melee spin attack occur if Einar dashes to the enemy with a basic attack?

E: Nice torment for enemy champions. If you don't kill them with initial burst, they won't escape your wrath from your basic attacks.

R: Interesting concept. But I would have the effect occur after a delay. Enemy champions should know that they are about to be ulted, especially if it's true damage. Players who don't play Einar could be killed instantly just because they hit you with one of their abilities, and they wouldn't know why. Also, true damage. Be careful when you handle true damage. it's not enough to kill someone at full or even half health, but it can kill anyone near the end of a teamfight.

All-in-all I really like the core concept. Although, I'm afraid that he might rip teams apart. This is the type of champion who could 1v5 in any given matchup. Don't cc him or you're in for a beating (ult, passive, q combo). Don't get hit or you're in for a beating (w, passive, q combo). Don't run or you're in for a beating (his e after executing a combo). But then again, I don't play melee junglers (I'm assuming this is a jungler champion?), and junglers tend to carry teams. This seems like the kind of champion you want to avoid as soon as he appears in your lane. I could imagine Einar being on the top ten champions likely to be banned in a game in his current state.

Hope I helped. :)