Blitzcrank Rework Concept

junglerboy16·12/30/2015, 7:08:45 PM·2 votes·409 views

I'm just doing this for fun, if you enjoy it, that's awesome! I'd love any sort of feedback you can offer.

Passive, Hextech Automaton: Mana Barrier: When Blitzcrank drops below 20% of his max health, he shields himself for 50% of his current mana for 8 seconds. Flat 90 second cooldown. Static Discharge: Blitzcrank discharges hextech lightning at nearby visible enemies every 2 seconds dealing 10 x level (+25% AP) magic damage, prioritizing the last enemy that Blitzcrank attacked, and then the nearest enemy unit. If Mana Barrier is on cooldown, Static Discharges that strike enemy champions reduce the cooldown by 1 second each. 450 range.

  • This new version of his passive allows Blitzcrank a little more control over his static discharge, while also granting him a little bit more consistent DPS in a fight. Overall it just makes it a more interesting and dynamic ability.

Q, Power Fist: Blitzcrank's next basic attack deals 80/90/100/110/120% AD bonus damage and knocks up the target for 1 second. Power Fist resets Blitzcrank's auto attack timer. The triggering attack applies on-hit effects and can critically strike as normal. 20/25/30/35/40 mana 9/8/7/6/5 second cooldown.

  • This is nearly the same as his live E, but the bonus damage now scales with rank.

W, Overdrive: Blitzcrank puts himself into overdrive, gaining attack speed and movement speed for 6 seconds. The movement speed ramps up from half strength over the first 3 seconds. Blitzcrank's basic attacks during this time increase his Pressure Release multiplier by 0.5. Bonus AS: 30/40/50/60/70%. Bonus MS: 15/20/25/30/35% to 30/40/50/60/70%. 75 mana. 15 second cooldown.

  • The biggest change to this is that he now ramps up in speed over a short duration instead of losing speed. Additionally, it has an interaction with his new E ability which allows for some more dynamic gameplay and decision making.

E, Pressure Release: Blitzcrank builds up steam pressure over time before releasing it in a burst, dealing magic damage to enemies around him and silencing them briefly. Every second that this ability is off cooldown increases the damage (or pressure) by a factor of 1, max 10 stacks. Cooldown reduction reduces the amount of time required to reach max stacks (for example, at 40% CDR, it only takes 6 seconds to reach 10 stacks). Base damage: 10/15/20/25/30 (+8% AP). Max damage: 100/150/200/250/300 (+80% AP). Silence: 0.25 seconds. Static cooldown: 1 second. Mana cost: 30 + 5 x pressure stacks, max 80. 450 range.

  • Pressure release is basically a simplified, slightly weakened version of his current ultimate. However, it can be used in a few ways his current ult can't. He can spam it on cooldown for persistent DPS and disruption, but at a higher overall mana cost to damage ratio, or he can save up his pressure for a large amount of burst with more efficient mana expenditure. This ability allows Blitzcranks to flex between a tanky disruptor dishing out DPS and a bursty combo-bot.

R, Rocket Grab: Blitzcrank fires his right hand in the target direction, pulling the first enemy champion hit to him and dealing magic damage, additionally stunning them for 0.25 seconds on arrival. If Blitzcrank misses his grab, the cooldown is reduced to 30 seconds and half the mana cost is refunded. 250/425/600 (+100% AP) damage. 120/105/90 second cooldown. 100 mana. 1000 range.

  • The biggest problem Blitzcrank has always had is that he is too oppressive in lane because of his grab, and the fact that he can screw up his grab repeatedly but one good one can be game changing. Moving his Grab to his ultimate alleviates a lot of his early game oppression, but having the mana and CD refund for a missed hook allows him to be player friendly, but not overwhelming when played exceptionally well. Since it is an ultimate now, it is fair for it to not target minions so that it is more likely to land, and that extra reliability makes the significantly longer cooldown fair.

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