A Way to Open Up Bottom Lane: Add More Push Mages

Meep Man··14 votes·1,531 views

I think adding more Push Mages to Bottom Lane could actually add more diversity to Bottom Lane other than just adding more Mages to Bottom Lane. Why? Because certain Melee Champions ACTUALLY counter Push Mages, such as Super Sustain Melees and Assassins. Aatrox could find a spot in League by countering Push Mages that will waste away their mana trying to poke him down while not having the same issues that he has in Top Lane. So how can we add more Push Mages? Well...

Azir Azir Prime example of a potential Push Mage. By adding back his power to "Burst Shot" towers with his W (or some other way), we could move him to Bottom Lane so that he could have a healthy lane. How is it healthy? Well, Bottom Lane actually has a LOT more sustain than Middle Lane meaning his Zone Poke can be undone through Life Steal and Heal Supports (who currently aren't that big right now as well). This isn't to mention his Passive synergizes perfectly with this kind of role.

Karthus Karthus Perfect example of another potential Mage that could be added to Bottom Lane. Maybe his Q now deals 15% damage to towers if he is within tower range, increased to 30% if there isn't an enemy unit within the tower's range. Karthus could easily also buy a Lich Bane for CONSTANT procs to kill towers if he was better secured into this role.

Malzahar Malzahar Plain and simple, make Voidlings NOT prioritized like towers unless they have damaged an enemy champion in the last few seconds (although under normal circumstances Malzahar would be targeted anyways). This way Malzahar offers a more unique Push Mage feel in that he uses his E to shove the wave and then kill their tower with his W. This could redeem Malzahar and push him somewhere that would make him have a better performance overall. Something could would be if Malzahar's E could spread to towers or be cast on them, but not deal damage to it. This would make Voidlings prioritize the tower without adding significant damage potential his tower pushing.

Taliyah Taliyah I think with some changes, Taliyah could be put into this role. Since she has some decent sustained damage, I think with an extra push to increase her damage to towers, she can be made into a potential Push Mage. Perhaps making her Q be able to deal modified damage to a tower once per Q cast (not bursting a tower with a full Q).

Heimerdinger Heimerdinger Similar to Malzahar, but with stationary minions to make it a lot different in how he interacts with the lane. With a complete rework to his turrets while still making them stationary (at least mostly), I think he could easily become a Push Mage due to his sustained damage nature and potential for his turrets to be able to shoot towers. Perhaps a direct hit with his E could make the enemy tower have reduced attack speed, although that might be too much.

AurelionSol Aurelion Sol Plain and simple. Aurelion Sol would be cool if he could potentially push towers with a moderately modified kit (which they plan to give him, similar to Shyvana). Aurelion Sol would be nice to bring Bottom Lane since he has nice sustained damage. Maybe if his stars dealt modified (25-40% based on level maybe) damage to towers while he is within the tower's range.

The best part is Ziggs would still maintain his niche since his ability to W towers would still make him the best for specifically killing towers as QUICKLY as possible. Plus his long range would make him safe even if others get near his push potential, meaning even if other Mages were tried out in Bottom Lane, Ziggs would still have purpose to be there over the others due to his long range and heavy AoE nature. With this meta shift, some ultra sustain, sustained damage Melees would even get a chance to be seen in roles other than Top Lane, which usually makes them a pain to play against. The problem with these kinds of guys against ADCs is that an ADCs poke is limitless so they basically have to infinitely sustain to be able to be good, which makes them unhealthy in Top Lane against other Melee champions. However, if they get moved to Bottom Lane, they would still have the Melee v Ranged disadvantage, but Push Mages would have a limited supply of poke due to mana that would make these ultra sustain Melee champions have purpose outside of annoying endless sustain. This includes the likes of: Aatrox DrMundo MasterYi Trundle Tryndamere Warwick XinZhao Yasuo That's right, the some of the usual farm fest, uncontested, hard to balance Melee Carries of the Jungle might want to go Bottom Lane with the right meta shift due to the OVERALL increase in potential gold from minions instead of monsters. You could get the human chainsaw of Master Yi on your team without having to give up that position for a Tank, Gank Heavy Champion, or someone else.

"But this has all popped up because of how WEAK towers are! This shouldn't even BE!" A good insight, but I do not find this opinion to be because of how easy towers are to kill (although I have never found a MOBA where towers are very hard to kill due to strategies naturally popping up for killing them). I think it has popped up actually due to how low protection the towers provide against a dive. I think the best solution to this would be to make towers deal % Health PHYSICAL damage to champions. This way Divers, Bruisers, and the like that don't invest into Armor and just get a bunch of health will be punished more for recklessly tower diving. Plus, I think towers could have their AI modified to be less "abusable" so to speak.

"But this will just center the game more around Bottom Lane in general!" This is less of an issue in Bottom Lane itself, but more in how useless the Top Lane is as far as objectives go. It's much less "OH NO" when the enemy team gets Rift Herald than Dragon because you know once teams begin to group that the buff is just a 5% reduced damage against champions buff. If Top Lane was made more important Early Game, then this whole "Bottom Lane 5v2 Early Game" issue would be solved. Not necessarily by removing value from the bottom side of the map (although I DO think Elder Dragon should be harder to kill and be similar to Baron where it demands commitment to kill).

TL;DR I see a lot of potential in Bottom Lane if Riot pushed more Mages to try and lane in Bottom Lane through changes in their kit. A lot of Mages currently aren't played and most of them could see play if they were modified slightly to have their kit fit into the Bottom Lane scenario currently.

18 Comments

Jaygo413 votes

Fucking lmao, as if every patch since MYMU hasn't been mage dominated. Junglers and mages have been straight up absurd, and now we want to throw them ALL into bottom lane?

Meep Man1 votes

Mages have only dominated in Middle Lane (and occasionally Top Lane) and only specific ones at that. If by Mages you mean Viktor, Syndra, Ryze, Kennen, and the early phases of Vladimir, Malzahar, and Swain, then yes.

Maximum Morde5 votes

I still routinely see games with 0 mages. I've never seen a game without a Marksman. Call me when that happens. Until then, its a marksman meta.

Meep Man5 votes

At the same time, I don't want to discourage Marksman from being picked. If a Mage goes Bottom Lane, it's a fairly good idea to run a Marksman or an insanely good Melee Carry in another lane since they CAN go into other lanes.

LegacyDAP1 votes

The only reason marksman are meta is because they're an insurance to fall back on if it gets to mid-late game. Since all of their damage is attached to auto attacks they can't miss. However, a champion that relies on spells such as mages will have to work around their cooldowns and resource pool to deal damage. This makes them less reliable and can sometimes lead to situations where they aren't able to do anything because of it.

Craft Zeppelin2 votes

Have been playing malz bot periodically for two years. He is becoming popular as a support, but you can play him as a ADC with a ammo system of two crabs.

I assure you that it makes the enemy vayne rage so much after she gets rekt by your point and click and infinite pushing.

Meep Man1 votes

Exactly, he would be a great potential champion for this role if turrets didn't auto target his crabs over everything else.

TeCoolMage2 votes

Anivia ult now deals damage to turrets :^)

Meep Man2 votes

I didn't want the focus of the thread to be on my own ideas for what specifically should happen, but it is still the same general topic, so I will instead post them down here so the thread and idea itself doesn't suffer from my SUCK balancing.

AurelionSol Aurelion Sol

Passive- Center of the Universe

  • Now deals 4-40% damage to towers based on level (4/5/6/7/8/9/11/13/15/17/19/22/25/28/31/34/37/40%)

Ultimate- Voice of Light

  • Damage reduced to 75/150/225 (+45% AP) from 150/250/350 (+70% AP)
  • Slow reduced to 35/45/55% from 40/50/60%
  • Cool Down reduced to 90/75/60 seconds from 120/100/80 seconds

Azir Azir

Base Stats

  • Base Attack Damage reduced to 48 from 52

W- Arise!

  • Azir can now use a charge of Arise! on an enemy structure to deal 62.5-212.5 (+75% AP) magic damage to the tower

Heimerdinger Heimerdinger

Ability 1- H-28G Evolution Turret

  • Normal Basic Attack no longer can target enemy champions
  • Normal Attack Damage increased to 20/27.5/35/42.5/50 (+15-25% AP) (based on level) from 12/18/23/29/34 (+15% AP)
  • Beam Attack now recharges by 25/27.5/30/32.5/35% (+50% of Total Cool Down Reduction, max 20% extra charge per second) per second from 6.25%
  • Beam Attack no longer gains charge from Normal Attacks
  • Beam Attack Damage increased to 55/80/105/130/155 (+60% AP) from 40/60/80/105/130 (+55% AP)
  • Beam Attack Projectile Speed increased by 20%~
  • Beam Attack now deals 50% reduced damage to minions
  • Turrets are no longer prioritized by enemy towers unless they have dealt damage to an enemy champion in the last 2.5 seconds while Heimerdinger himself isn't within range of the tower. Prioritized like an enemy minion.
  • Turret Health increased to 200-700 (+10-45% AP) (based on level) from 150-575 (+5-40% AP) (based on level)
  • Turret increased damage from melee champion basic attacks reduced to +25-15% (based on level) from +40% at all levels
  • Deactivation Range increased to 1200 units from 1000 units

Ability 3- CH-2 Electron Storm Grenade

  • Towers hit now have their attack speed slowed by 15/17.5/20/22.5/25% for 2.5 seconds

Ultimate- UPGRADE!!!

  • H-28Q Apex Turret Normal Attack Damage increased to 100/125/150 (+45% AP) from 80/100/120 (+30% AP)
  • Apex Turret Normal Attack no longer deals damage to enemy champions
  • Apex Turret Beam Attack Damage increased to 275/350/425 (+75% AP) from 200/270/340 (+70% AP)
  • Apex Turret Beam Attack now recharges by 35/37.5/40% (+75% of Total Cool Down Reduction, max 30% extra charge per second) per second
  • Apex Turret Beam Attack no longer gains charge from Normal Attacks
  • Apex Turret no longer takes increased damage from melee champion basic attacks

Karthus Karthus

  • Basic Attack Animation Sped Up by 55%~

Ability 1- Lay Waste

  • Now deals 20% damage (8/12/16/20/24 (+6% AP)) to structures while Karthus is within tower range, increased to 60% damage (24/36/48/60/72 (+18% AP)) while there isn't any enemy units within the tower's range
  • Mana Cost increased to 25/30/35/40/45 from 20/26/32/38/44

Malzahar Malzahar

Base Stats

  • Base Attack Damage reduced to 52.7 from 54.7

Ability 2- Void Swarm

  • No longer prioritized by towers unless they have damaged an enemy champion in the last 2.5 seconds and Malzahar is not within the tower's range
  • Will now spawn a Voidling every other basic attack when attacking a structure affected by Malefic Visions. Voidlings spawned this way will only attack the structure it was summoned through and immediately die upon the structure's death.

Ability 3- Malefic Visions

  • Can now be cast on enemy towers to cause Voidlings to prioritize the enemy tower. Malefic Visions will not damage the structure itself. Champions take targeting priority over enemy towers. When used this way, 80% of the mana cost and 50% of the cool down is refunded.

Taliyah Taliyah

Base Stats

  • Base Attack Damage reduced to 51 from 56

Ability 1- Threaded Volley

  • If Threaded Volley pierces through a turret, the turret will take 50% damage if Taliyah is currently within tower range when the projectile hits the turret
  • Turrets can only be damaged by Threaded Volley once every 13/10.5/8/5.5/3 seconds (reduced by cool down reduction)

There ya go!

ChaddyFantome1 votes

This is freaking beautiful :')

I approve 100%

Meep Man1 votes

Thank you. I especially think Karthus players would enjoy some spotlight with a change like this since they always seem to want to try and get some fame for their champion whenever Mage changes appear.

ChaddyFantome1 votes

Cassiopeia might also be an interesting proposal since her E effectively acts as ranged DPS similar to a Marksman. Maybe similar to Malzahar, have it to where her E can be used on towers, perhaps at a reduced damage rate.

Meep Man1 votes

I was tempted to put Cass in, but I think Cass players want a break from change. What's the point of changing a champion if the players would likely just be like "AGAIN WITH THIS!?" Plus, we need SOME DPS Mages in Middle Lane still.

ChaddyFantome1 votes

{quoted}

I was tempted to put Cass in, but I think Cass players want a break from change. What's the point of changing a champion if the players would likely just be like "AGAIN WITH THIS!?" Plus, we need SOME DPS Mages in Middle Lane still.

I mean, she wouldn't need much changes if any, and I don't think any of these champs would give up midlane all together to go Bot. it's be like many other picks where they can go both.

Meep Man1 votes

True enough, I'll let Cass players just imagine it then

Itsbeghdev1 votes

Once upon a time, I tried playing Ryze ADC, with a blindly stolen Ezreal build. Manamune into Triforce into Lord Dominik's or something of the sort. It didn't work, but it probably could have.

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