[Champion Concept] Easton, The Keeper of The Power

Fertsa··4 votes·1,292 views

While sailing in the Conqueror's Sea, Easton and his crew were attacked by a fierce monster, the ship was torn in two, Easton and his crew sunk to the bottom of the sea. Easton awoke in a brightly lit cave. After surveying his surroundings he spotted a ball of light on a pedestal covered in unfamiliar markings. Upon contact with the ball it vanished, disappearing into Easton's hand. He could feel the power flowing through him, the power to do anything he wanted, whatever he pleased. He pleased to protect it. Knowing that this power could wreak havoc in the wrong hands, he transformed himself into a cage to protect it at all costs. He sat in the cave for centuries, fearing the outside world, but now he knows he must emerge, for his power is needed.

http://i.imgur.com/ENDMEko.jpg

Easton is a High range high cooldown mage, with a large amount of defense and damage but very little sustain and mobility.

Passive: Runic Cage Easton's body is a magic cage, made to protect the power he holds. When Easton is damaged by an enemy champion, His armor and/or magic resist is increased by 5(+(2+lvl)% AP) for 3 seconds depending on which type of damage he took. His armor and magic resist can only be increased once every 28(-lvl) seconds each.

Q: Blaze Cost: 60/70/80/90/100 mana CD: 12/11.5/11/10.5/10 seconds Easton fires a flare in a target direction that travels 1300 units, dealing 50/80/110/140/170(+70% AP) magic damage to the first unit hit. Ultimate bonus: Zeta Blaze: Damage becomes 200/400/600(+140% AP) and the flare becomes a global projectile that travels 5000 units a second, damaging the first champion it hits.

W: Cut through space Cost: 120/90/60/30/0 mana CD: 30/25/20/15/10 seconds Active: Easton channels his power to a target location up to 1600 units away 1.25 seconds later, an explosion with a 300 unit radius will appear dealing 100/110/120/130/140(+30% AP) magic damage to enemies in the blast and stunning enemies within 90 units of the center for 1.25 seconds. Ultimate bonus: Tear through space: The AP ratio is changed from 0.3 to 0.9, and for enemies effected by the stun the ratio becomes 1.2/1.4/1.6, the blast size is also increased by 50%.

E: Power Field Cost: 65 mana CD: 20 seconds Active: Easton spreads his power to his allies within 700 units, increasing the damage they deal by 6/7/8/9/10% for 1.75 seconds. Power field also causes allied turrets within range deal extra damage. Ultimate bonus: Power Line: Power field locks onto all enemies within 600 units, reducing their movement speed by 20/40/60% building up to 80% over 1.5 seconds, if the enemy is slowed by the entire buildup, they are then suppressed for 1.5 seconds and take 55/105/155(+35% AP) magic damage. (Power Line will end early if Easton's ult ends) (The tether of Power Line can be broken if the enemy moves 1000 or more units away from Easton)

R: Energy Lock / Power Within No cost CD: 180/160/120 seconds For 10 seconds Easton releases the lock he holds on his power, while still keeping it in check, locking himself in place for the duration and increasing his armor and magic resist by 5(+1%AP)% and becoming immune to crowd control effects. During this time, Easton can cast "Power Within" once, and cannot cast any other spells except ultimate enhanced spells. Power Within: Easton let's his power run wild. His next spell is ultimate enhanced, causing it to have immense power, and causing his armor and magic resist return to normal for the remaining duration.

6 Comments

Macer2001 votes

I like it.

Yo Niqqa Jaquan1 votes

I don't want to give a grade to this as I feel like there is a lot more you can do to improve it before I do so. I have a numerous number of concerns for the champion in terms of both kit and theme.

** Thematic Unity Concerns: ** What is the significance of the Orb? Where does it originate from? How isn't Easton dead? I am assuming that the location of this event takes place in Bilgewater correct? Is he from Bilgewater? Or is he from another part of Runeterra? Things like this are what impact a characters identity besides "Man with powers fights for justice". What exactly does this Orb do that involves space?

Kit Concerns: The kit is simply way too overloaded, a caster tank is basically what you have on your hands, similar to old Xerath in a sense. Don't get me wrong I really like the ideas given for the champion but I think having a double empowerment on a champion is counter intuitive.

I would change his E for his R and add elements of both together. For example I would change it to something akin to this: "R - Energy Vault: Easton locks himself down at his current location, suppressing all enemies in the area for 550 range. During the duration Easton has 2% + 1(Per 100 Mana) Magic Resist and Armor."

A lockdown ability tends to be more geared for a tank character, so play around that aspect. You should tune down those numbers by a bit, especially on the Q empowerment. Basically, simplicity is key. Try to rework a lot of your abilities on a central theme in your kit. Create a combo that works because right now it seems like a overloaded Xerath kit with passives upon passives.

I will gladly re-review this champion after a couple changes, but until then good luck!

Fertsa1 votes

http://dotageeks.com/wp-content/uploads/2015/10/League-Of-Legends-Map-03.jpg Conqueror's Sea is on the side of the map opposite to bildgewater.

Going super in-depth about lore is great and all, but i don't do much story writing and lore in league is short in-client.

And as far as the orb. i don't have an explanation for it. but in the sense of lol lore there are a ton of things that are completely unexplained despite being rather important. my personal view of it is closer to it being the inverse of the void.

As to why he found it, i kinda implied a "he should've died but this powerful thingamajig said 'hey you look like a good guy, have some power'"

Took Passive spell enhancer away, i agree it was kinda cluttered

Removed Passive from W and E, they wouldn't be fun to try and play around, and the W one specifically didn't help in every situation.

Changed E, didn't feel right

Reworked passive to only increase defenses after getting hit by a champion, and not make all his allies have stupid high resistances while he exists.

Slightly changed ult to work better with new passive.

Shacraval1 votes

much cleaner :) that AoE slow then suppress is scary though. the only thing making it acceptable is that he is locked down by ult I guess. but nice adjustments.

Shacraval1 votes

I agree, too many passives was my first thought. as to where he is from, perhaps a damacian out to remove bilgewater threats? how he survived the orb and where it came from (and maybe why it wasn't protected) shrug

Yo Niqqa Jaquan1 votes

Okay I really like the idea you have going for the new kit. Gives me an Amplifier Champion type feel that isn't really in League right now. He seems to be more involved with Mid as well as Support and it gives a new breadth to his gameplay. I still want to create a lore around the orb because now I can see this being central to his theme throughout the build of the champion. I'll do a full review later on today if I have time, but the kit is much much better.

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