Champions/Item changes/reworked

IArs3lynI··3 votes·919 views

Arselyn here,

With all the feedback I have been given from my last post (Link is at the bottom) and a few outside talks with a few players that are mains over certain champions, I am confident about this post. My goal is to impress everyone with amazing ideas within the limited time I had to come with ideas that will not only to help make champion show their true roles/lore but also being able to make them Unique yet viable to play in a team-oriented game. Before I talk about my ideas, I must explain why I didn't do this earlier and why I pick this time to do it.

Why Now?

As mention before from Riots, ADC is just too strong. They deal really high damage, with the high damage comes with high sustain once you build lifesteal and assassins can bearly do their job without getting 3 shotted by an ADC, while tanks, on the other hand, can survive and can easily move around and deal tons of damage to squishy targets. Riots goal is to make sure that ADC can deal more stronger version of consistent damage, so when this came up I had to wait till I saw what they are doing, not only did they made it cheaper to get your items to 100% crit rate but instead of 50% crit damage increase, it now a percentage of the critical damage into true damage. Overall, this is a nerf to taking down squishy champion, but a buff to combat against tank champions who builds all that tank damage. Even though all the items gotten more expensive, it allows ADC to be more consistant which is needed to be an ADC. reason why i never touch based about my idea was cause of the role, it was in my way and made it difficult to make items that can be balance out


Manamune/Muramana Idea item 3004 item 3042

Thanks to the new Essence Reaver, it will give any AD champion (including Ezreal) to have mana Regen with a super high CDR, this certain champions that love to use abilities (take Ezreal and Lucian for example) to become spam like monster on all their none ultimate abilities. Once this item comes out, it will outshine Manamune very easily just cause of the steriod and high cdr benefit. Instead of getting rid of the idea of essence reaver, we should look at what Manamune is as a whole. there 3 whole key thoughts when you look at manamune, it gives sustain, AD, and on-hit to all auto attacks and spells all for a small cost and alot of time. Thanks to this, it was easy to bring up a good idea to make Manamune a better item without getting rid of it core. First off, the name of the item should be completely change cause no AD-mana champion really need this item, ezreal doesnt need this when essence reaver comes to live server. Here what it should look like in my perspective

{New Name} - cost 2600 **NEW**Build - Pickaxe + Culls + Recurve Bow + 325 G

25 AD ----> 35 AD {removed }250 {New } 25% attack speed

{Removed } UNIQUE – MANA CHARGE: Grants a charge every 4 seconds, up to 3 charges. Each basic attack or mana expenditure consumes a charge and grants +5 mana, up to a maximum of 750 man

{Removed } UNIQUE – AWE: Grants bonus attack damage equal to 2% maximum mana. Refunds 15% of mana spent.

{NEW } Unique effect Life Drain: deals 10-100 magic damage on hit and heals the owner 25-50 on hit hp if below 50% (Both scale based off the Legend passive)

{New } Unique effect Legend : (acts much like the rune) fills up a bottle, each bottle increases the power of the user by 10 physical damage on hit up to 10 times. (If Cull was deactivated during this time before upgrading to this item then it starts out with 2 stacks instead of 0) once fully stacked, the bottle is then consumed and transforms into (newName)

Stat

25AD ---> 50 AD {NEW } 40% attack speed {Removed } 1000 Mana

{Removed } UNIQUE – AWE: Grants bonus attack damage equal to 2% maximum mana. Refunds 15% of mana spent.

{Removed } UNIQUE – SHOCK: Basic attacks and single targeted abilities against champions (on-hit) consume 3% current mana to deal 6% current mana bonus physical damage. This effect only activates while you have greater than 20% maximum mana

{NEW } Unique Effect: Essence Drain: Deal 100 magic damage and heals the user by 50, if below 25% double it

{New } Unique Effect: Soul Leach : Every other Auto Attack against an enemy champion apply Soul Leach up to 5 times, Soul Leach last for 10 seconds

{NEW } Unique active: Removes All Soul Leach dealing 10 - 50 + ( 15% bonus AD) per Soul Leach on each champion, if 5 on one enemy champion he is slowed for 30% for 1.5 second, each Soul Leach heals 10 + (10% bonus HP) per stack for a max of 50 + (50% bonus AD), ranged is half the value

Manamune/Muramana Summary

This build will be more consistant, does not get weaker and it is more versitile. Mana wasnt needed to make a item like this, and the cost is unknown to me, my guess in range is 2600 -2900, Goal of this item is to make it cheap to build, easy to go off, and builds off of Cull. Cull is a sticky item that many question about it, but if the item can build into something then it worth taking it and making it useful, making it almost like a free item instead of selling it, getting the 140 G profit doesnt make it strong cause how long it takes to get it fully stack, it just not useful and it falls off very easily. the passive is consistant form of damage, but the healing allows user to have consistant sustain without needing to buy penetration. This item is suited for alot of AD champions (Ezreal, Master Yi, Xin Zhao, ect) that used AA alot and On-hit items.

OhmWrecker item 3056 OhmWrecker is an old item that needs to give love in a different angle. thanks to Armor , Demolished , Zz'Rot Portal and Banner of Command the item will always be lack luster, if the special effects of the item will last any longer then it will be very broken. instead of buffing it and giving it "Shine" we need an item that can help combat with these combinations of split pushing items/runes/champions. Giving the item a way to define help out to protect objectives, I want to make this item strong but not allow the user to roam freely, instead use it to passively gain gold and be safe, at a cost of one item space. The cost should reletively be around the same price like usually, but instead of disabling towers, it can protect itself and even give Aura buff to the user and share gold. Here is my idea below

{Name Change} Ohmdefender

New Build - Raptor Cloak + Spectre's Cowl + 600 G

30 armor 125% based Hp regen 250 HP 30 magic resist

UNIQUE: POINT RUNNER: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates.

{New } UNIQUE: Grants 175% base health regeneration for 10 seconds while under the promoted tower

{Removed } UNIQUE Active: Targets an enemy turret to prevent it from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds.

{NEW } Unique active: Improvements - Promotes an ally Tower, the effect is removed if the tower is destroyed, If the user leaves the tower it lingers for

Promotes effect: gets a passive protective sheild (Value unknown) restores when out of combat. damage dealt to minnions and champions has been increased and provides a protective aura on the user giving a small sheild (10% of their max hp) , grants Gold gold for its kills to the caster.

*Ohmwecker Summary This helps defeind against poke under tower and allows you to not get hurt for farming, with gold share you can be safe in the back line away from champion that can poke you heavily for csing, and with increase damage they cant take it down so quickly. Late game it wont be that useful due to pushing and tankiness will be no problame for anyone lategame, but it should be one of those first item to play safe and still gain gold. Price should be cheap and useful early game to mid game, but late game should fall heavily late game.

Athene's Unholy Grail item 3174

Athene's Unholy Grail is a great item if used by certain mage bot lane that are supports, thanks to the fiendish buff it got recently, Athene's Unholy Grail support to get a buff too, but if it does it will most likely upset it and will require a nerf, instead it should be aim at a different dirrection to improve the the consistant amount of damage deal, and allow healers to take this build to, overall it should be a buff but with small changes to both the build, and early primigated damage. overall goal is to weaken the primigated damage ratio early game so that the healing will be less but late game should be more rewarding for those who deal damage. here is what I beleive what it can do to help for this build

Athene's Unholy Grail Change Build - Chalice of Harmony + Forbidden Idol + Aether Wisp + 250

30 AP 30 MR 10% Cooldown reduction 150% based mana regen

{NEW }Unique Passive : 5% movement speed

{NEW }Unique Passive : +10% heal and shield power

Unique Passive : DISSONANCE: Gain +5 ability power for every additional 25% base mana regeneration. Disables HARMONY on your other items.

{Changed }UNIQUE: Gain 15% - 25% (based off level) of the premitigation damage dealt to champions as Blood Charges, up to 100 - 250 (based on level). Healing or shielding another ally consumes charges equal to 100% of the heal or shield, to heal them, up to the original effect amount.

Athene's Unholy Grail Summary

Can say this would be cheap but it a good start to aim at, I look at this think this is a good spike item, to be blunt this item will be stronger for more agressive plays, but in exchange the heals are not that strong in the early game, but late game should be even stronger and feel the same. Even though this item isnt in trouble, i wanted to see if this item can be more of a good item for alot of agressive mages, even maybe allowing other champions that are healers to get this to increase their healing powers, this item alone maybe expensive but it well worth it.

Summary over items

My goal is to make the items shine better by allowing more champions in certain roles or certain builds to take these items to increase their effectiveness, to allow versitility. there not much to say here cause each summary does explain itself but in brief they will be strong and most likely neeed nerf, but these items wont be ignored now cause of the meta

Next selective topic for change

As you may know I wont be touching any adc champions nor any broken champions, for this I wanted to look at two champions that are bound to get some love in the long run, Master Yi and Teemo. Whether you love them or hate them, they both have one thing in common, they struggle thanks to their kit and lack team effort for the late game, in general, it a nightmare to see them in bronze due to their insane damage, but it a nightmare to players that play them in higher competitve due to how easily they can be shut down. here I will talk about champions and see what can be done to make them good once more.

Master YiMasterYi

Master Yi has very high damage, and with the next patch coming in, alot of players are gonna fear his name even more in bronze, even being asked to be nerf once more again. instead of allowing yi to take over bronze then nerfing him immediately we should change some of his kit, and give him buff in certain area and nerfs in other areas. here what I beleive should happen below

Q - Alpha Strike The critical damage being removed

E Wuju Style - Passive changed from 10 total AD to 15% bonus AD E Wuju Style - Active based ratio should be reduce back to 14 / 23 / 32 / 41 / 50.

R Highlander Buff: Slow Immunity to allow immunity to the movement speed cap Nerf: Attack speed steriod to 20%/40%/60% from 30%/55%/80%

{Reworked} W from Meditate to Chakra

Grants a small Aura that reduces damage for 5 seconds. while the W is active any attack to an enemy champion, large monster, or epic monsters will stack of "Chakra" to a max stack of 5. at the end of the stack re-activate W to absorb the aura, gaining back a certain amount of hp (depending on number of AA to a max of 5) and sets out an explosion of magical damage that slows all enemies in a small radius for 3 seconds.

(Tips, if it not complete the heals you still depend on the number of Auto Attack. If max you can let the duration go out by itself and it will explode like it should, you cannot reactivate it unless you Auto Attack 5 times to an enemy champion. Large monster, or an epic monster, but reactivation will get rid of the damage reduction so be careful on how you use it)

{Nerf }Damage reductio lowered from 50% / 55% / 60% / 65% / 70% to 10%/15%/20%/25%

{NEW } Ap Ratio 10% per AA maxing at 50% {NEW } total AD 5% per AA maxing at 25% {NEW } Slow 35% {Buff } Cooldown has been lowered from 35 seconds to 20/18/16/14/12 {NEW } based heal 10/20/30/40/50 per auto attack {Change } Mana has been increase from 50 to 45/50/55/60/65

Summery

This will help Yi to be none dependent on his red buff now, alllowing him to gank top lane without having much trouble, apply a small slow can also make follow up happen more often then not, but the main question would be if players of Master Yi mains will accept this idea and reccommend it

Teemo Teemo

Teemo in the top lane is agressive and can poke you out with his poisen and blind you, plus his mobility he cant be taken down so easily and can even dominate top lane for a very long time. He been loved and hate by many players throughout the world and his lore is not much, but there one thing that stands out to him, his personality. He kinds and friendly, a scout patrol from something like boys scouts, but when he confront enemy he becomes fearsome and even becomes the persona of the devil, We should enhance him as that, devil on one side, and friendly on the other. He could be one of the first champion to have multipersonality disorder. changing his kit entirely but keeping what he is the same, im here to make it possible

Goals:

  1. change the way his mushroom works, make it work as a none ulitmate
  2. change his ult to allow personality change, at level 1 you can pick by using the picture icon to change him (similar to Kayn) but after that you must wait til level 6 to change 3: one Side will have CC, vision, and wave clear. while the other has the poisen damage, A blind, and stealth
  3. Change how blind works to make it less annoying to all CC relient champion but actually limits vision much like quinn Q.
  4. Remove how much burst he gets, and reduce his effective farming with his poison but stronger against champion without increasing the damage entirely

I was thinking of giving him a new passive depending on which personality he is, his friendly side will most likely have the stealth ability but the attack speed should be moved to his other personality making him a champion that makes his poison/on-hit damage spike up. His mushroom will go to his passive side, most likely decrease in mana cost and increase the number of mushrooms you can hold. in general his skill as a champion will go up but he will feel much the same but sent to a whole nother level, Teemo is a love and hate champion, he will enhance that with his personality. here what i was hoping to look into as his abilities

Nice Teemo-

Passive - INNATE: Teemo gains invisibility if he stands still for 1.5 seconds without acting or being acted upon. He will remain stealthed so long as he doesn't move, doesn't act, or is displaced. If within a brush, Teemo gains stealth after 1.5 seconds even while moving and may move freely within its boundaries without breaking stealth. While in the Jungle, bush or Rivir, he will salvage a mushroom, but cant grab it unless there room

Q ability - Place a mushroom that deals a small amout of damage, if it a minnion deal 50%/60%/70%/80%/90%. Teemo can hold up to 5 mushrooms and can regenerate 1 mushroom every X amount of second (scales with CDR) (based damage small but the scale is really good, but should overall weaker then the old mushroom, dealing magic damage, this can be used for vision or wave clear)

W ability - after 5 seconds out of combat, gain movement speed until you are in combat. if activate make a sound wissle buffs all allies and self movement speed buff for 4 seconds (movement speed to allow roaming in the river, jg and bushes to refill Mushrooms can also be used to give movement speed to other allies, will be small at first but can be big late game)

E ability - Innate - each AA slows the enemy champion by 25% for 2 second and apply a debuff called "Scout's code" for the next 4 seconds if an allie hits the target with the debuff, the ally gains back a small amout of hp (scales based on AP)

R ability - passive - increase the duration of the mushrooms and vision range the mushroom gives and increase the movement speed of (nice teemo) W. active: change Teemo's personality giving a small burst of movement speed and increase his attack speed for 4 seconds and gives Teemo to a new whole set of abilities and gets a different passive

Bad Teemo-

Passive - upon exit out of bush or stealth gain attack speed for 4 seconds (yes this will stack with his ultimate from nice teemo). each AA deals poison damage over 2 seconds, if the poisen last for more then 4 seconds against an enemy champion increase the duration by 3 seconds and damage by 20%. Minnions takes 50% less damage and duration is 1 second instead

Q clouded Darts - Teemo shoots a dart at the target enemy, dealing them magic damage applying nearsight to the target for a short duration. (like i said make it less annoying but bring it more to light about nearsight on teemo)

W Upgrade - innate increase the poison damage by (% of AP) over the duration (no based damage but has a complete scale of poison potion where it can enhance the damage you dish out)

E - throw a Vase that destroyed on impact leave a small residue that slows enemy champions slightly and apply the same poison damage until they leave the AoE area.

R- innate increase the range the vase is being thrown and when they are in it increase the range of Teemo basic attacks active - change his personality allowing teemo to gain the poison from his bad passive and still has increase range of his vase as a linger effect for 4 seconds (the poison upgrade wont come with it)

Summary Teemo

Teemo became a very simple champion but nothing just fits him firmly, he never was a champion that makes him viable and my goal is to make him become one or get somewhere close, to make him less about him being annoying and more about what he should be doing. this idea is still very much raw and no were completely but I would to hope to look into this character more and maybe come up with a better conclusion and make his ability much more tune to the meta

conclusion

This was all the ideas I had came up with and I would hope that not only players would give their feedback to this (cause I really work on this post for like an actual 10+ hours to make sure this post works and the build transfer. I do expect alot of hate, love and questionable comments, ill take all comments and answer them all as best I can. some of my text will be long to make sure i explain everything accordingly, what i hope though is alot of feedback to see where should i go from here. so please and come comment and and all

I hope you enjoyed this post, I will continue my post as follow, it all depends on what needed, to me I havent figure a crap ton of things but i am looking over a few things like Coin and such, anyways everyone have a good day and ill see you in the next comment and in the next post

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/rrBRO9wq-championsitems-to-look-at

2 Comments

Speeedy1 votes

as for teemo hes not bad right now slightly weak but not needing a rework really. I like that he is pretty much the only poison champ or major damage over time champ. I'd like a +25 range buff to him to see where that puts him. Small enough to not affect low elo but not break him.

IArs3lynI1 votes

As for? did you speak of anything else?

Teemo as a whole has some kit trouble and lacks a lore to make his kit redeeming, the only thing that seems to make his kit great is his mushroom and his AA poison damage. his blind isnt helpful against abilities and his movement speed allows him to move alot faster that is also not needed to make teemo good, his kit should express him more like other champions. when that decision is made to figure out where to push him towards, I think a range buff would be kinda nice to see, but i just rather not see how aggressive a lv 1 can be in top lane every single game

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