Ezekiel, The Hextech Hacker

ninjahX·12/8/2018, 4:38:15 AM·1 votes·1,380 views

HEALTH 585 – 2030 ATTACK DAMAGE 55 – 106 HEALTH REGEN. 9 – 24.3 ATTACK SPEED [*] 0.625 (+ 10 – 66.1%) MANA 280 – 1130 ARMOR 32 – 83 MANA REGEN. 7 – 20.6 MAGIC RESIST. 32 – 53.3 RANGE 125 MOVE. SPEED 340

Passive ~ Terminal Hacking

Starting at 1:30 Ezekiel cannot be targeted by turrets. Receiving damage an enemy within 775 units of an enemy turret ends this ability for 5 seconds. Ezekiel's basic attacks against enemy turrets do not deal damage. Each basic attack against an enemy turret grants it 1 hack stack. Half the current stacks (rounded up) are lost every 2 minutes. At 10 stacks the stacks are consumed and the turret loses 30% of it's max HP is now hacked and considered yours. If 25% of the hacked turret's max HP is dealt to the turret by enemies the turret is no longer hacked.

Passive ~ Overclock

Ezekiel can attacks his own turrets applying hack stacks. At 10 the stacks are consumed and the turret loses 25% of its current health and for 9 / 12 / 15 / 18 seconds the turrets range, damage and attacks speed are doubled.

Q ~ Hextech virus ~ Cooldown 14 seconds ~ Cost ~ 50 / 55 / 60 / 65 / 70 MANA ~ Range 600

Ezekiel jumps forward to enemy or turret delivering a hextech virus. If that enemy is a champion they are dealt 50 / 110 / 170 / 230 / 290 + (80%AP) and is slowed by 40% for 1.5 seconds. If the target was a turret they are dealt no damage and immediately gain 4 stacks. If this causes the stacks to reach 10 the ability's cooldown is refreshed.

W ~ LAG Worm ~ Cooldown 18 / 17 / 16 / 15 / 14 seconds ~ Cost 60 / 65 / 70 / 75 / 80 MANA ~ Range 800

Ezekiel throws out a bomb which explodes after 0.5 seconds in a 300 unit radius dealing 80 / 120 / 160 / 200 / 240 +(60%AP) magic damage. Champions hit are affected by lag for 6 seconds. Lag causes commands (movement, abilities, attacking) to be executed 1.5 seconds after they were imputed.

E ~ Backdoor Program ~ Cooldown 27 / 25 / 23 / 21 / 19 seconds ~ Cost 70 MANA ~ Range Global

Ezekiel teleports to a turret that has at least 5 stacks and gains 40% movement speed and attack speed for 2 seconds. If the targeted turret reaches 10 stacks within 3 seconds 50% of this ability's cooldown is refreshed.

R ~ Remote Hack ~ Cooldown 140 / 120 / 100 ~ MANA 100 ~ Range Global

Passive: Ezekiel's basic attacks deal 25% if his AP as magic damage and his damage in increased by 5% for every destroyed hacked turret.

Active: For 10 seconds target allied champion's basic attacks and abilities that target turrets now apply 1 hack stack to turrets.

Comment don't be shy

7 Comments

Mr Voidling12/8/2018, 6:47:25 AM1 votes

I posted a champion concept like 2 days ago with a "lag" type debuff. Though it was only 1 second. 2 is a huge delay, especially for 10 seconds. I'm pretty sure hacking turrets is over powered, at least with only needing to hit them 6 times and use 1 ability. And resets its cooldown for the next 6 hit tower? Maybe if it took them over for like only 10 seconds...

Inkling Commando12/8/2018, 7:22:15 AM1 votes

W should be BSOD (Blue Screen of Death): he throws a micro chip at a target and if it hits a champ they are stunned for 5 sec and if it hits a turret it is disabled for 10 seconds, unable to shoot or see.

Elf049112/8/2018, 7:27:31 AM1 votes

So there are a couple of things I would say about this design, both centering on the affects he can have on turrets. I think having meaningful interaction with turrets is a cool idea, but this is definitely not the way to go about it. First, the kit itself has to balance the theme of 'hacking' turrets with actually dealing damage. And this leads to some problematic things. Check out that Q for example. Dealing 320 base damage, plus 80% AP, on someone who is probably building a lot of AP and CDR. That's kinda crazy damage. For reference, think damage on the level of Veigar's ult. Kinda crazy. But the kit is also very feast=or-famine. For example, if there are no turrets with 5 hack-stacks, he literally doesn't even have an E. Likewise, his ult could be absolutely nuts, or just meh.

But the real problem is with the idea of hacking turrets. I see three possible scenarios, none of which are really good:

  1. Nothing actually happens. He tries to start putting stacks on a turret, I punch him in the face, and suddenly, that entire aspect of his kit and design might as well not exist. And why would I just stand there and let him poke my turret? It's my turret, I'm quite safe under it, so I'm going to feel free to attack him at will, so I'm not sure how often he would even be getting stacks onto the frontline turrets.

  2. Turrets still standing. Sure, hacking a turret would be very rewarding, but the risk is insanely high. If Eekiel fails to hack turrets, you could have an entire lane that still has all of it's turrets, even very late into the game! Failing to hack turrets is a huge setback that could literally swing the entire game. The problem being, his success would be even worse...

  3. Cancer. Yeah, this is probably what would happen in an actual game. If I were playing this champ, I wouldn't even show up to lane. I wouldn't need to. I start Q, walk through the enemy jungle, and start hacking a turret, say the middle top lane turret. By the time anyone on the enemy team can actually get to the turret to defend it, it's mine. There you go, less than 2 minutes in and I just guaranteed that the toplaner completely loses lane, as we will have so many minions pushing that aren't countered by enemy counterparts. And it took me very little time and/or resources to ensure a massive advantage for my team. Wash, rinse, repeat. It's like Singed's proxy farming, but 10x worse because it's an entire turret. Not good.