Not every new champion needs to have some complex kit

koshkyra··29 votes·10,609 views

Not every new champion needs to have 36 dashes, 9 knockups, 12 ability interactions, a new CC effect added into the game, a recastable ability (boy does riot love those) and weird-ass hitboxes.

Cant we just get a simple kit like lux or ashe or karma?

For example:

Passive: Every third ability does x more damage or is x% more effective Q: Deal damage in a line W: Slow a target for 2 seconds E: You deal X% more damage for 3 seconds R: Deal damage in a cone and silence people

Its so simple. Not everyone needs flashy LC$ kits.

57 Comments

IxtaliKing20 votes

I just want them to release a mage with a defining defensive ability like Yasuo's windwall.

I want to play an immobile mage with more than 4 active spells, and one that can deflect skillshots.

I want a mage with a passive that replaces summoner spells; one that doubles as either a flash or teleport based on how long you hold it (with summoner spell CD of course), and the other doing some other cool shxt.

I speak it into existence... make it happen Rito xD

Krully1 votes

sounds like something janna should be considering shes the storm's fury or something.

IxtaliKing1 votes

Idk, I'd rather see an actual mage do these things than a support.

ModCaliCoastReplay2 votes

{quoted}

I just want them to release a mage with a defining defensive ability like Yasuo's windwall.

I want to play an immobile mage with more than 4 active spells, and one that can deflect skillshots.

I want a mage with a passive that replaces summoner spells; one that doubles as either a flash or teleport based on how long you hold it (with summoner spell CD of course), and the other doing some other cool shxt.

I speak it into existence... make it happen Rito xD

A true shapeshifter mage (something like Invoker from DOTA maybe?) would be a hot concept.

IxtaliKing4 votes

I'd love to have a combo caster like Invoker in the game xD

ModCaliCoastReplay2 votes

{quoted}

I'd love to have a combo caster like Invoker in the game xD

I agree. League tends more towards shapeshifters - Nidalee Jayce Gnar and arguably even Heimerdinger - but the former three are pure fighters, and Heimerdinger's related modes aren't anything like Invoker's legit mode madness.

I'm worried we'd make the new Zoe, though. Riot likes skill-scaling-power champs that scale with the mechanics, but Zoe Yasuo have been pure toxic cancer for the user base at various points. A real Invoker-style champ in League would be a game-changer, and it would be quite challenging to balance the high skill and moderate power levels required without making the champ feel too-hard and unrewarding.

Still though...a six-mode shapeshifter mage, at least? Or even a real pyramid moder like Invoker, I'd be willing to see it tried as long as the champ wasn't too powerful out of the gate.

Yes, please. I've adapted to and enjoyed the basher meta that is this season, but I miss mages.

IxtaliKing2 votes

I think an Invoker design could actually work if they re-purposed the summoner spells.

So the mage could have 10 spells like Invoker, but would trade off the use of summoners entirely. I think that could be quite a fair and interesting design.

remakoro1 votes

I want to play an immobile mage with more than 4 active spells, and one that can deflect skillshots.

Yea thats something i would like as well. Mb something like R that allows you to switch stances and set of abilities for each stance? One offensive and one defensive? Or mb something DotA Invoker style? 3 elements and ability to combine them into some Spells?

IxtaliKing2 votes

Either Invoker style, or something like:

  • Passive: Summoner spells are replaced by unique spells:
  • D: (300 second CD) Charging this spell up 5 seconds allows X to teleport anywhere there's vision on the map. Tapping this spell flashes/blinks a short distance.
  • F: (60-30 second CD) Spell modifier, changes the properties of the next spell used (except D). For example: if Q were a single target poke spell with no cc, casting F before Q could turn it into a chain-lightning that slows (and so on for each of the abilities).

The base kit would be fairly straight-forward, with F adding the variation:

  • Q: Long ranged single target poke. Chain-lightning with F.
  • W: Summons a wall from the ground (with HP) to block a single projectile or a few AAs. Deflects incoming skillshots in a target direction with F.
  • E: Ground targeted AoE slow. Linear skillshot which explodes into an AoE pull (Diana E) with F; range, damage and AoE increasing with charge time (Xerath/Varus Q).
  • R: AoE DoT zone. AoE nuke with F.
remakoro2 votes

Either Invoker style, or something like: Passive: Summoner spells are replaced by unique spells: D: (300 second CD) Charging this spell up 5 seconds allows X to teleport anywhere there's vision on the map. Tapping this spell flashes/blinks a short distance. F: (60-30 second CD) Spell modifier, changes the properties of the next spell used (except D). For example: if Q were a single target poke spell with no cc, casting F before Q could turn it into a chain-lightning that slows (and so on for each of the abilities).

I kinda suspect that this is

  1. Gonna be hard to implement
  2. Breaks really hard from standard ways for every single other champion.
IxtaliKing1 votes

Aren't new champs supposed to push boundaries? Breaking away from conventions can be good, depending on how it's done.

GodlyBane2 votes

I want a mage with a passive that replaces summoner spells; one that doubles as either a flash or teleport based on how long you hold it (with summoner spell CD of course), and the other doing some other cool shxt.

Zoe

IxtaliKing3 votes

No, she gets random summoners for her W.

I'm talking about an innate passive which takes up your summoner slots and replaces them with unique spells for the champ.

Even15 votes

Um r is litteraly cho gath's w

ZackTheWaffleMan1 votes

Curses! You stull my comment! Take my upvote instead.

Joseph Gladstone4 votes

Ok, you could say that about a lot of people, lol.

"Darius' ult is literally just Olaf's E!"

Ok, but it does more damage and you can use it more than once. Clearly it's going to silence for longer and do more damage, with perhaps more range.

La Bello14 votes

the problem with not having complex kits is how do you make them fair? Lots of champs with easy kits when strong enough to be viable often end up incredibly frustrating to play against due to thier massively skewed player input vs ingame output.

DrMundo Tryndamere Singed MasterYi MonkeyKing Teemo Garen

Everyone agree's that "easy" champs should exist the problem is "how" easy.

Spank the Fox1 votes

Everyone forgets one of the worst offenders XinZhao

ChaosThief3 votes

Funny thing about that, their kits are not complex, but they also have minimal interaction.

Mundo: Only his Q is interactive, and even then it's a fast moving projectile with rather low range, making it less about you and more about the Mundo. The only time Mundo is considered viable is when his ultimate is viable, which has no enemy interaction whatsoever except for applying grevious wounds on him.

Tryndamere: No interactivity from his enemies, besides maybe moving away from where he's spinning (even then the spin can be cast point blank at no cast animation.) His ultimate doesn't even allow for you to crowd control him; he can use it at any time he chooses.

Singed: Only his W, and even then I wouldn't consider that interactive. It's a slow field that stops you from using any escapes, then he just runs at you with a point and click flip, as well as a stat stick bonus on his ultimate.

Master Yi: Point and click and auto attacks, as well as instant start to cast on every ability he has (you don't have a full second to interrupt his alpha.)

Wukong: Either you're in range of him and he can hit you, or you're not. No in between with his kit being entirely based around that (point and click as well as damage around him.)

Teemo: Point and click on everything but his ultimate, which you will either step on and take a ton of damage, or just buy something like an oracle lens and promptly ignore.

Garen: Nothing to dodge. Q is an auto modifier, W is just "press for defense" (in the simplest terms), his E is deal damage around him, and his ultimate is a 400 range point and click spell that also executes.

This is actually mostly a problem with melee champions in general; most of the times their kits are just "are you in range?" rather than anything else.

I'm also surprised that you didn't mention Annie . Her passive is a stun on every 4th ability, her Q is point and click, her W is cone damage with little to no animation, her E is instant, and her ultimate is a near instant AOE attack that summons a pet.

On another note, it's not just easy champions that have this kind of issue. Zed will avoid using his Q to kill you if he can, relying on artificial burst damage like item 3147 whenever possible (ult > E > auto > blink back to shadow, if that's enough to kill you.)

Zoe has, or had, an issue where she wasn't using her E to kill people, relying on her W's movement speed, damage, and Q/passive to kill people without putting them to sleep.

People will always maximize player input to game output, no matter what the developers had in mind.

La Bello1 votes

{quoted}

Funny thing about that, their kits are not complex, but they also have minimal interaction.

Mundo: Only his Q is interactive, and even then it's a fast moving projectile with rather low range, making it less about you and more about the Mundo. The only time Mundo is considered viable is when his ultimate is viable, which has no enemy interaction whatsoever except for applying grevious wounds on him.

Tryndamere: No interactivity from his enemies, besides maybe moving away from where he's spinning (even then the spin can be cast point blank at no cast animation.) His ultimate doesn't even allow for you to crowd control him; he can use it at any time he chooses.

Singed: Only his W, and even then I wouldn't consider that interactive. It's a slow field that stops you from using any escapes, then he just runs at you with a point and click flip, as well as a stat stick bonus on his ultimate.

Master Yi: Point and click and auto attacks, as well as instant start to cast on every ability he has (you don't have a full second to interrupt his alpha.)

Wukong: Either you're in range of him and he can hit you, or you're not. No in between with his kit being entirely based around that (point and click as well as damage around him.)

Teemo: Point and click on everything but his ultimate, which you will either step on and take a ton of damage, or just buy something like an oracle lens and promptly ignore.

Garen: Nothing to dodge. Q is an auto modifier, W is just "press for defense" (in the simplest terms), his E is deal damage around him, and his ultimate is a 400 range point and click spell that also executes.

This is actually mostly a problem with melee champions in general; most of the times their kits are just "are you in range?" rather than anything else.

I'm also surprised that you didn't mention Annie . Her passive is a stun on every 4th ability, her Q is point and click, her W is cone damage with little to no animation, her E is instant, and her ultimate is a near instant AOE attack that summons a pet.

On another note, it's not just easy champions that have this kind of issue. Zed will avoid using his Q to kill you if he can, relying on artificial burst damage like item 3147 whenever possible (ult > E > auto > blink back to shadow, if that's enough to kill you.)

Zoe has, or had, an issue where she wasn't using her E to kill people, relying on her W's movement speed, damage, and Q/passive to kill people without putting them to sleep.

People will always maximize player input to game output, no matter what the developers had in mind.

preach.

Danjeng8 votes

Personally, I do enjoy simple champions, playing champions such as Ryze, Garen, and Ashe.

However the problem is, all simple mechanics have already been taken. It would simply take abilities that old champions already have and offer nothing new in return. With so many champions in the game, there would be no reason for their existence, because they will simply be a copy of previous champs. Your example is the very example of a stat check champion, not very good design.

At this point, newer champions must have newer mechanics, which often turn out to be very flashy (which I'm not too fond of). I think there is an excess of champions, but at the same time, only so few get picked in favor for meta ones. Pretty much quality over quantity. I would rather they refine outdated champions through reworks (Warwick is a good example), than release new champions. That way we can retain simple kits from older champions, updated to better fit the new state of the game.

Will they release champions indefinitely? At some number of champions, there will be too many to balance. With each addition, each champion becomes a smaller part of the pool, reuse more the same abilities as other champions, and thus become less unique in general. An oversaturation of champions.

La Bello1 votes

{quoted} y? At some number of champions, there will be too many to balance. With each addition, each champion becomes a smaller part of the pool, reuse more the same abilities as other champions, and thus become less unique in general. An oversaturation of champions.

I've said this before. Riot shouldnt be making a new champion unless theyre sure theyre going to be as unique as Jhin. This whole Release a new champ every 2 months is a unsustainable plan imo. but because this is a F2P game im sure Riot feels like champion releases are integral to generating income so they can continue to work and improve on the game. Its a really tricky situation with no easy answer.

tbh if it was up to me I would introduce other forms of sale-able game customization. Right now for some dumb reason all Riot still sells are icons,skins and champions.

Flashes2 votes

{quoted}

Personally, I do enjoy simple champions, playing champions such as Ryze, Garen, and Ashe.

However the problem is, all simple mechanics have already been taken. It would simply take abilities that old champions already have and offer nothing new in return. With so many champions in the game, there would be no reason for their existence, because they will simply be a copy of previous champs. Your example is the very example of a stat check champion, not very good design.

At this point, newer champions must have newer mechanics, which often turn out to be very flashy (which I'm not too fond of). I think there is an excess of champions, but at the same time, only so few get picked in favor for meta ones. Pretty much quality over quantity. I would rather they refine outdated champions through reworks (Warwick is a good example), than release new champions. That way we can retain simple kits from older champions, updated to better fit the new state of the game.

Will they release champions indefinitely? At some number of champions, there will be too many to balance. With each addition, each champion becomes a smaller part of the pool, reuse more the same abilities as other champions, and thus become less unique in general. An oversaturation of champions.

Boy if you think Ryze is simple then you must have some god tier teammates.

Wild Geese6 votes

Simplicity can be good but being unique is very important.

Hopefully they can come up with something unique that isn't complicated..

Violet Fields1 votes

[{quoted}](name=Wild Geese,realm=NA,application-id=3ErqAdtq,discussion-id=KMEAMjPv,comment-id=0001,timestamp=2018-07-07T03:56:39.926+0000)

Simplicity can be good but being unique is very important.

Hopefully they can come up with something unique that isn't complicated..

Old Urgot was my specialty.

flibitydoo4 votes

That champ looks like a balance nightmare

you'd have to focus all of it's damage power to it's Q since it is it's only damaging basic ability.

Which means periodically it's going to get it's Q to nuke people super hard once it's amped up by it's passive and E. And what's worse is the W sets up the Q, you've basically made nidalee/zoe 3.0 except it has a 2 second slow.

hhaavviikk1 votes

{quoted}

That champ looks like a balance nightmare

you'd have to focus all of it's damage power to it's Q since it is it's only damaging basic ability.

Which means periodically it's going to get it's Q to nuke people super hard once it's amped up by it's passive and E. And what's worse is the W sets up the Q, you've basically made nidalee/zoe 3.0 except it has a 2 second slow.

it'd basically be another taliyah where her basic abilities deal so much damage just W + E can almost 1shot someone

Akali Prime4 votes

that champion would be incredibly boring tho.

Hupsis4 votes

Riot's official statement on the matter: https://nexus.leagueoflegends.com/en-pl/2018/06/ask-riot-skins-and-champions/



#Q Some of my favorite champs in the past have been the ones with simple, more straightforward kits and gameplay: old cho’gath, old swain, old taric. Are there any plans to make new champions with simple and easy playstyles?



#A Simple, straightforward champs have a lot of pros and cons, but overall we agree that they are an important and fun part of the LoL roster. The big benefit is that it opens up a more decision-based and less input-mechanics-based playstyle that’s really appealing to some types of players (especially new ones). A cost and common drawback is that they’re often much more powerful in low elo play, so when balanced, they end up being a non-viable option in higher levels of play. Simple champions can also devolve much more quickly into “stat check” gameplay when they’re snowballed ahead or behind because they don’t have enough tools to outplay their opponents.

To answer your original question—we will likely not be adding a lot more of the “old Taric” style of champions to the game because we think that the amount we have right now is serving that niche pretty well. In the cases of VGUs, we are trying to keep the simple champs simple when we can. I think Warwick was a good example of this, where we made a lot of good changes to his kit without pushing it into a high mechanics space.


So don't expect new champions to have simple kits.

Real Sexy Yoona3 votes

I agree but I liked the new "disarm" CC effect. It's common in Dota2 and makes the game more interesting imo. I like how it disables the right clicking mechanic but I didn't like how Riot gave it to Irelia. She's stronger than most mages by default so it just makes her more powerful against non mages too.

Wild Geese2 votes

[{quoted}](name=Real Sexy Yoona,realm=NA,application-id=3ErqAdtq,discussion-id=KMEAMjPv,comment-id=000c,timestamp=2018-07-07T09:51:21.842+0000)

I agree but I liked the new "disarm" CC effect. It's common in Dota2 and makes the game more interesting imo. I like how it disables the right clicking mechanic but I didn't like how Riot gave it to Irelia. She's stronger than most mages by default so it just makes her more powerful against non mages too.

They should put it on an item, also silence. Or maybe they could be summoner spells? I dislike the lack of access.

Real Sexy Yoona1 votes

An active from an item sounds more realistic than a new summoner spell. There's one called "Heaven's Halberd" in Dota2. The danger would be if a duelist could viably purchase and utilize that item. So the safest route would be it being a support item with less defensive stats and no offensive stats. The duration of the active, overall effectiveness of the item, and the CD should be punished if the user doesn't use it at the right moment so that it doesn't over buff the support role again.

Wild Geese1 votes

[{quoted}](name=Real Sexy Yoona,realm=NA,application-id=3ErqAdtq,discussion-id=KMEAMjPv,comment-id=000c00000000,timestamp=2018-07-07T12:40:07.788+0000)

An active from an item sounds more realistic than a new summoner spell. There's one called "Heaven's Halberd" in Dota2. The danger would be if a duelist could viably purchase and utilize that item. So the safest route would be it being a support item with less defensive stats and no offensive stats. The duration of the active, overall effectiveness of the item, and the CD should be punished if the user doesn't use it at the right moment so that it doesn't over buff the support role again.

Yeah I've played a lot of Dota. League's items are boring compared to Dota's, also they are so static in the way they force very specific buildpaths whereas in Dota the items have more situational and niche usage...

I think at the very least yes, an item with a silence and an item with a disarm. Leagues support items are for the most part pretty lame utility, - I think they should create say - for League an item that has this powerful actives should have very weak stats (or even NO STATS), I think it'd be really cool - making powerful items with no stats. I want to see people have to choose actives or stats; less synergy in favor of diversity. More utility will lead to bigger plays.

Illabethe2 votes

The problem is we're moving away from simple champs. Simple champs are getting reworked because Riot wants us to use our brains more. And Simple champs in the hands of pros generally find ways to abuse them beyond reproach.

Karma's kit isn't exactly simple (omfg).

HaIlMonitor1 votes

It is basic but has options, and something more important not a ton of dashes. Ironically support champions like her and Lulu might be some of the better build "basic" champs in the game right now.

My Waifu Vanilla1 votes

Which is why they are historically balance nightmares. Champions like Lulu shouldn't be allowed to be "good" because the amount of brainpower it takes to absolutely counter any sort of aggression is laughable at best. Lulu has ONE skillshot in her entire kit meaning you can only actually play around ONE ability. If you dive on Lulu and she happens to hover over you and hit W or hits R on herself you are going to die because she happened to click a few buttons. Back when Lulu+Kog was INCREDIBLY strong (5.0 as kog with ardent) you could honestly play Lulu and hardly look at the screen and just put your cursor over kog's portrait in the bottom right and spam W and E (they had almost 100% uptime anyway and you had infinite mana regen from support items).

Also, another thing is generalist champions also shouldn't be able to outclass dedicated specialists in their own field. Lulu who is much more aggressive than the likes of Janna (who is a problem in her own right) shouldn't be able to peel as well as her, yet against 1-2 divers can easily get the job done just as well since W and R are both huge "no" buttons. Her shield which can double as damage shouldn't be remotely as strong as Janna's yet time and time again has been on the same playing field while still providing damage at the same time (that also doesn't get removed when the shield drops).

Enchanter supports until the class gets reworked just doesn't ever feel "fair" to play against if they are good. Like the fact that when strong Karma could easily outshield most of a teamfight mage's damage by using R+E and still having a Locket available isn't fun. We can lure the entire enemy team into a choke where I land a bullseye 5 man Ziggs ult and Karma hitting R+E and negating over half of the total damage on a MUCH shorter cooldown where you just have to kind of pay attention isn't interactive. It isn't NEARLY as bad now that you can't just pre-emptively shield everything THAT easily, but it will still be annoying since the only way to "play around" massive shields from supports it seems is to play at 5 AM and hope that Lulu starts dozing off a little bit in the game.

HaIlMonitor1 votes

To be fair Lulu and Karma takes way more skill then someone like Janna to play. If they miss their one skill-shot or use skills the wrong way they become way less effective. I play a ton of assassins and to be honest I know if I face either of them they are dangerous, and I am okay with that.

Lulu cant 1 shot me, nor can she kill a tank. All she can do is make it so I cant do my job properly, but do you know who is way worst to play vs? Garen, Tryndamere, Darius or Tahm Kench. They actually just sit there doing nothing well you die which is a true joke. Some enchanters are braindead and easy to play, but Lulu and karma are way more enjoyable to play vs then Janna who stops everyone and everything in their tracks, or brand or Zyra who can actually solo carry games.

Daddy Ants1 votes

{quoted}

The problem is we're moving away from simple champs. Simple champs are getting reworked because Riot wants us to use our brains more. And Simple champs in the hands of pros generally find ways to abuse them beyond reproach.

Karma's kit isn't exactly simple (omfg).

Karma's easy to play though.

Illabethe2 votes

As a shield bot maybe. Try playing her as a 1v5 champ. Who pulls in over 30k heals a game because she plays roulette with her health the entire game. 1 man blocks 3 lanes from collapsing to both minions and champs pushing.....

Mechanically she's not hard. But she has a high skill cap. And then there's a layer of logistical skill on top of that most other champs don't have because of her R choices.

Beacon Academy2 votes

Yea... Recently Riot has had a hard on for long descriptions...

Example:

#QQQtrox

Deathbringer Stance STATIC COOLDOWN: 25 INNATE: Aatrox's next basic attack gains 50 bonus range and deals 8% - 16% (based on level) of the target's maximum health Attack damage bonus physical damage, capped at 400 against monsters. Enemy champions are Mutilated for 3 seconds, reducing all Heal power healing and shielding on them by 40%. Deathbringer Stance's cooldown is reduced by 2 seconds when Aatrox casts an ability or hits a champion with the edge of The Darkin Blade The Darkin Blade.

The Darkin Blade TARGET RANGE: 650 / 525 EFFECT RADIUS: 200 COOLDOWN: 16 / 15 / 14 / 13 / 12 Aatrox swings his greatsword in the target direction, striking enemies in a line. The Darkin Blade can then be reactivated twice within 4 seconds, with the second cast refreshing the timer. The second cast strikes enemies in a cone and the third in the target area. Each cast deals physical damage, increasing by 25% on the second cast and 50% on the third. The Darkin Blade deals 65% - 100% (based on level) damage to minions. Hitting enemies at the far end of the first two casts and the center of the third deals 50% bonus damage and Airborne icon knocks up enemies for 0.25 seconds. Monsters take 10% AD bonus damage and are Airborne icon knocked up for 0.5 seconds instead.

Infernal Chains Aatrox smashes the ground in the target direction, creating a chain that stops on the first enemy hit, dealing physical damage, doubled against minions, and slowing them for 1.5 seconds. If Infernal Chains hits a champion or large monster, they are chained to the impact area. If the chained enemy is still in the impact area after 1.5 seconds, they are dragged to the center and take the same damage again.

Umbral Dash Aatrox Heal power heals for percentage of the post-mitigation-physical damage he deals, with a 33% effectiveness against non-champions. Additionally, Aatrox periodically stores a Umbral Dash charge, up to 2 stored at once. Aatrox Dash dashes in the target direction, gaining Attack damage icon bonus attack damage for 1.5 seconds. Umbral Dash resets Aatrox's basic attack timer and can be cast during his other spell casts without interruption.

World Ender Aatrox unleashes his true demonic form for 12 seconds, fearing nearby allied and enemy minions for 3 seconds, and for the first second gaining bonus movement speed. While transformed Aatrox gains increased size and (20% AD) bonus attack damage, refreshing the bonus movement speed when out-of-combat with champions and turrets. Aatrox generates Blood Well equal to 15% - 50% (based on duration) of his maximum health over the first 10 seconds. Taking lethal damage during World Ender revives Aatrox over 3.25 seconds, during which he is untargetable, pacified and slowed by 25% and consumes the Blood Well to recover the same amount in health.

#Vs Annie

Pyromania Annie gains a stack of Pyromania when she casts a spell, up to a maximum of 4. At 4 stacks, she gains Pyromania. When Annie succeeds in her next damaging ability, she consumes all Pyromania stacks and stuns enemies hit

Disintegrate Annie hurls a fireball at the target enemy, dealing Ability power magic damage. If Disintegrate kills its target, it refunds its mana cost and half of its Cooldown reduction icon cooldown is immediately refreshed.

Incinerate Annie releases a cone of fire in the target direction, dealing magic damage to all enemies in the area.

Molten Shield Annie wraps herself and Tibbers in a fiery aura, reducing damage taken for the next 3 seconds. Enemies who deal basic attack damage on Annie or Tibbers during this time are dealt magic damage.

Summon: Tibbers Annie summons Tibbers to the target location in a burst of flame, dealing magic damage to surrounding enemies. He then remains on the field as a controllable pet for up to 45 seconds.

or

#Pyke

Gift of the Drowned Ones Pyke's maximum health cannot increase except through growth (per level), instead he gains「 (7.143% bonus health) bonus attack damage 」. Pyke also stores 30% - 81% (based on level) of the damage he takes from enemy champions as Grey Health on his health bar, up to 25% - 50% (based on bonus attack damage) of his maximum health. When Pyke is unseen by enemies, he rapidly consumes his Grey Health to Heal power heal for the same amount.

Bone Skewer Pyke charges for up to 3 seconds, increasing Bone Skewer's range by up to 700 units while being Slow icon slowed by 20%. After a brief delay, Pyke hurls his harpoon forward, dealing Attack damage physical damage to the first enemy struck, pulling them a fixed 550 units towards him and slowing them by 90% for 1 second. Releasing the ability within 0.5 seconds causes Pyke to thrust his harpoon forward in a line after a 0.25-second delay, dealing 115% damage and slowing enemies by 90% for 1 second. The stab deals 50% damage to minions and monsters beyond the closest. If Pyke is interrupted during the charge, or the charge completes without reactivation, Bone Skewer is cancelled and the ability is put on full cooldown but refunds Mana icon half the mana cost.

Ghostwater Dive Pyke enters Ambush 2 camouflage and gains Movement speed icon bonus movement speed that decays over 5 seconds. Enemies are notified if Pyke is within X-units of them. Attacking or casting abilities immediately ends Ambush 2 camouflage.

Phantom Undertow Pyke Dash dashes, leaving behind a drowned phantom. After 1 second, the phantom returns to Pyke, dealing physical damage and Stun icon stunning enemy champions it passes through.

Death from Below After a 0.75-second delay, Pyke strikes in an X-shaped area, executing enemies below 200 - 605 (based on level) (+ 80% bonus AD) health while dealing the same amount as physical damage to enemies not within the threshold for execution. If Death from Below hits an enemy champion, Pyke will blink to the center of the X. If an enemy champion dies in the X, the last assisting ally is granted full kill gold, and Pyke gains the ability to recast within 20 seconds at no cost.

#vs Amumu

Cursed Touch Amumu's basic attacks and Curse of the Sad Mummy apply a Curse for 3 seconds, refreshing with each subsequent basic attack. Cursed targets receive Hybrid penetration 10% bonus true damage from all incoming magic damage, calculated before magic resist reduction.

Bandage Toss Amumu tosses a bandage in the target direction that stuns the first enemy it hits for 1 second, dealing Ability power magic damage and pulling him to their location.

Despair Amumu cries a continuous pool of tears, refreshing Curse for 3 seconds and dealing magic damage every half second to nearby enemies.

Tantrum Amumu takes reduced physical damage. Amumu releases his anger, dealing magic damage to nearby enemies. Tantrum's cooldown is reduced by 0.5 seconds every time Amumu is hit by a basic attack.

Curse of the Sad Mummy Amumu entangles surrounding enemies for 2 seconds, dealing magic damage and applying curse for 3 seconds.

Kinnikuko2 votes

Kayns kit was not complicated at all, neither were Xayah or Rakan. Actually most new kits aren’t.

gabetheguy2 votes

that sounds ridiculously boring. who would play that?

Aloe Plant1 votes

i believe this kind of thinking will be used as they keep updating champions, for example nunu, hopefully it helps them realize that a new champion thats straight forward can still be fun

Warlord Rhinark1 votes

#Fucking minigames

Teridax681 votes

I've seen a few comments here that conflate complexity with uniqueness or fairness, but I feel those comments also readily ignore the stream of recent designs we've had, many of which have had a ton of overlap with previous kits in spite of their complexity, and many of which have also been unhealthy, often to a far worse degree than older champions such as Garen or Annie. When every new kit is given so much stuff that they end up doing much of the same, e.g. AoE damage, AoE CC (especially displacement), and mobility, the end result isn't particularly diverse. Similarly, when a kit tries to be complex just for the sake of being complex, rather than because that complexity brings greater health, the product is a champion that is more difficult to balance or fix in the longer term, as they have many more moving parts to take into account. Complexity can and does bring opportunities for more depth, but only if used properly and sparingly. Currently, a lot of kits are pretty gratuitously complex, and that mechanical overload has often been directly responsible for their downfall.

I think it's also worth bringing in a little more perspective on this matter: League isn't the only MOBA on the market, and there are plenty of other games that manage to have a large roster of characters, characters that stand out from each other while often retaining simple, intuitive kits. HotS is probably the best example of this, but Dota 2 also has a whole bunch of heroes that are extremely simple, yet full of depth (it also has some really complex ones too, though their complexity has a purpose). Smite has the issue of having a lot of samey effects (especially dashes), but still has a lot of distinct kits whose abilities can each usually be described in a couple of sentences. This is just within the MOBA genre, and there are plenty more games beyond that which demonstrate how to extract a ton of depth from a minimal amount of complexity. We could all benefit from looking at these other games, and thereby realizing that the complexity we've experienced in League is not a necessity, but an ongoing developer choice that hasn't panned out all that well.

Darius Strada1 votes

That's cute and all but with the current state of the game, that champion would be useless. Can't push, no mobility, no endurance and no utility.

DW Diana1 votes

I agree. I'm hoping for an immobile, dot based dark mage seeing as they killed the last one.

Morticianjohn1 votes

Mostly agree although they do have to sell the new champ but yes there are ways to do this without making the champ complex or overpowered

Breezey Boy1 votes

After Zoe was released, I remembering reading one of the Devs saying how they want each new champion to bring in some new mechanic to League, whether it be a new form CC or something else entirely. You know how stubborn Riot can be, and I doubt they'll ever turn back on their word. It seems more and more that they ignore what the community says. We've been fucking begging for towers to be buffed for a year now.

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