Eleanor, A Spiritual Ledger that restricts her enemy's options with contracts and conditions

Overview:
The First Maelstrom's arrival offered terms of agreement significantly more binding than firm handshakes and ink-splotched contracts. None reveled more in the newfound power of technicality and pretense than Eleanor Priva, as her law firm expanded its reaches both across Great Britain and into occult leverage far more punishing than any class action. Eleanor forbids an enemy's abilities with Blood Contract, using her own life as a wager. Those that try to flee will be forced to stand their ground with Accrue, while any other meddlesome prospects are turned away under the suffocating gaze of Impel. Protect your top client's interests with Collateral Assurance, leveraging opponents' damage and debuffs against them.

Impel.png
Additional Details:
  • Marks all targets within your field of view and within range.
  • Mark has infinite range as long as line of sight is maintained
Design Notes:
  • This is a simple waveclear and damage tool that also urges enemies to leave Eleanor's line of sight. Its built in utility at T2 means you only have to invest 3 points into it for value that scales well into the late game.
  • The Attack Angle scaling with Spirit Power limits her supportive build's waveclear capabilities.

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Accrue.png
Additional Details:
  • Other barriers gained are damaged before Accrue's barrier.
Design Notes:
  • Accrue puts enemies in a difficult bind, acting as a pseudo taunt to Eleanor and drawing pressure off of her allies. The barrier's spirit scaling is lower than other barriers because it has a very strong condition tied to it.
  • The ability's cooldown is quite low after T2 due to the fact that it does scale quite well with items being built around its use. Eleanor can become a kind of evade tank that saps away enemy stamina as she dodges their aggression and puts them in bad spots without any escape tools.

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Blood Contract.png
Additional Details:
  • Eleanor's last used action or ability is tracked in an indicator above Blood Contract's ability icon.
  • Viable actions to bind:
    • Grouped as one action (performing either of these actions counts as breaking the contract):
      • Jump/Double Jump
      • Light/Heavy Melee
      • Crouch/Slide
    • Independent Actions:
      • Dash
      • Parry
      • Ability 1
      • Ability 2
      • Ability 3
      • Ability 4
  • Eleanor cannot bind firing weapons or items with Blood Contract.
  • Blood Contract's damage is applied instantly, therefore outpacing most sustain abilities with cast times such as Geist's Soul Exchange or Victor's Jumpstart.
  • Subsequent effectiveness is also applied to the stun duration on T3
Design Notes:
  • Blood Contract is Eleanor's bread and butter. There are countless ways to utilize this ability, whether it's disabling an enemy's parry button for your Abrams, crippling an escaping opponent's double jumps, choking a Dynamo out of their perfect ult angle, or letting a Geist swap you only to pop like a balloon. Its low charge delay means you can stack up Blood Contracts on enemies as long as you have the abilities available to bind them.
  • T2 offers innate utility, allowing you to still scale this ability into late game without fully speccing into it and allowing you to buy items that actually force enemies to break their contract. The flipside of this sees you making this ability hit like a truck with its high spirit scalings in exchange for not having as many slots/souls to confirm the damage.
  • The push and pull between Eleanor having to frequently use the action/ability she's binding right in front of her target allows them room for counterplay. You're not going to have a fun time trying to disable a Drifter's parry key by...parrying in front of him.

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Collateral Assurance.png
Additional Details:
  • Damage dealt to your target is first mitigated by their resistances before being mirrored over to enemies.
  • Mirrored damage and debuffs is returned to its source after a short delay
  • Upon recasting, you are stuck Channeling for the rest of the ability's duration
  • T3's Unstoppable suppresses all negative effects for its duration but does not remove them
Design Notes:
  • Throw this on a carry to make the enemy team think twice before throwing their damage and CC at them, as simply focusing your contracted target down is bound to have severe consequences for anyone doing the heavy lifting. At the same time, too many enemies participating in your client's lynching is often overwhelming, which is where your recast comes in. The recast's purpose is to allow this ability to be used as a lifeline and to also create an interesting game of counterplay where the focus shifts from disabling your target to interrupting you as soon as you begin Channeling.
  • T3 rewards high investment but is decently situational as to not become a mid-game menace where damage and CC is still not as sudden and unreactable. The unstoppability is a direct answer to other uses of CC immunity nullifying half of your ultimate's effects. It also doubles as a way to get yourself 3 seconds of uninterrupted healing if used to save yourself.
 
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