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Overview: Mechanically, started with "Cast-from-health support." Flavorfully, started with "A monastic alchemist who has powerful boosting chemicals in his body and shares them with allies"
All numbers approximate.
Lore: Roy Ein was once a surgeon in Zaun. he had shown great promise as a student, and eventually pioneered a new method of battlefield surgery centered around storing the medicines in active form in his own body and bloodstream, and delivering them to patients through syringes embedded in his own flesh. After seeing the excesses and mutation of his former colleague Dr. Mundo, however, he lost faith in Zaun's anything-goes mentality and left the city and his practice. After spending time with monastic order in Ionia, he came back to Zaun a different man, more dedicated to helping others than to advancing medical science. He spends much of his time trying to help those affected by the consequences of Zaunite experiments gone awry, and it was at the urging of the most famous of those consequences, Twitch the Plague Rat, that he joined the League on Zaun's behalf.
P: Battlefield Surgery: For every full second Dr. Ein hasn't used a skill or autoattacked, his health regeneration increases by 10% (reaching a maximum of 100% boost after 10 seconds).
Q: Forced Sedation: A targeted enemy champion in melee range is stunned for 2.0 seconds, has reduced healing for 6 seconds, and takes X/X/X/X/X magic damage.
Cost: X health.
Cooldown: ~15 seconds, reducing with level.
W: Blood Donation: Dr. Ein loses health and grants health regeneration to a nearby ally, who will gain 5/10/15/20/25 ( 0.02 ability power) health regeneration per second for the next 5 seconds (healing at least as much as Ein lost). When cast, there is a 4 second window in which it can be recast up to two more times, increasing the health regeneration granted.
Cost: 35/70/105/140/175 health.
Cooldown: 30 seconds
E: Intensive Care Monitor: Dr. Ein throws a techmaturgical flyer in a line. The first enemy hit (except wards) takes minor damage, is revealed for the next 3/3.5/4/4.5/5 seconds, and has reduced sight range (roughly double the radius of Graves's Smoke Screen) for the same duration.
Cost: X Health.
Cooldown: 18 seconds
Note: I didn't like this ability and have proposed a new one at the bottom of this post. I have left the old one in case the AuDC wants to judge by where things stood at the end of August
R: Steroid Mist: Every champion in a large area of effect around Dr. Ein is affected with a chemical mist. All allies in the area get a large movement speed buff and an armor and magic resistance increase. All enemies are slowed and have reduced armor and magic resistance. This affects all champions in the area of effect on cast and any who move into after it begins, and lasts until 8/11/14 seconds after the cast.
Goals: Dr. Ein is meant to be a support/tank in line with Alistar and Nunu. He is a melee champion with good armor and maximum health growth, and very good health regeneration and growth made phenomenal when his passive is in effect.
P: Every cast-from-health champion has some way to increase their basic health gain; Ein's is fairly simple; as long as he isn't actively engaging in combat, he heals more rapidly. This seemed appropriate for a support, who can often be useful just by threatening, without ever using any skill or attacking, and gives him a substantial heal whenever he heads off on a warding trip.
Q: A tank isn't often much good without some hard CC; This is Ein's. He has enough other utility that making this easy to use seemed unwise, but the payoff is quite good.
W: If all three casts are used, this is the biggest non-ultimate heal in the game. However, it also has a substantial health cost, and is over time, limiting the effectiveness, and using it necessarily brings Ein back to his base regen. Additionally, the casts could be spread out for even more health, but that further reduces the acute dose of healing.
E: I admit this was tacked-on. It adds a bit of utility and soft CC. If you have a better suggestion for a third non-ultimate skill, please tell me.
R: I love movespeed. Having the speed to outmaneuver your opponents just feels good, and giving this to your whole team, along with a survivability steroid, is a great way to start a fight or flee from one which is going badly. This may often be used without hitting many of the enemy team, since it's a good whole-team initiate to ult, run ahead toward the enemy carry, and stun them, but there is also the best-case where you slow and soften up everyone against you.
Notes one month later:
I missed the note to provide a specific champion this would support effectively. Doc Ein would go well with most AD carries, but probably best with Ashe. Ashe tagging a target with slow (and often a crit because of her passive) would give Ein a good opportunity to get in a land Forced Sedation, and the regen over time goes well with a fairly passive farming style of laning Ashe is well-suited to. Later, Dat Arrow could either coordinate with Steroids to initiate more strongly, or give Ein an opportunity to hit the enemy team with the ult for a killer initiation.
I still am not a big fan of the E; I think it's a fine ability in isolation but not a great fit for this kit, though I think he has a need for additional CC and probably a skillshot. Here is an alternate version:
E: Calming Smoke: Dr. Ein throws a canister of a potent herbal medicine that dulls the senses and the mind. In an AoE around the targeted location (about the size of Cho'Gath's Rupture), a greenish cloud appears after a brief delay. Enemies who pass through the cloud are blinded and silenced until 0.5 seconds after they have left the smoke. Smoke lasts 2/2.5/3/3.5/4 seconds and starts 0.7 seconds after the cast.
E: This replacement skill gives more soft CC; this one is useful when being chased or in a fight, but much less when chasing. And yes, you saw what I did there, I know.
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