EKKO - THE BOY WHO SHATTERED TIME
Ekko Teaser
Ekko Lore
Ekko, diversion plan by gypsylord
In his legend, Ekko's a brilliant fellow who utilizes his minds to survive the avenues of Zaun. I needed to mirror that in his gameplay by making him feel wily and shrewd, so I asked myself how we could make a professional killer who pairs down on feeling brilliant. We as of now have a group of routes for players to feel gifted in League: Ezreal players feel apt when they arrive their skillshots, while Janna players may feel adroit when they combo their capacities together in the right approach to spare their convey. Getting players to feel keen, then again, is a trickier monster. Here's a difference: Zed players are able when they position effectively, draw in on their objectives and land every one of their capacities. Zed players are savvy when they lead foes on a wild goose pursue and afterward teleport back to a shadow they abandoned at simply the right minute. The center thing here is feeling like you won out over all comers in an engagement through strong situational investigation rather than crude mechanics and response time.
Presently for Ekko. He feels brilliant through the thought of prescient gameplay. Fundamentally, as opposed to responding to what happens, I needed you to like foreseeing what will happen - call the shot right and you get a prize. This is best spoken to in Ekko's W, Parallel Convergence. The capacity requests that he take in his present surroundings and make a call as to where he will need to be in three seconds. On the off chance that he does it right, he gets a shield, yet in the event that he does it additional right by additionally getting out where his foe will be, he gets the chance to stagger them. The time in the middle of cast and explosion begins a diversion where Ekko and his group need to move in simply the right approach to guarantee everybody goes where he needs them to. Timewinder is comparable. At a certain point Ekko had the capacity get back to the Q physically whenever amid the cast, however while this made the capacity feel all the more mechanically complex, it made Ekko's utilization of it less keen. There was no more a relevant issue to tackle, and the utilization case just turned into a level yes/no inquiry. Will the sphere hit them? On the off chance that yes, review it. Without the mechanical intricacy, Ekko needs to arrange for how he'll utilize his Q, and reposition himself so that both harm rounds land against his objective. It's more astute.
A second "brilliant gameplay" thought we needed to actualize in Ekko's unit was capacities that have an essential usefulness, yet which can likewise be utilized impeccably for much more noteworthy impact. Ekko's Parallel Convergence again fits in here. It makes a sensibly extensive range that foes would prefer not to be in, so at its base level, it fills in as a zoning device. So also, Ekko can cast the capacity on himself for a shield - another base level utilization for the capacity. At the same time, so as to land the shock, he needs to make sense of how he or his associates can secure his objective and keep them in the zone. Break down or power the circumstance effectively by coordinating your adversaries and associates into the circle, and you win the teamfight.
The second question we investigated on Ekko was making sense of how we could make a professional killer feel great when they're not one-shot killing targets? We as of now have execute professional killers (Zed and LeBlanc, for case), so we concocted the thought of an utility professional killer. Ekko, as Ashe, has lower proportions thus takes more time to secure kills than most in his part. Anyhow, where he loses harm, he increases a lot of CC that he can use to win teamfights notwithstanding when he isn't the primary harm risk. Fundamentally, if Zed can't slaughter Anivia, he can't murder Anivia - he doesn't give much else to his group. Be that as it may, if Ekko can't execute Anivia, he can at any rate attempt to bolt her (and possibly her group) down so individuals like Jinx can clean up. Because of Chronobreak and Phase Dive, he's still great at going out on a limb, and is intensely urged to take different goes at a battle if things don't go superbly the first run through.
At long last, you may be asking why you'd need to pick a professional killer who can't murder individuals. That is really untrue - if any squishies on the adversary group gets low Ekko can and will discover and slaughter them on account of the professional killer dangers that Ekko does hold, particularly his capacity to choose single focuses with Phase Dive before utilizing the execute harm on Parallel Convergence to murder them. Ashe is still a marksman, Ekko's still a professional killer - they're simply a bit diverse.
Ekko, diversion plan by gypsylord
In his legend, Ekko's a brilliant fellow who utilizes his minds to survive the avenues of Zaun. I needed to mirror that in his gameplay by making him feel wily and shrewd, so I asked myself how we could make a professional killer who pairs down on feeling brilliant. We as of now have a group of routes for players to feel gifted in League: Ezreal players feel apt when they arrive their skillshots, while Janna players may feel adroit when they combo their capacities together in the right approach to spare their convey. Getting players to feel keen, then again, is a trickier monster. Here's a difference: Zed players are able when they position effectively, draw in on their objectives and land every one of their capacities. Zed players are savvy when they lead foes on a wild goose pursue and afterward teleport back to a shadow they abandoned at simply the right minute. The center thing here is feeling like you won out over all comers in an engagement through strong situational investigation rather than crude mechanics and response time.
Presently for Ekko. He feels brilliant through the thought of prescient gameplay. Fundamentally, as opposed to responding to what happens, I needed you to like foreseeing what will happen - call the shot right and you get a prize. This is best spoken to in Ekko's W, Parallel Convergence. The capacity requests that he take in his present surroundings and make a call as to where he will need to be in three seconds. On the off chance that he does it right, he gets a shield, yet in the event that he does it additional right by additionally getting out where his foe will be, he gets the chance to stagger them. The time in the middle of cast and explosion begins a diversion where Ekko and his group need to move in simply the right approach to guarantee everybody goes where he needs them to. Timewinder is comparable. At a certain point Ekko had the capacity get back to the Q physically whenever amid the cast, however while this made the capacity feel all the more mechanically complex, it made Ekko's utilization of it less keen. There was no more a relevant issue to tackle, and the utilization case just turned into a level yes/no inquiry. Will the sphere hit them? On the off chance that yes, review it. Without the mechanical intricacy, Ekko needs to arrange for how he'll utilize his Q, and reposition himself so that both harm rounds land against his objective. It's more astute.
A second "brilliant gameplay" thought we needed to actualize in Ekko's unit was capacities that have an essential usefulness, yet which can likewise be utilized impeccably for much more noteworthy impact. Ekko's Parallel Convergence again fits in here. It makes a sensibly extensive range that foes would prefer not to be in, so at its base level, it fills in as a zoning device. So also, Ekko can cast the capacity on himself for a shield - another base level utilization for the capacity. At the same time, so as to land the shock, he needs to make sense of how he or his associates can secure his objective and keep them in the zone. Break down or power the circumstance effectively by coordinating your adversaries and associates into the circle, and you win the teamfight.
The second question we investigated on Ekko was making sense of how we could make a professional killer feel great when they're not one-shot killing targets? We as of now have execute professional killers (Zed and LeBlanc, for case), so we concocted the thought of an utility professional killer. Ekko, as Ashe, has lower proportions thus takes more time to secure kills than most in his part. Anyhow, where he loses harm, he increases a lot of CC that he can use to win teamfights notwithstanding when he isn't the primary harm risk. Fundamentally, if Zed can't slaughter Anivia, he can't murder Anivia - he doesn't give much else to his group. Be that as it may, if Ekko can't execute Anivia, he can at any rate attempt to bolt her (and possibly her group) down so individuals like Jinx can clean up. Because of Chronobreak and Phase Dive, he's still great at going out on a limb, and is intensely urged to take different goes at a battle if things don't go superbly the first run through.
At long last, you may be asking why you'd need to pick a professional killer who can't murder individuals. That is really untrue - if any squishies on the adversary group gets low Ekko can and will discover and slaughter them on account of the professional killer dangers that Ekko does hold, particularly his capacity to choose single focuses with Phase Dive before utilizing the execute harm on Parallel Convergence to murder them. Ashe is still a marksman, Ekko's still a professional killer - they're simply a bit diverse.
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