Simple Champion Tune-Ups [Ideas]
Foreword: I don't main all the champs listed, but I've played them all a reasonable amount, so I think I'm allowed to throw some ideas out.
In order of experience on champion:
Aatrox
This is probably the longest set of ideas on this post because I have probably a few hundred games on this champion. |However, I regret playing him because in almost anyway he is completely outclassed by Jax or Irelia.
General problems are that Aatrox is too easily killed and kited. Providing raw stats like armor and health wouldn't hurt, but it would be boring.
Aatrox's passive is weird, not useless, just weird, and not thematic. A new passive could involve buffing his allies to fit more closely with his lore, literally turning the tide of battle by providing an aura, possibly of healing to fit his gimmick. Aatrox's q is too slow and too easily interrupted, it's an interesting concept being both cc and a gap closer. It's similar to Pantheon's w, but usually much worse. Here is an interesting place to add some more conditional power to Aatrox. Aatrox could heal or gain damage reduction based on the number of enemy champions hit. Aatrox's w is ok, it's really what makes him Aatrox in my opinion. I'd prefer if swapping the ability's state did not slow down the auto-attack animation. Aatrox's e is still ok, a little slow, both projectile and animation, and awkward to hit when someone is on top of you. I'd suggest speeding it up slightly, having it hit all around Aatrox on cast and possibly being an auto-attack reset. Aatrox's r is interesting but it doesn't really make sense. The burst damage and attack speed buff are functional and the auto-attack range increase is rather unique. Here is a place to add a lot of unique potential to Aatrox. Let's look at Jax's and Irelia's ultimates for comparison. Irelia's ultimate allows her to have 4 sheen procs, lower targets to synergize with her q, as well as doing damage. Jax's ultimate provides ton's of raw power through damage and tankiness. A new Aatrox ultimate could amplify his healing for a duration and allow him to be the unique lifesteal tank that he should be, as well as interacting with his other abilities in a small way, such as increased slow on the e, and a faster and longer range jump.
Shaco
Small things here. An indicator on his passive would be nice. Being able to kill wards with the clone could be really cool.
Singed
Singed is really unique, but can be boring for some people, I think he's fun. Numbers wise, I'd lower the mana costs on his w,e and r by a bit.
Singed needs a new passive. Mana for health would be ok, if people ever built mana on him in large quantities. Possibly, a passive that increases his movement speed by an amount relating to the duration his q has been active. W should do 1 true damage, similar to trundle e, so that it stops people's backs and such. Weird idea: fling [e] would have charges, but there would be an internal cooldown on champions. Imagine teamfighting and snaring not 1 person but 2 people if you positioned your w perfectly and were able to fling two different people. Singed's r is boring. A large speed boost on a short-medium cooldown could be an interesting mechanic.
Varus
Varus never real fit the typical dps adc role, and his emergence as a poke ad mid showed far greater potential and is way more fun for me at least.
His passive, getting attack speed on killing things, is uninteresting. I'd propose a passive that allows both adc varus and poke varus to shine. Landing abilities increases attack speed, and landing auto-attacks increases ability damage.
Blitzcrank
I'd make is passive scale with health rather than mana.
Nasus
Imagine a Nasus teleporting to help, not to farm. That'd be a far cooler game to me.
His passive is a crutch to let him farm, its boring. A new passive needs to make him more interesting, not be free stats. This ability is called soul eater, not his q, so a stacking component on this would make far more sense. Idea: when Nasus kills a unit he gains a stack, stacking up to 3 (maybe 5?) times, that will cause him to have more healing with his q.
His q is his entire gimmick. Siphoning strike shouldn't stack damage, it should stack healing. It will apply lifesteal twice if he has a passive stack, and have a free lifesteal passive (like his passive now). The more Nasus uses his q ability on the same target the more healing he will receive.
His w is frustrating to play against and boring to use. Making it a skillshot won't work, a revamped ability with more counterplay is in order. The wither would start off smaller and last less time, but it could gain more strength and duration if Nasus uses his q ability on the withered target.
His e may have to much value with it's armor shred. I'd create a delay on it, but attach a slow while removing the armor shred.
His r is ok, I'm not really sure how to change it.
All for now. Thanks for reading. Share feedback and ideas below.