Power Enchantments

Stacona··2 votes·350 views

tl;dr : Flash is removed as a Summoner Spell and being moved to a Power Enchantment, that you may purchase at the start of a game and costs absolutely nothing and combines with any fully upgraded item that does not have an active attached to it already. There are other Power Enchantment options to purchase, but only one Power Enchantment at a time just like gold items, and selling them cost cooldowns like Trinkets.


Read the full post, if you do not like something, then use your words and explain what you do not like.

Here is my idea, Power Enchantments is something you can purchase for 0g and all of them is only an active, and that is it, when selling a Power Enchantment it will globally place your next Power Enchantment on a 120 seconds cooldown to avoid abuse cases (if you use Flash and then go back and sell it and re-buy it, Flash remains with the same cooldown that it had just like any other item with cooldowns). You can combine Power Enchantments with any fully upgraded item that does not already have an active on it at no cost (0g). You are only allowed to purchase one Power Enchantment, so choose wisely, you can sell a Power Enchantment for a different one however (exactly like how gold items work); if you have combined your Power Enchantment with an item already then you have to sell the entire item altogether to get a new Power Enchantment, so make sure you want that Power Enchantment before combining with an item otherwise it will cost you immensely!

Flash will be removed as a Summoner Spell (to open up more spell variety) but it will still be in the game. Boots Enchantment Distortion will affect Flash in the same way, just stated as a Power Enchantment instead of a Summoner Spell.




I will now list a bunch of Power Enchantment ideas below: Remember: All Power Enchantments cost 0g (nothing) and can combine with any fully upgraded item that does not have an active of its own. i.e. cannot combine with Hourglass or Blade, but can combine with Essence Reaver and Grail. Note: Power Enchantments can combine with tier 2 boots with or without Enchantments on them since Enchantments do not count as completing a boot upgrade.

UNIQUE Active - Flash: Instantly teleport to a nearby location. Cooldown: 300 seconds; Range: 400 units [forced quick cast]

Flash works the same, has the same cooldown, and same range, Distortion Enchantment still grants a lower cooldown and the movement speed. Flash being a Power Enchantment instead of a Summoner Spell is to open up more spell diversity, you can still start the game with Flash.


UNIQUE Active - Stomp: Stomp the ground to cause a shock wave around you to stun struck units for 1.5 seconds and deal (+100%Total AD)(+70%AP) physical damage. Cooldown: 150 seconds; Range: 450 units

Tanks and supports can get this for extra CC, but having this on the damage roles, like marksmen and mages, be good to grant them a self peel with the stun and damage on the shock wave happens when you build damage.


**UNIQUE Active - Transparency: **Instantly stealth for a full 3.5 seconds; during this time gain 40% damage reduction, ignore all unit collision, and ignore non-champion created impassable terrain. Cooldown: 180 seconds

This is intended to be a better defensive option over Flash with the ability to stealth, gain damage reduction, and can walk through walls. You cannot walk through champion created terrain though like Anivia's ice wall and Azir's soldiers so that Transparency is not an easy counter option against these champions. Also you cannot de-stealth yourself earlier than the duration to try to discourage offensive use of this Power Enchantment.


UNIQUE Active - Defender: Channel for 4 seconds then teleport to target friendly turret. The turret takes 40% less damage and deals 40% more damage for 8 seconds after a successful teleport. Cooldown: 300 seconds, reduces to 150 seconds if an enemy champion dealt damage to that turret within the last 8 seconds; Range: Global

300 seconds cooldown to avoid free lane recovery, 150 seconds cooldown and a short duration buff to the turret to deal with a split pusher and to help to successfully defend your turrets. Teleport as a Summoner Spell shall remain as it can teleport to wards, Minions, and some other things and can be a real play making spell, Defender ONLY teleports to your own turrets.


UNIQUE Active - Quick: Gain a burst of Movement Speed of 200% that decays over 3 seconds. Cooldown: 180 seconds

Intended to help initiators to well initiate and perform decisive actions to help finish and end games.

~ Stacona

1 Comments

Stacona1 votes

Here is the comment section, please someone, tell me what you do not like about the ideas

More from Gameplay

More by Stacona