Tahm Kench Balancing (Long)
I just want to start by saying I am very invested in this, and I took a lot of time composing this. So I apologize for the length... We all know how hard Kench is to balance. Toplane he's an impossible to beat bruiser, with his chain Q-stuns, %of-his-max-health on hit autos, up to 25% (I believe) of-your-max-health W, the huge E shield (which I actually think is balanced. If you use it too late, the shield is mostly wasted and you have no hp left. Use it too early and you get practically no shield, and no grey health generates while it's on cooldown). Support, he's a free 12 second Mikael's Crucible, which is never fun to play against. Even as someone who's first real main champion was Kench (first ever champ I got to Mastery 7!), I have to admit he was broken, and needed changes. But now he's been gutted so hard that he can't really be played in soloque :( So I have some proposed changes to his kit that I believe will make him more viable, and less terrible to play against, both in the support (my main) and toplane roles. first and foremost, his Q. It was an integral part of beginning/ending teamfights. I strongly believe that his Q should proc 1 stack of his passive. It feels incredibly lackluster without that single mechanic. As much as I hate to admit it, making it so that Q stunning removes all 3 stacks of his passive is incredibly healthy to the balancing of his kit. That, I believe, should stay. But that first application of his passive on a Q (even if it only applies a stack if none are already applies, and simply refreshes the duration of existing passive stacks if one or two are already applied) is essential. Now his W is a point of great controversy. It can deal up to (I believe) 25% of his target's max health upon eating them. and it's not too hard to restack his passive and re-eat them shortly after, if the fight is prolonged enough. Paired with his passive damage of dealing a percentage of Kench's max health on hit with every auto, this makes him a nightmare to deal with, especially toplane, in a 1v1 dueling scenario. On the support end of things, his W acts as an immesurable safety tool, in the fact that he can remove an ally from any cc or dangerous scenario at any moment. That makes it unfun to play against, considering it has such a low cooldown for how potentially strong and impactful that ability is. Also (this is relevant to his W; I'm not going off track), his ultimate has been nerfed significantly due to it's strength in pro play, in the form of a range nerf early (and supports are underleveleld due to sharing a lane, so it's increasingly hard to reach a late enough point in the game where the ultimate's range nerf is overridden). Even considering a similar ultimate (Ryze's), where he is not only free to move around and use abilities during it's cast time, but also has the potential to transport his entire team to it's destination. Given that it's an ultimate ability, the short range is acceptable given the strength of the ability. Now Kench's ultimate has a similar range (both increase as the game goes on), but it can only transport one other ally, and Kench can neither move nor use abilities during the cast time. This makes the ability incredibly weak for an ultimate ability, especially in soloque, and lower elo. I propose that Kench's W and R be switched. He can choose to either remove an ally from danger and reposition them, or eat an enemy for up to 25% of their max health. This would also ensure that it wouldn't be terrible to play against, as it has a long cooldown (60s perhaps, upgrading to 25s as you level the R, perhaps?), and so couldn't be spammed. if Kench uses it, he won't have it again for awhile, so enemies have a chance for counterplay. I believe this would make him viable and fair in both toplane (for dueling potential), and support (for ally safety). This leaves the question of his potential new W. Since the range is short, and Kench is unable to attack, move, or cast other abilities during the cast time, as well as the fact he is limited to carrying one ally with him, I believe that having his ultimate as a longer cd W (that doesn't increase in range to cover half the map. It wouldn't be an Ultimate anymore, after all) would enable it to be a non-combat repositioning tool. With the short range, it would be used to get to fights from short distances away (or over walls to the fight as necessary), and carrying one ally would further enable him as a support to bring his adc along if they so choose. Of course, if the new W was coded so that taking damage cancelled it, it would effectively restrict the ability to an out of combat repositioning tool only. Or if it were an incredibly short range, taking damage could not cancel it, but I think that would be abused in pro play to get a high priority ally out of a bad teamfight, so I'm not sure on that point. Anyway, I was hoping to get some feedback, or critiques, or general input. I want to make my guy viable again, and I have ideas on how to do it. I just don't know how to execute this into reality. Please let me know if my thoughts need anything added, or removed, or changed, or anything really. Let's get our boi back on the right, for all ranks!