[Fun Activity] If you had to create/rework (X) champion what would you do differently?

BLIGHTBRINGER··4 votes·7,124 views

##Introduction

###NOTE: The idea is not to be toxic about (X) champion whether they are annoying, broken or anything else. It is purely to have fun, so keep the responses positive please. You can share your ideas on any (X) champion you want.

You don't need to write damage numbers, cooldowns, resource costs and range of abilities if you wish, you can just write a short sentence as to what the (Y) ability does

41 Comments

Moody P4 votes

I would make Volibear do the Carlton on his R as a channeled nuke over time

Galiö1 votes

Lmao...why does this actually sound awesome though

MiracleMorg941 votes

That would be cool but then Riot would be sued for using that in the game like Fortnite is already for copying popular dance moves in their game.

Galiö3 votes

Vi
Move her passive into an ability. Give her a passive that gives her resets into that ability that gives a shield. Also have her passive give slow resist, and have the slow resist factor into her self slow ability well.

Amumu Combines his W and E, make a new E

Zac Passive making him unable to gain CDR, convert CDR into armor/mr and half of that bonus as a %increase in armor/mr. Give him his old ult, that can be enhanced/evolved with armor, mr, and health

Galio Replaced his W DR with his old W On Damage Heal

Nasus New passive. Q increases in damage slightly different, offers heal in place of lost lifesteal on passive, and a specific amount of stacks he gains a specific effect and his stacks slow down after that point.

hhaavviikk3 votes

remove yasuo from the game and replace him with a new champion that is also named yasuo, they're already doing that with reworks so no different here

BLIGHTBRINGER5 votes

Dude, did you not see what I put here...?

NOTE: The idea is not to be toxic about (X) champion whether they are annoying, broken or anything else. It is purely to have fun, so keep the responses positive please. You can share your ideas on any (X) champion you want.

Death by Glamour3 votes

for soraka

I would have given her the dual passive that they planned on, % of armour/MR converted to ap or healpower

remove the health cost,increase CD (drastically) and the heal from W

hitting enemies with abilties reduces the CD of W

MiracleMorg942 votes

I would revert Galio and keep him the way he was before. That's what I wish Riot would do :(

Galiö1 votes

Theyd never do it. But it's possible (and easy) for them to give him back his On Damage Heal. We just gotta be vocal about it enough. I'm sure they are already unhappy that Galio is a balance nightmare so they may be lookin for changes.

I think it would be the best change.

BLIGHTBRINGER2 votes

I actually miss that old Galio ability, it was quite a unique one. To gain a shield that heals you when you take damage.

Galiö1 votes

Yeah I spam twitter, recently reddit, and the boards about it for almost 2 years now.

2 years in March.

I'm not eve asking for the +90 Armor/MR or changing dmfunctionality of current W.

Just replace the DR part with the On Damage Heal.

Itll be much better, but what do I know I only did the math ;)

LeftyRaydy1 votes

Galio's old kit was so one dimensional and his ult was such a pain if the enemy had any champion that could screw up his ult channel. I like his new kit but I dont like that his damage is basically in his passive and his q its what makes him so bursty.

Galiö1 votes

New Galio is just as one dimensional. Just has more uptime and a removed all the unique parts of the his old kit and added generic stuff.

MiracleMorg941 votes

He was a fun and unique champion. Older champions were more one dimension back before Riot started copying off CertainlyT and making every damn new one like his concepts.

They were better then. And his ult wasn't a pain. It's just called counterplay, and usually you hit them more times then you are knocked out of them.

His old NEW kit is stupid and is a shell of what he formerly was. I don't like any of it.

-Worded that wrong

LeftyRaydy1 votes

He had to rely on flash basically to get an ult off. He has way more skill expression now which is something I can appreciate. He does have the 1 dimensional EWQ AA combo, but some of his old kit was Toxic. LOL Remember when the laser turrets came in and he was able to be unkillable under it with his W LMAO.

Galiö1 votes

Well the laser turrets was like 20 hits a second... so it was a funny interaction with Galio.. and people STILL THOUGHT HE WAS BAD. I remember begging to let me dive cause turrets dont do anything and they pretty much let me die (after I was busy tanking for 4 seconds).

All you do with new galio is Q a wave, or get close to a wave and gust the wave and try and poke out the enemy at the same time.

Rinse and repeat until they are 50% heath. Press E, snap W and Q. Bam they dead.

Rinse and repeat until nexus is gone.

MiracleMorg942 votes

If you relied on using Galio as a flash ult bot you weren't playing him properly or to his full potential. I played him numerous times (not on this account) and I rarely used flash to ult so that argument is pretty invalid imo.

He has less skill expression now than what he used to have. Before? Poke with Q, heal/shield with W, speed up with E, mega taunt and damage on R.

Now? Poke with a more stupid Q, small taunt with E that slows him down, a small dash knockup on E, and a ult that can only be used on allies, that has been repeatedly nerfed- on the damage, DR, and the knockups/slow. Now it barely does anything.

Old Galio > New.

LeftyRaydy2 votes

so using flash ult for a 5 man ult is not playing him properly. [slayer-jinx-unamused] Ill note that down along with other great advice.

MiracleMorg941 votes

I was always close for a teamfight ult so I rarely used flash to get in since I didn't need it. Just like Annie, teamfight phase you should be close to the action anyway so just plop Tibbers on them the minute they engage. Easy.

LeftyRaydy1 votes

{quoted}

I was always close for a teamfight ult so I rarely used flash to get in since I didn't need it. Just like Annie, teamfight phase you should be close to the action anyway so just plop Tibbers on them the minute they engage. Easy.

I mean when the game was young this was fine but later when champions got mobility in their kits this became galios biggest weakness. He was rarely played because in higher elo you can just stay out of his range and he can only flash ult?

MiracleMorg941 votes

Wasn't a weakness to me.

And no he can't only flash ult. That's just wrong.

AIQ1 votes

Shyvana Passive: Force Dragons to spawn in an order. Each Dragon Augments abilities. Example Cloud: Increase attack speed/ Movement speed after Q use

Q: Add and Ornn knock back. W: Remove decay add trail with Infernal augment. E: Same Add Slows on hit with Ocean augment R: Bigger dragon, ignores damage under 50/75/100

Floren1 votes

{quoted}

Shyvana Passive: Force Dragons to spawn in an order. Each Dragon Augments abilities. Example Cloud: Increase attack speed/ Movement speed after Q use

Q: Add and Ornn knock back. W: Remove decay add trail with Infernal augment. E: Same Add Slows on hit with Ocean augment R: Bigger dragon, ignores damage under 50/75/100

That'd be wild and I wonder what she'd be like in like LCK and LCS drafts as a drake control counter pick

AIQ1 votes

Would be awesome!

The thigh guy1 votes

Ekko

Make his ult more conditional and not a get out of jail free card. Tbh dunno what I’d do to replace it. But it’s current state is too annoying.

Targon1 votes

AurelionSol

Passive: Stars no longer permanently rotate around Aurelion Sol.
(Aurelion Sol can now hide in bushes!)
Gravity: Enemies within Aurelion Sol's outer limit are dealt damage per second, and perhaps slowed for a small amount for a short duration while entering Aurelion Sol's outer limit (with a fixed CD per target).

Q - Unchanged.

W Aurelion Sol summons 3 stars around himself to his outer limit and gains a boost of movement speed. The stars travel around around Aurelion Sol faster than his current W, and retract after a few seconds (maybe 2-3 seconds).

E Aurelion Sol travels a shorter distance (maybe half the current distance) but gains an initial boost of movement speed which decays as he reaches his target location.

R After Aurelion Sol blasts his R, he leaves a trail behind (think like Corki W) which deals a decent amount of damage per second for a few seconds for enemies that pass through it.

Overall, I think this would really help Aurelion Sol become more interesting to players. His P would make up for the DPS lost from his current passive. His W would be easier to land but would prevent him from permanently pushing in the early levels. His E change would give him more mobility to get to fights closer to him while reducing his ability to roam so effectively early, which was largely why he got nerfed months ago. His R change would make the ability feel more interesting (IMO, the ability is a bit lacklustre as it is right now). Of course, he would need some number and CD changes, but I think these would make him feel more enticing to play.

Frog goes moo1 votes

{quoted}

AurelionSol

Passive: Stars no longer permanently rotate around Aurelion Sol.
(Aurelion Sol can now hide in bushes!)
Gravity: Enemies within Aurelion Sol's outer limit are dealt damage per second, and perhaps slowed for a small amount for a short duration while entering Aurelion Sol's outer limit (with a fixed CD per target).

Q - Unchanged.

W Aurelion Sol summons 3 stars around himself to his outer limit and gains a boost of movement speed. The stars travel around around Aurelion Sol faster than his current W, and retract after a few seconds (maybe 2-3 seconds).

E Aurelion Sol travels a shorter distance (maybe half the current distance) but gains an initial boost of movement speed which decays as he reaches his target location.

R After Aurelion Sol blasts his R, he leaves a trail behind (think like Corki W) which deals a decent amount of damage per second for a few seconds for enemies that pass through it.

Overall, I think this would really help Aurelion Sol become more interesting to players. His P would make up for the DPS lost from his current passive. His W would be easier to land but would prevent him from permanently pushing in the early levels. His E change would give him more mobility to get to fights closer to him while reducing his ability to roam so effectively early, which was largely why he got nerfed months ago. His R change would make the ability feel more interesting (IMO, the ability is a bit lacklustre as it is right now). Of course, he would need some number and CD changes, but I think these would make him feel more enticing to play.

believe it or not, aurelion sol doesn't need a rework. They just nerfed him too heavily because the small community that played him were consistently giving him the number one winrate for midlane for almost the entirety of season 8. They nerfed his already low starting health to help people punish him before he can roam. I think ignite does like 1/3rd of his health bar XD now. Trust me, sol, as strong as roamer he is, should not be able to hide in bushes. They just need to give him back his strength.

Targon1 votes

Awhile ago, (if I’m not mistaken) Riot stated that they weren’t really happy with Aurelian Sol’s design because of how awkward his main damage source, W is. I don’t personally think he needs a rework either. Aurelion Sol has never been that monstrous or overbearing imo.

But if Riot wanted to make him more accessible in terms of playability while also reducing parts of his kit that have been a bit of an issue in the past (eg hard push and level 2 roam) then this is how I would personally want them them to change him.

Inkling Commando1 votes

i'd change Ashe to make it so she can crit like everyone else and have a continuous PtA linking to it so she does more damage on the same target.

Lauchmelder1 votes

I will be writing Author notes like this.

Azir Shurima's Legacy (Passive) - unchanged


Conquering Sands (Q) - Range increased to pre "rework"


Arise! (W) - unchanged


Shifting Sands (E) - removed, replaced by one of 2 options:

1.) Motivational Speech Type: Toggle Cost: 20/25/30/35/40 on toggle, growing exponentially each second active, up to a max 200/250/300/350/400 per second after 10 seconds

Azir motivates his Sand Soldiers, increasing Attack Speed by 50/65/80/95/110%. Attack Speed can exceed cap.

The reason for such an immense cost is due to the ability most likely being extremely strong on him. Possible buffs (if needed) can happen through the cost increase being lowered.

2.) Protect Shurima Type: Active Ability Cost: 60 at all levels

Azir commands his soldiers to pick up their shields and move towards him. Each enemy hit by a Shield Soldier will be knocked to the side, stunning them for 0.125 - 0.25 seconds. Shield Soldiers can not be used offensively any more.

This allows Azir to keep some of his safety without the ability being a complete shutdown for a possible engage.


Emperor's Divide (R) - reverted to pre "rework" Soldiers no longer allow enemies of Azir to pass through their lines.


The idea behind the rework is to take away the shuffle. Which sane emperor would charge into enemy lines head-first? What do you guys think about it?

Edge of Daybreak1 votes

Kayn I love this guy's look and theme but for a guy claiming to be a weapon master he doesn't really give much feel for it and his shadow techniques should be more pronounced.

Passive in human form would get an addition. Kayn leaves wounds on enemy champions he deals physical damage to with his scythe dealing an amount of bonus physical damage after not taking damage from Kayn for X seconds. This damage increases once a transformation is available. This bonus damage will not drop orbs.

Q. Kayn sends a shortsword wielding shadow clone forward dealing physical damage to enemies hit in a circle. Then he follows the clones path dealing 3 hits of physical damage to enemies hit by the clone.

W. Same but instead of locking him in place he uses the shadow copy of himself. No longer slows.

E. Instead of showing a small circle the entire wall becomes shrouded in shadow. You will know kayn is in the wall but not exactly which way he is coming from.

R. Umbral invasion. Kayn targets an enemy champion he recently damaged. Then all enemy champions near the target are all given a marker similar to his current ultimate. Within 2.5 seconds Kayn can select any champion and he will appear out of them damaging them. A shadow will appear out of every enemy champion that had a mark dealing physical damage to other enemy champions in a short range of them but you will not be damaged by the shadow you create.

Assassin form. Q now gains a hold function. While held Kayn can move the shadow like a pet for 2 seconds after it's initial dash and will appear where it expires of when he releases the key dealing 3 hits of phyiscal damage to enemies in a small aoe around the area.

W Kayn produces a shadow clone with a greatsword while doing a 2 hit strike in front of himself. Enemies hit by kayn are briefly stunned. The shadow clone deals bonus damage to enemies hit by the tip of his strike but cannot damage enemies hit by kayn himself.

E functions as it currently is.

R. If an enemy is hit by 3 different shadows they are dealt double the damage.

Rhaast form.

Q. Rhaast launches himself forward wildly slashing around himself dealing % max hp damage to enemies with each hit. No one enemy can be hit more than 5 times by this.

W. Enemies hit by the tip of are pulled to Rhaast

E. Rhaast leaps through walls instead of walking through them. If an enemy champion is in the path of the leap it gains bonus range and he slows enemy champions near his landing.

R. An enemy hit by 3 different shadows has takes true damage instead of physical damage.

CØulrophobia1 votes

I would make Shaco's E a skillshot so the damage could be increased as well as the skill ceiling.

Also since his current passive is useless except for JG clearing the new passive can be Leblanc's prerework rever ult. Allowing Shaco to pop an additional clone anywhere on the map to mess with peoples heads.

Bârd1 votes

Zoe

Passive: Procs grant Spell Thief's speed boost. Damage increased.

Q: Now always deals the same damage.

W: No longer drops from minions. Using a stolen spell reduces the remaining CD on your own summs.

E: no longer doubles damage.

Rebalanced around W/Passive as your main damage source instead of oneshots from 1500 range.

FullmuteAll play1 votes

I would just create old Urgot again I really miss his kit. Let's just assume he would be balancable recreated.

Infernape1 votes

Shen

This is probably broken as all heck but oh well. The goal is partially revert his kit back to what it was before his update, while tying parts of his current kit into it.

  • ** Passive - Ki Strike**
  • Cooldown: 10 / 9 / 8 seconds

Shen's basic attacks periodically deal 8 − 76 (based on level) (+ 10% bonus health) bonus magic damage and restore 10 / 20 / 30 energy.

Every basic attack reduces Ki Strike's cooldown by 1 second (doubled while Ethereal Realm holds)

  • **Q - Vorpal Blade **
  • Cost: 60 energy
  • Range: 475 units
  • Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds

Shen throws a spirit blade in a line, dealing 60 / 100 / 140 / 180 / 220 (+ 60% AP) magic damage and stopping at the first target hit. When attacking marked champions or neutral large/epic monsters, allies and Shen are healed for 3 / 6 / 9 / 12 / 15 (+ 1.5% of Shen's maximum health) over three seconds.

Additionally, Shen's attacks on marked neutral monsters and minions deal a 33% of the spell's damage in a small AoE around the target.

######this way Shen has a way to waveclear without needing Titanic Hydra or Tiamat and opens him up to being a jungler. Now that it's a skillshot, it prevents Shen just Q spamming champs like he's Pantheon as the ability is dodgable.

  • W - Ethereal Realm
  • Cost: 50 energy
  • Cooldown: 18 / 16.5 / 15 / 13.5 / 12 seconds

Shen projects a portal to the Spirit Realm in a 300 unit radius around him, making himself and allies intangible to basic attacks for 0.5 seconds. Every attack blocked extends Ethereal Realm's duration by 0.35 seconds, up a maximum of 1.75 seconds.

The portal does not move with Shen.

######Arguably Shen's best ability from his reworked kit. It's being kept so that Shen has extra skill expression on top of his taunt and so Shen can have a way to mitigate damage after engaging or clearing jungle camps as he lost his shield.

  • **E - Shadow Dash **
  • Range: 300 (minimum) - 600 (maximum) units
  • Cost: 100 / 95 / 90 / 85 / 80 Energy
  • Cooldown: 16 / 14 / 12 / 10 / 8 seconds

Shen dashes in a targeted direction, wreathed in spiritual energy, dealing 50 / 75 / 100 / 125 / 150 (+ 12% bonus health) magic damage to all enemy champions and neutral monsters hit, taunting them for 1.5 seconds, and restoring 40 energy per champion and large/epic monster hit.

######His E is his most iconic ability outside of his ultimate. Both of them are what makes Shen, Shen.

  • ** R - Stand United**
    • Range: Global
    • Cost: No cost
    • Cooldown: 200 / 180 / 160 seconds

Shen channels his Ki for 4 / 3.5 / 3 seconds, shielding the target ally for 280 / 560 / 840 (+ 135% AP) health. After completing the channel, Shen blinks to the ally's position, placing himself between his ally and the nearest enemy champion.

######By making Shen's rank 1 ult have the same channel time as Teleport means that he is less likely to be a contested pro play pick due to him having the same channel time restriction as a Teleport user until level 11.

FFrazien1 votes

Darius revert the world patch damage buff on his W and give it back AS slow instead

Kaìju1 votes

Give Ashe some sort of mobility in her kit.

Floren1 votes

{quoted}

Give Ashe some sort of mobility in her kit.

I'd like to see her with the ability Hanzo got in Overwatch, kind of like Aatrox e?

Butterwood1 votes

I would increase Ivern 's base defense stats and change DAISY! into allowing him to ult red / blue buffs to automatically apply to the entire team! Reinforce his support capabilities while making him more of a utility/tank champ.

DragonShea1 votes

Yorick: Changed gain a proper passive and make him less reliant on ghouls to deal damage and fight. Make him a Juggernaut that controls lanes from afar with ghouls and use his wall to hinder and save allies in teamfights.

New Passive: Touch of The Mists:

Yorick's basic attacks and Mourning Mists deal 12-120+6/18/30% over 6 seconds AD to the target, dealing increase up to 200% based on the targets missing HP.

Q: Last Rite: In addition to its current effects, Last Rites now Grants Yorick his former passive, Shepherd of the souls at rank 1 and now heals Yorick for 3 to 6% of his missing HP when hitting enemy champions.

W: Now reduces grounds for 1/1.75/2.5/3.25/4 seconds per rank and reduces damage done from within the wall by 4/7/10% at Lv 1/7/13.

E: Unchanged.

R: Cooldown changed to 180/160/140 seconds, damage reduced from 10/20/40+50% AD to 5/20/35+30/35/40% AD. Health Changed from 700/1500/4000+ 30% max HP to 800/1600/3200 +40/45/50 Max HP.

Nasus: Big Rework aimed at making him a supportive Juggernaut that rewards teammates for killing enemies and control the battlefield with powerful AoE abilities as well as a powerful strong frontliner. Wither is weaker but now is now an AoE slow with a delay to avoid or mitigate it's effects.

New Passive: Anthropomancy: Upon killing a target Nasus gains Soul Charges based on which target he killed, which fuels the power of his Siphoning Strike and Spirit Fire. if Nasus kills an enemy champion he will gain boost in a stat boost based his enemies highest stat for 8 seconds, Enemy champions kills near Nasus or his allies assists in grant 33% of Anthropomancy's effect directed at their strongest stats to those that participate in the kill, Nasus Cannot benefit from assist kills.

Soul Charge:

Minions: 3 Large Minion: 6 Large Monsters: 9 Epic Monsters: 15 Champions: 12+2 per level higher than Nasus, also counts if assist. All kills by ally champions grants 1 stack.

AD: Increase AD by 12% and increases the damage of your next Siphoning strike by 20% and deals 15 AP: Increase size of your next Spirit Fire by 50%, AP by 80 per rank and now ignores Magic resistance as well. AS: increases his AS by 9% and cause his attacks to deal+ 3% max HP damage as physical damage. Armor and MR: increase his own by 8%

Jungle:

Brambleback + Sentinel: increases buff duration by 10% Baron Nashor + Dragon: Increase the effects for all team members by 2% (Fire drake's damage buff is up from 10% to 11.2%)

Nasus does not gain or grant extra heath from killing high health targets.

Syphoning Strike: No longer grants charges but grants 5/10/15/20/25% Lifesteal, damage down to 30/45/60/75/90.

Wither: After a short delay, slows the target in an area of effect (300 radius) enemies, slowing them by 20% and crippling them by half the amount based on how close they are to the epicenter(down to 33% effectiveness) up 60%. only one target can be affected by being in the epicenter. If no target are affected Wither will linger in the area for up to 5 seconds increasing area of its maximum effect.

Spirit Fire: Now deals 55/80/95/110/125 + 50% Soul Charge and the same damage over it's 5 second duration, if the target remains in the area for the full duration, Nasus can recast Spirit Flame for half the cast and deals extra damage based on CDR(1% per 1% CDR.

Fury of the Sands: Now reduces Siphoning Strikes CD to 20% instead of 50% but causes it to deal 20% of it's damage to targets in a 300 yard area. Wither no longer has a delay and now have a 1.5 second delay before it's reaches maximum power.

Mordekaiser More CC and buff to his baseline Durability.

Stats Buffs.

Health: 530+78 per Lv -> 530+93 per Lv

Armor: 25+3.75 per Lv -> 34+3.75 per Lv

Passive: Iron Man: Remain the Same.

Mace of Spades: 3rd hit now Stuns the target for 1 to 2 seconds based on prior Mace of Spades Hits.

Harvester of Sorrows: Now grants 25/35/45/55/65 armor for the duration and no longer requires close proximity to his second target to deal damage, No longer grants movement speed.

Aatrox: Want to make him a hybrid of his old and new kit. Now has Blades of torment and Jump again as well as AS based fighter with strong abilities.

New Passive: Hellbent: Aatrox gains 15% Attack Speed passive, doubled when when he lands CC on his target for 4 seconds and heals for 20/22.5/25/27.5/30% of all Physical Damage he deals(reduced to 15% against non-champions)

Q Deathbringer Strike. Aatrox Stabs in the targeted direction, firing off two converging Blades of Torment that slow his targets by 30/35/40/45/50%. Targets hit by Aatrox Blade take a percentage of their max HP in damage and are afflicted with Mutalator, reducing their healing and shielding power by 40%, Deathbringer Strike also deals 40% extra damage to shields.

W: Infernal Chains: remains the same.

E: Darken Dive: Aatrox leaps a short distance and slams his blade into the dealing damage to all nearby targets and knocking up those in the center of the attack.

Beerstein1 votes

Amumu Despair now has 5/10/15/20/25% slow on champions it damages, does not stack with Rylai's. This removes the reliance he has on item 3116 to actually CC enemies in a more meaningful way and allows him to build more like an actual tank rather than a burst AP mage with health.

For reference, Rylai's is 20% slow. Currently, Amumus max E first as it's more impactful, and also adds damage reduction. This would create a legitimate tradeoff on what ability to level, also the slow being so low at low levels would prevent him from being too loaded on early game ganks.

As it currently stands, Amumu feels super weak currently until he finishes item 3116 and is a very underwhelming champion at the moment.

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