Repurpose Summoner Spell "Garrison" for Summoner's Rift and Twisted Treeline

Deep Terror Nami··58 votes·1,968 views

{{summoner:17}} Let's recycle this spell, shall we?

As Dominion goes away, so does the spell Garrison. I think it has potential on SR and TT, so I want to think of reworks for it.

Garrison:

  • Allied Turret: Gives target turret a shield for 30% of its max health for 10 seconds, and while the shield lasts the turret shoots at 2 different targets at the same time, always prioritizing champions. Global range.
  • Enemy Turret: Prevents nearby enemy turrets from attacking for 3 seconds.

Got any ideas for it? Doesn't have to be similar to this at all. Figured we could replace Ohmwrecker while we're at it since they don't want to improve it :3

40 Comments

Loco Mot1ves7 votes

I would use that. Seems OP with what you have described though. I could see this being used by a support while minions are taking aggro as a duo sieges their tower and it focuses the aggro back onto the champions instead, and both of them at that. Would highly contend the exhaust pick which 95% of supports use right now. Can really make dives a lot more risky and sieges more rewarding if you are on the offensive. A lot of other great uses in its utility, but I wholeheartedly support this. Could protect a top laner from a jungle gank while under tower if they are trying to use their minions to get close enough to land a combo and get out. To be honest, I could see 2 or 3 people with this on a team which would be kinda game breaking though since it takes away from diversity (but flash is already 99% mandatory on most champs, haha).

The global range might have to be nerfed already though. Make it so you have to be within the towers range, friendly or otherwise. So you would have to tank one hit if you plan on using it offensively without minions still. Potential bug could be it cancelling out the turret auto (which i've seen when the missile is halfway to the target and the turret is destroyed before it lands and dissapeared; is that normal?)

Deep Terror Nami3 votes

I'm sure it is potentially OP as stated. Had to make it compete with Exhaust to look valuable, though it's pure concept so I'm not saying it should or should not do this or that or claiming it's balanced.

Zero Skill Tank3 votes

Unlikely, they removed Fortify from Rift for a reason.

LOL Spammer3 votes

This could actually be a really cool idea and maybe a way to balance turrets a little bit. +1

Zenithir2 votes

Does no one remember when garrison/fortify WAS a SR spell? You'd push the wave and you wouldn't be able to touch the turret for two waves.

Totally broken and ultimately why it was reincarnated in dominion in the form you see now.

Nilok2 votes

Sounds like exactly what we need with the current towers.

Zenithir1 votes

Honestly...I feel like it's a pacing issue because of how flimsy the towers are and how quickly the laning phase is over these days.

If the pacing issue was fixed a bandaid solution like garrison/fortify isn't strictly needed.

Nilok1 votes

It seems to be a constant problem recently, tower just haven't been very strong for several seasons. Back in season 1 and 2, towers were the ultimate no go zone and you had to wait until mid game to even start taking them down unless you had the right champs for the job. It was one of the Tank's job to take tower shots to the face to take them down.

Zenithir1 votes

I honestly kinda miss those days. It game late game champions a chance without having to stall.

Spoofghoul2 votes

Garrision should allow a champion to actually garrison into a turret and controll it, lasts for a certain amount of time recast to leave early

once inside you are in stasis, kind of like tahm devour. you can target at who the turret would fire, you gain any gold form minion/monster champion kills, and half the exp from it whilst inside a turret. Half the xp is to prevent abuse in laneswap situations etc.

If the tower dies with you inside you die too so get out in time.

TonsOfGains1 votes

Right now the dive game is already weak. Champions who used to be able to dive consistently can no longer do so unless they're ahead. Until that's changed, this summoner spell would essentially make diving impossible. There would be no reason to not take this as a support or top.

In addition, this would prevent any sort of objective gain after a near-ace. One champion could easily defend a turret against a full team of 5 by popping this spell.

The game has a focus on punishing mistakes or capitalizing on the opponents' poor decision making. This spell would effectively stall the game and shift the focus to turtling as it reduces potential gains from going out and taking risks.

Deep Terror Nami4 votes

Would you mind making a thread about how strong turrets are that makes diving so hard right now? I don't think I've seen one so it'll probably get a lot of attention.

TonsOfGains1 votes

It's not that turrets are strong, I believe they've been relatively untouched for a long time. I don't play much so I don't bother going through patch notes.

The issue is that typical divers such as Irelia are being outclassed in this niche, because current itemization and masteries are unfavorable for champions who typically used to eat turret shots, or were designed to be able to finish off champions under a turret.

This is even more prominent with junglers. There's not many junglers you can name right now, if any, that can dive in a 3v2 without any sort of gold lead. It used to be that junglers could come into a lane and pressure you to your turret, then dive you with the laner(s).

Ale non è male1 votes

No one would pick the spell, though, it would still be far too situational to make it prefer to the most common spell at the moment and would be useless

You can just add a turret ally buff to the Ohmwrecker that yet has the active on enemy turret you are suggesting here, if anything (not as powerful as you made it here), to make it a more appealing item

Meep Man1 votes

I don't see many people picking this up unless to especially counter a Push Rush comp, which would mean the meta has gone too far in that direction. Making an item already in the game, like Ohmwrecker, do this would be a much solution.

Space Bum1 votes

The summoner spell, Fortify was not much different. They didn't even attempt to rework it they outright removed it, for that reason I doubt they would bring it back. I really liked it to counter turret dives back in the day and turrets in general were stronger at the time so it netted me plenty of kills.

Jasiwel1 votes

I think it could be a good solution if Riot doesn't want to buff turrets directly. It could improve summoner spell diversity and change the way games play out until Dragon/Baron buffs take over.

Evewynn1 votes

I feel like a turret buffer would be so much desired in this season that supports, some junglers, and/or anyone that can conceivably live without flash would be forced to get it. The ability to stop a split push (or a turret dive!) from across the map is so strong in the paper turret meta that it would easily pass other summoner spells in power.

Marshmallow Wolf1 votes

the problem for me is, it's only -situationally- op. flash, ghost, ignite, tp, etc all have use in a fight that has nothing to do with turrets. they're all fighting sums. this one is only situational around a turret

Moonshade1 votes

Having it serve to make an allied tower stronger to defend against dives would be amazing, I had a wonderful game yesterday where I was doing very well, until the enemy Shyvanna decided to pitch a tent bot lane, ganked once got the enemy Vayne a double, we could still fight but we were careful not to push too far, next thing I know a dragon is flying at me under my tower and I'm dead in 2 seconds again. At this point my Hecarim support afks, I get dived three more times and we FF the game since the enemy Vayne is now at 7-0.

I would even go as far as making the summoner spell take the laser effect on base towers and turn it into a "shock field," all enemy champions in the radius take damage and deal reduced damage to champions and towers, this effect only functions if there is at least one allied champion within tower range.

Garrison: Empowers targeted tower to deal constant escalating DoT damage to all enemy champions within its effective radius, while reducing their damage to the tower by 50% and damage to allied champions by 15%, this empowerment lasts 10 seconds, once Garrison has been used on a tower, it cannot be Garrisoned again for 120 seconds. Garrisoned towers are spell immune for the duration (no Ohmwrecker, no Bard ulting the tower) CD 210.

I'm against having an offensive use for it since it would make dives easier than they already are, plus I hate taking items out of the game, Ohmwrecker has a good idea behind it can could work really well on someone like Bard since Bard already has a way to "turn off" a tower, with Ohmwrecker he could extend that duration longer

Gunpoint1 votes

Remove the cast on enemy turrets and it's global cast range because that makes it too versatile. Then I'd say it's good.

Deep Terror Nami1 votes

If you're ahead and you can't cast it on the enemy turrets it is essentially not having a summoner spell. It has to have some kind of effect that can be used for both pushing and defending. As for the global allied turret effect, sure, but I think it'd have to have a large range like TF Ult; the enemy would just never come gank the lane with the person that has it.

Mhihnj1 votes

item 3056 already does that

Deep Terror Nami1 votes

Figured we could replace Ohmwrecker

Mhihnj1 votes

item 3056 is good enough as it is.

macromite1 votes

except no one uses it.

cloman1001 votes

I sometimes item 3070 Amumu item 3070

SkyBlade791 votes

You obviously can't have a global range. Imagine this:

Bot lane is open, and there are three super minions coming into the unprotected base. Thanks to the global garrison summoner spell, two of the members of the enemy team freeze the nexus towers. Thanks to that, the super minions and normal minions are able to take out half of the towers health, and the rest of the tower's health after they get back up.

Deep Terror Nami1 votes

ty for the input. What are your thoughts on a very large range for allied turret buff, like TF or Nocturne Ults?

SkyBlade791 votes

That sounds good, but I think that casting it should also reveal the champion.

AbyssionKnight1 votes

That just sounds like a nerfed version of Fortify.

That was the worst summoner ever, since it basically entirely negated a tower dive / tower push.

Your version doesn't sound quite as bad (since it's a shield, not immunity, is two shots not boosted attack speed,and is one tower rather than all of them), but I still would be super reluctant to let even a nerfed Fortify back into the game. Definitely don't agree with the global range part too, since that is just too strong, and was annoying on Fortify as well. I could see maybe TF ult range at the absolute max for a range on this summoner, but I'd probably prefer a lot shorter than that even.

macromite1 votes

i think towers should be the unbreakable bastions that they should be. i like the idea of everyone getting to late game every game.

Rundus11 votes

Maybe not EVERY game. The early-to-mid game champs should still be able to work if they do it right. The people who make games last just need to be better able to do that and we will once more see late game in many more games.

Dealth1 votes

And then the game will never end. lol.

MrBuffington1 votes

Sounds cool, let's see what we got here....

[{quoted}](name=Deep Terror Nami,realm=NA,application-id=3ErqAdtq,discussion-id=B1bHK0hR,comment-id=,timestamp=2016-02-20T16:35:13.280+0000)

Allied Turret: Gives target turret a shield for 30% of its max health for 10 seconds, and while the shield lasts the turret shoots at 2 different targets at the same time, always prioritizing champions. Global range. Global Range ##Global Range

#Global Range

Holy....

Paroe1 votes

Garrison: Passive + active Towers you are within range of deal true damage to enemy champions. Active: Enhanced teleport to an allied tower. (300second cooldown)

Nekusen1 votes

considering that a) towers are made of wet tissue and b) towerdivers dominion as towers deal no damage

i would like this spell in game, would be great pick when you know towerdives will dominate.

shield + tower prioritizing champions + either more as for turrets, more damage, or whatever

aperson11 votes

I don't think a turret disable should be available at level 1. I can easily see some mobile junglers taking this and turning into turret-dive bots.

Something like:

Garrison:

Give target nearby allied structure a shield for 20% of its current Health for 10 seconds. While it holds, the structure has doubled Attack Speed and grants kill credit to you. Can't be cast on the same structure more than once every 30 seconds. 300s CD.

Would be nice. Protects weak laners from early dives, and retains use later in the game without completely screwing over siege comps or people trying to finish off low-HP turrets.

Nekusen1 votes

if they won't balance towers, this would be an alternative.

More from Gameplay

More by Deep Terror Nami