Idea Dump for champion updates [Post Ideas Here!]

CrimsonCobra3··5 votes·871 views

http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fs-media-cache-ak0.pinimg.com%2Foriginals%2F62%2F5c%2Ffd%2F625cfd8c457764e8a7c42ae36d91e7ba.png ^Eye-catching art. (I've noticed having a picture to make your post stand out from the rest helps with views. And with finding it among the rest when I want to know how many people have looked at it.) This is also an emblem I created to identify myself. Maybe I should put it in all of my posts? If you care to advise me on that matter, I would appreciate your advice.

This post is a brain-dump of a bunch of ideas I had for balancing/enhancing champions. Please feel free to critique, adjust, and laud my ideas, and certainly feel free to post your own ideas.

Singed: MR reduction on Q/Ult. When Ult is used, all other abilities get special effects. W stun works for any knock-ups that result in landing in the W. E has a channel time. Ult can be a smoke bomb that inflicts blindness and MR peeling.

Nasus: Q is a low area target skillshot. (Can only hit a few targets, and can be dodged.) E stacks Power like the Q does. Ult Stacks power like the Q does. (Ult and E stack slower, but the idea is that Nasus relies more on gameplay than itemizing. All three stacking abilities stack separately, and so you have to choose which to stack.)

Malphite: Q is a skillshot that slows, but doesn’t steal speed. (Add armor damage, the ability peels some health off of his passive shield.) W peels health off of his passive shield to deal AoE damage. E completely removes his passive shield, and can only be used when his passive shield is up. His E deals increased armor damage. His E now steals speed instead of reducing attack speed.

Twisted Fate: Q deals bonus damage equal to 70% of his bonus AD. E adds 20/25/30/35/40% AP magic damage to his critical strikes and has an active that will send a currently queued W card to the last enemy he crit up to 1.5x his attack range away. This card will CC for half the duration or return half the mana. His E also grants a free critical strike every 7 autos. When the active is used, the passive goes on cooldown.

Amumu: For his E (tantrum) if he is in auto range, he will also auto a target 3 times, reducing their magic resist by 3/4/5/6/7 per hit for 2 seconds.

Kayle: Her Q is a skillshot that stops on the first enemy champion hit, and loses speed as it passes over minions. Her Q will deal 65% of the damage to minions.

Nunu: Q changed to an execute for a percentage of the creep’s max health, no more than 50/75/100/125/150(+X% AP) HP. W gives some bonus lifesteal. E is a skillshot that stops on the first enemy struck. (Minion or Champion.) Add a shield to W.

Tristana: Ultimate changed to a straight line skillshot that explodes magnificently on impact and knocks all enemies in the blast back. Increased range. (About 20-30 Teemos.) Very fast. Much larger cooldown.

Teemo: E poison damage decreased and duration increased. Initial damage decreased and damage per tick increased to compensate.

Thank you for reading.

25 Comments

LilxPaprika1 votes

k heres one: give tryndamere 1/3 crit chance flattened at lvl 1. once he gets past 33% crit its the same thing. but he can charge fury better early game.

48983507DEL11 votes

I AM FIRE PRINCE ZUKO, AND YOU ARE ABUSING USING THE SYMBOL OF MY NATION edit WITHOUT PERMISSION!

CrimsonCobra31 votes

[{quoted}](name=Zethera Densetsu,realm=NA,application-id=3ErqAdtq,discussion-id=YMEAnw80,comment-id=0001,timestamp=2016-03-02T04:09:36.665+0000)

I AM FIRE PRINCE ZUKO, AND YOU ARE ABUSING USING THE SYMBOL OF MY NATION edit WITHOUT PERMISSION!

Wow. It is similar isn't it?

Gamessmasher1 votes

Well, it might not be balanced, but this "update" will make him more interesting. (or just deadly) Aatrox- Aatrox Passive- grants damage reduction upon reviving up to 30%, Auto attacks deal 5% of the blood pool in magic damage

Q's cooldown is reduced by .25 when hitting anything, doubled when below half health, and doubled again when hitting a champion.

W- When in blood thirst each successful third hit boosts healing of the next blood thirst (5% per stack, 4 stacks) and grants 5% bonus armor and MR. When in blood price, deal .5% more damage and gain .25 flat armor pen for each 1% health missing on third hit, the health cost is also increased by 1% (4 stacks) both last for 8 seconds and is lost when switching over.

E- Hitting targets makes aatrox's next hit do bonus magic damage (5% of damage dealt, double for champions)and restore health based on damage dealt (1/6)

Ult- Killing a champion while in ult form adds 3 seconds to the timer, 20% attack speed, and 5% lifesteal champions who got an assist gain half this bonus. All enemies within aatrox's auto attack range take 1/4 damage from aatrox's attacks.

CrimsonCobra31 votes

{quoted}

Well, it might not be balanced, but this "update" will make him more interesting. (or just deadly) Aatrox- Aatrox Passive- grants damage reduction upon reviving up to 30%, Auto attacks deal 5% of the blood pool in magic damage

Q's cooldown is reduced by .25 when hitting anything, doubled when below half health, and doubled again when hitting a champion.

W- When in blood thirst each successful third hit boosts healing of the next blood thirst (5% per stack, 4 stacks) and grants 5% bonus armor and MR. When in blood price, deal .5% more damage and gain .25 flat armor pen for each 1% health missing on third hit, the health cost is also increased by 1% (4 stacks) both last for 8 seconds and is lost when switching over.

E- Hitting targets makes aatrox's next hit do bonus magic damage (5% of damage dealt, double for champions)and restore health based on damage dealt (1/6)

Ult- Killing a champion while in ult form adds 3 seconds to the timer, 20% attack speed, and 5% lifesteal champions who got an assist gain half this bonus. All enemies within aatrox's auto attack range take 1/4 damage from aatrox's attacks.

Yep. If you did all of those things he'd be OP. But that's not what this discussion's about. Are these changes all aimed towards giving him a more aggressive, almost frenzied playstyle? That's how I feel I would want to play him with these changes. Just put everything on the line and hope I murder my way to resurrection.

CrimsonCobra31 votes

{quoted}

Yep. If you did all of those things he'd be OP. But that's not what this discussion's about. Are these changes all aimed towards giving him a more aggressive, almost frenzied playstyle? That's how I feel I would want to play him with these changes. Just put everything on the line and hope I murder my way to resurrection.

Well. He's already like that. He just doesn't have the reliability he needs to make him a popular choice.

Gamessmasher1 votes

These changes are aimed to make him decide if he wants to build defensive stats (as w grants more defense stats and e grants flat magic damage) or to be a berserker like olaf, dealing more damage as he gets closer to death only to come back with a 30% damage reduction.

CrimsonCobra31 votes

{quoted}

Here's an old one I did for Aatrox

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/nKN8KIVz-champion-rework-concept-aatrox-the-darkin-blade

I had a very strange idea when reading your post. What if Aatrox's attack speed was actually slowed, and his E disabled during his ultimate, because his autos generated the E? For some reason that appealed to me. Not sure why.

On a separate note, I noticed that you changed his scalings to total AD in addition to boosting his Q's base damage. This is fine, until it goes on a two second cooldown. I also note that his Q becomes streamlined for offensive use because you can only use it on enemies or neutral creeps. Maybe his Q's damage could be halved during his ultimate so that it is used more for mobility than damage. But that's specifics. Other than that, I'd say it looked good, especially the passives. In fact, the passive changes alone might be enough to put him in a good spot. Though the targeting change to his Q was also interesting. It makes it more reliable when diving in, and almost removes the option of using it to escape. I can see why you would increase the damage if it were to be streamlined for offense.

LostSoul6661 votes

{quoted}

I had a very strange idea when reading your post. What if Aatrox's attack speed was actually slowed, and his E disabled during his ultimate, because his autos generated the E? For some reason that appealed to me. Not sure why.

On a separate note, I noticed that you changed his scalings to total AD in addition to boosting his Q's base damage. This is fine, until it goes on a two second cooldown. I also note that his Q becomes streamlined for offensive use because you can only use it on enemies or neutral creeps. Maybe his Q's damage could be halved during his ultimate so that it is used more for mobility than damage. But that's specifics. Other than that, I'd say it looked good, especially the passives. In fact, the passive changes alone might be enough to put him in a good spot. Though the targeting change to his Q was also interesting. It makes it more reliable when diving in, and almost removes the option of using it to escape. I can see why you would increase the damage if it were to be streamlined for offense.

Thanks for the feedback. I was never really good at the scaling thing for champs i created. I changed it to Bonus AD. I think that would weaken it a nice bit?

CrimsonCobra32 votes

{quoted}

Thanks for the feedback. I was never really good at the scaling thing for champs i created. I changed it to Bonus AD. I think that would weaken it a nice bit?

It's a large nerf actually, but the idea needed it to keep safely away from rageland.

Gamessmasher1 votes

Well, q is very different, from what I can tell its now a lock on. Looks fine until I looked at ult where it had a 2 second cool down, and boosts damage by 300(50% ad).

Meep Man1 votes

This is my idea for a reworked Singed passive:

The Chemist of Zaun

Singed is not limited to one Elixir or healing Potion and increases their durations by 15%. Singed can still only buy one slot of each healing potion however. Health Potions, Refillable Potions, Hunter's Potions, and Corrupting Potions have their duration increased to 30 (+5 per level) seconds, but will not heal for anymore than they usually wold. Singed's Poison Trail gains bonus effects based on the Elixirs and Potions currently in effect. Health Potion- Poison Trail heals Singed for 4% (+1% per level) of the damage dealt. Refillable Potion- Poison Trail deals 10% increased damage. Hunter's Potion- Poison Trail deals 15% increased damage, increased to 30% more damage to monsters. Corrupting Potion- Poison Trail costs 5 less mana per second and deals 15% increased damage. Elixir of Iron- Poison Trail's cloud size is increased by 25% and reduces the Tenacity of enemies by 25. This cannot reduce their Tenacity below 0. Elixir of Sorcery- Poison Trail will cause enemies to have a lesser Poison Trail with 50% size attached to them for 1.5 seconds, following them. Lesser Poison Trails do not apply lesser Poison Trails. Elixir of Wrath- Poison Trail deals 7% increased damage and is converted to Physical Damage from Magic Damage

CrimsonCobra31 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=3ErqAdtq,discussion-id=YMEAnw80,comment-id=0005,timestamp=2016-03-02T12:34:17.560+0000)

This is my idea for a reworked Singed passive:

The Chemist of Zaun

Singed is not limited to one Elixir or healing Potion and increases their durations by 15%. Singed can still only buy one slot of each healing potion however. Health Potions, Refillable Potions, Hunter's Potions, and Corrupting Potions have their duration increased to 30 (+5 per level) seconds, but will not heal for anymore than they usually wold. Singed's Poison Trail gains bonus effects based on the Elixirs and Potions currently in effect. Health Potion- Poison Trail heals Singed for 4% (+1% per level) of the damage dealt. Refillable Potion- Poison Trail deals 10% increased damage. Hunter's Potion- Poison Trail deals 15% increased damage, increased to 30% more damage to monsters. Corrupting Potion- Poison Trail costs 5 less mana per second and deals 15% increased damage. Elixir of Iron- Poison Trail's cloud size is increased by 25% and reduces the Tenacity of enemies by 25. This cannot reduce their Tenacity below 0. Elixir of Sorcery- Poison Trail will cause enemies to have a lesser Poison Trail with 50% size attached to them for 1.5 seconds, following them. Lesser Poison Trails do not apply lesser Poison Trails. Elixir of Wrath- Poison Trail deals 7% increased damage and is converted to Physical Damage from Magic Damage

That is a really interesting idea. I would change some of the effects, for instance, I would make Hunter's Poison deal 20% more damage to creeps, and +10% more damage to jungle monsters, but no extra damage to champions. (Because it holds so many charges it would be too easy to abuse.) I would also change Elixir of Wrath so that it shreds 1 armor per 1/2 second. (So that it becomes more useful to the team. And... I like armor/MR shred.) Alternatively, it could retain the normal potion effect of healing for 4(+1 per level)% of the damage dealt, because I think that one was awesome.

This would certainly change Singed into more of a 'potion champion' than anything else, and itemizing would probably take a lower priority to purchasing more potions since the power they give him is pretty steep early game. Although I would still see an early Tear, Mobi Boots, and Luden's Echo being important purchases. He would still need to build items, but potions would be the core of his early power.

CrimsonCobra31 votes

{quoted}

That is a really interesting idea. I would change some of the effects, for instance, I would make Hunter's Poison deal 20% more damage to creeps, and +10% more damage to jungle monsters, but no extra damage to champions. (Because it holds so many charges it would be too easy to abuse.) I would also change Elixir of Wrath so that it shreds 1 armor per 1/2 second. (So that it becomes more useful to the team. And... I like armor/MR shred.) Alternatively, it could retain the normal potion effect of healing for 4(+1 per level)% of the damage dealt, because I think that one was awesome.

This would certainly change Singed into more of a 'potion champion' than anything else, and itemizing would probably take a lower priority to purchasing more potions since the power they give him is pretty steep early game. Although I would still see an early Tear, Mobi Boots, and Luden's Echo being important purchases. He would still need to build items, but potions would be the core of his early power.

Note that potions not stacking with each other is probably hard-coded in, so the likelihood that it would be changed for Singed is low if Riot did decide to implement this. (Since when?) But in that case, choosing which potion to take would be a crucial part of Singed's early game. Note also that the cookie is actually a separate potion effect. Maybe the cookie could return health and mana based on every unit that dies to his poison? (+2% max health and 2% max mana per unit slain by Poison Trail.)

Gamessmasher1 votes

What about biscuits?

CrimsonCobra31 votes

{quoted}

What about biscuits?

Are they called biscuits?

Gamessmasher1 votes

The total biscuits that you get from the cunning tree?

CrimsonCobra31 votes

{quoted}

The total biscuits that you get from the cunning tree?

Yep. Those.

Gamessmasher1 votes

Lets see if we can get an "update" for every champion.

Ahri- Ahri Passive- 1/9 of healing is converted into AP for the next 3 spells

Q- Enemies facing Ahri are slowed for 33%. The second part of q does 15% of missing health in magic damage if the enemy is slowed, increased to 30% if charmed.

W- store stacks of foxfire (3 stacks) upon killing 3 enemies. When used, Ahri gains 3 fox fires around her, then q gains 3 around it, and the return also gains up to 3 fox fires

E Goes though minions if it kills them. For 1 second after being charmed, the next auto/spell/or SS is blocked. If enemy is facing Ahri, their MR goes down by 20.

R-Knocks aside all enemies in the way, dealing 50/75/100 (.2 AP) and stopping channels. Ahri gains 25% bonus move speed upon killing an enemy and increases the range of R by 50.

Makes Ahri's passive a bit stronger, and her W somewhat more useful. R might be too strong.

Gamessmasher1 votes

Akail with new powers, how fun. Akail-Akali

Passive-Using a spell causes Akail's next auto to lower the enemies MR by 3+ (.5 per level +.1 bonus ad) (lasts for 1 second) and every empowered auto causes Akail's next spell to speed akail up by 25% (one second) and restore 10 (+.25 per level) energy

Q- holds 2 stacks, cool down is 1 second between them. Each stack procs on its own. Spells other then q will proc q for 50% less damage, but restore 25% more energy. Killing an enemy with q grants half energy restore.

W- Stealth for .25 seconds after leaving or hitting an enemy, the first spell or auto that comes out of stealth slows an enemy for 20%, doubled if it was an auto. Killing a champion refreshes the cool down of w.

E-Hitting an enemy grants 1 armor and .5 mr, (each rank increases this by .25 and .1)and increased to 5 and 3 if it was a champion. This stacks up to 3 times, with a cap of + 60 armor and 40 MR.

R- Each stack increases move speed by 5%, and each stack increases the move speed of other stacks by 5%, dashing to a minion lowers the cool down to 5 seconds. Using r also grants w's active for .25 seconds upon reaching a target.

You thought Yasuo was bad? Here is akail 2.0!

CrimsonCobra31 votes

{quoted}

Akail with new powers, how fun. Akail-Akali

Passive-Using a spell causes Akail's next auto to lower the enemies MR by 3+ (.5 per level +.1 bonus ad) (lasts for 1 second) and every empowered auto causes Akail's next spell to speed akail up by 25% (one second) and restore 10 (+.25 per level) energy

Q- holds 2 stacks, cool down is 1 second between them. Each stack procs on its own. Spells other then q will proc q for 50% less damage, but restore 25% more energy. Killing an enemy with q grants half energy restore.

W- Stealth for .25 seconds after leaving or hitting an enemy, the first spell or auto that comes out of stealth slows an enemy for 20%, doubled if it was an auto. Killing a champion refreshes the cool down of w.

E-Hitting an enemy grants 1 armor and .5 mr, (each rank increases this by .25 and .1)and increased to 5 and 3 if it was a champion. This stacks up to 3 times, with a cap of + 60 armor and 40 MR.

R- Each stack increases move speed by 5%, and each stack increases the move speed of other stacks by 5%, dashing to a minion lowers the cool down to 5 seconds. Using r also grants w's active for .25 seconds upon reaching a target.

You thought Yasuo was bad? Here is akail 2.0!

I think that would make Tank Akali even more viable.... Which is not a bonus. :)

However, the idea actually has some interesting changes. Such as W and R. Those are cool.

Gamessmasher1 votes

Welp, forgot about the people who play tank (insert non tank champion here). Oh well XD

Gamessmasher1 votes

Will we return to the days of jungle Alistar? Hopefully not

Alistar-Alistar

Passive- Every tick of damage slows all enemies hit for 1% (+.5% per 6 levels) Upon reaching 40% slow or being stunned, the enemy is rooted for .75 (+.25 every 6 levels)(cool down 14-10-6)

Q- If casted after W, or on airborne targets, Ailstar's Q will dunk them for an extra 5% (+1% per level of q) current health ,remove 10+(1.5 per level) armor and root them for 2 seconds.

W-Ailstar leaves behind a trail while casting W and for 1 second afterwards. allies on the trail gain 10% of Ailstar armor and MR and Ailstar gains 10 movespeed for every ally on the trail.

E- Ailstar charges a mega roar every 5 E, this roar heals 15% of missing health + 200 (.5 AP) extra. All roars grant + 3 armor and 1 MR for 3 seconds. Ailstar gains 150% of E cost in mana and roars every time a champion dies.

R Upon using his ult, Ailstar gains a massive shield equal to 40% of his missing health and 20% of his max health as well as growing twice in size. While the shield is up, all of his spells only cost 1/4 of their mana cost and are reduced by 4 seconds.

  • Cant milk this plays in background *
Gamessmasher1 votes

Heres another one.

Amumu-Amumu

Passive, MR reduced lowered to -5, but now stacks up to 5 times, at 5 stacks, amumu slows the target for 30% for .25 seconds

Q- Hitting a target tethers it to amumu, slowing enemies who are running away by 10%, the tether lasts 5 seconds. If amumu hits a second Q, the target is stunned for 2 seconds and takes 100(+50 per level + .4 AP) extra magic damage.

W Amumu forms a river out of his tears when moving or standing still, while inside the pool amumu shreads .2% of max armor and MR per second (+.1 % per level). If an enemy is stunned while in the river, they are slowed for 20% until they exit out of the pool.

E- E adds one stack of amumu's passive when used. Upon taking 5% or more damage within .5 second, amumu gains 5% damage reduction that stacks up to 4 times and increases the range of e by 25. After using e, amumu gains +2 armor that lasts for 4 seconds and is refreshed when using e again.

R-Also adds one stack of his passive, the ult leaves behind a pit of bandages that amumu and his team can fight on. Enemies in the pit have 20% reduced attack speed and are snared for .25 seconds every .4 seconds (does 40,80,120 + .4 ap). (can only hit the same champion once every second) The pit lasts for 4 seconds (+1 second per level).

More from Gameplay

More by CrimsonCobra3