Make Every Champion "BIGLCSPLAYS Capable"

Meep Man··70 votes·5,473 views

WIP POST (Work in Progress) Warning: This post over uses the word awesome.

The way to do this is make whatever a champion does do it to the extreme. I have a few ideas I can list below, some may be too much or too little. Im not a pro, but I think these champions would be a lot more satisfying and niche with these changes. They could also pull off some cool plays. The goal of this is to mainly make playing a champion feel awesome.

Aatrox Aatrox Riot has stated Aatrox's ultimate is lack luster due to it stacking an AS buff on top of his passive AS buff. Its a neat concept, but it's not satisfying. So, lets do some thematic changes to make it SUPER SATISFYING! His E could also be changed to be less of a spam poke and more awesome.

Blades of Torment

  • Cool down increased to 13/12/11/10/9 seconds from 12/11/10/9/8 seconds
  • Slow reduced to 15/20/25/30/35% from 40%
  • Now causes enemies hit to be marked with Darkin Fear for 3.5 seconds Enemy units marked with Darkin Fear are feared for 0.6/0.7/0.8/0.9/1 second(s) upon being damaged again

Massacre

  • Damage reduced to 150/225/300 from 200/300/400
  • Added a (+70% bonus AD) ratio
  • Changed to Physical Damage from Magic Damage
  • No longer gives attack speed
  • Now grants Aatrox and all allies inside the AoE 40/50/60% increased healing from any source for 6 seconds
  • Now applies Grievous Wounds to all enemies hit for 3 seconds
  • Cool Down increased to 105/95/85 seconds from 100/85/70 seconds

Anivia Anivia Anivia is actually a pretty exciting pick that has been proven to be viable by some really good players. She could feel more awesome of course though.

Rebirth

  • No longer gives or reduces armor or magic resist
  • Static cool down reduced to 200 seconds from 240 seconds

Crystalize

  • Enemy units near the wall are counted as Chilled and will visually appear so (Double Damage from Frostbite)

Glacial Storm

  • No longer deactivates while Anivia is under the effects of Rebirth

Brand Brand Brand has constantly been known as the mage that does everything but does nothing better than anyone else. Well, lets change that.

Pyroclasm

  • Cool Down reduced by 1/1.5/2 seconds every time an enemy unit under the effects of Blaze is damaged
  • Now always prioritizes enemy champions
  • If Pyroclasm hits a Blazed target, the target will now be slowed by 10/15/20% for 2.5 seconds
  • Cool Down reduced to 95/80/65 seconds from 105/90/75 seconds

Gangplank Gangplank Gangplank's ratios are all wonked up and he could use more "supported" gameplay. It has been noted that Gangplank needs a full rework and not just edited ratios and bases. This will be done in the future when I can think of an appropriate rework. Help from any Gangplank players is accepted.

Grog Soaked Blade

  • Added a (+3% bonus AD) ratio per stack

Remove Scurvy

  • Added a (+10% bonus health) ratio
  • Base Heal reduced to 70/135/200/265/330

Cannon Barrage

  • Added a (+15% bonus AD) ratio
  • Base Damage reduced to 70/115/160 from 75/120/165

Garen Garen DEMACIA! Garen could use some early game buffs to his ultimate to keep in line with other executions a little more.

Base Stats

  • Armor per Level increased to 3 from 2.7

Courage

  • Armor and Magic Resist Gained is Now Based on 20/25/30/35/40% Total Armor and Magic Resist from 30% bonus Armor and Magic Resist
  • Now also passively gives 5/10/15/20/25% slow resistance while in combat (If Garen wasn't already in combat when slowed, the slow is applied for the full amount)
  • Duration increased to 4/4.5/5/5.5/6 seconds from 2/3/4/5/6 seconds
  • Tenacity given changed to 25/30/35/40/45 from 30 at all ranks

Judgement

  • AD Ratio increased to 90/95/100/105/110% from 70/80/90/100/110%
  • Garen now gains 20% slow resistance while damaging an enemy champion with Judgement
  • Garen is no longer slowed while traveling through minions

Demacian Justice

  • Cool Down reduced to 145/110/75 seconds from 160/120/80 seconds
  • Tool Tip changed to list equivalent missing health damage instead of the current bonus damage per point of health missing

Hecarim Hecarim This speed demon used to be the top of the game. Then lots of Jungle changes occured and he got left behind. He could use some awesome buffs to make him awesome.

Rampage

  • No longer deals reduced damage to monsters

Spirit of Dread

  • Mana Cost changed to 55/60/65/70/75 mana from 50/60/70/80/90 mana
  • Cool Down reduced by 1.5 seconds whenever Hecarim kills an enemy monster or large minion

Devastating Charge

  • Cool Down reduced to 17/16/15/14/13 seconds from 24/22/20/18/16 seconds
  • Now lasts for 4/4.5/5/5.5/6 seconds from 4 seconds at all ranks

Onslaught of Shadows

  • Cool Down reduced to 130/110/90 seconds from 140/120/100 seconds

Karthus Karthus Karthus is known for his R. So why not make him synergize around that R entirely?

Death Defied

  • Channeling Requiem now extends the duration of Death Defied for the channel duration
  • Requiem can now be used at any time during Death Defied

Lay Waste

  • Killing an enemy unit with Lay Waste reduces the cool down of Requiem by 0.5 seconds, increased to 1 second for large minions, large monsters, and champions

Defile

  • AP ratio increased to (+30% AP) from (+20% AP)
  • Range is increased to 550 from 425 during Death Defied
  • Mana regained from units killed by Requiem is increased to 80/108/136/164/192 (4X)

Requiem

  • Fixed a bug where untargetable champions wouldn't have the beam showed to them if they were untargetable when Karthus began channeling (cause why not)

Malzahar Malzahar The Void Prophet demands sacrifice. He could use a little help in making his W not entirely useless if the enemy can't be locked down.

Summon Voidling

  • Now lasts for 30 seconds from 21 seconds
  • Voidling moves 20% faster on the Null Zone

Null Zone

  • Now slows enemy champions inside the zone by 15%

Mordekaiser Mordekaiser Mordekaiser could use some help with who he is and how he plays. He is a Juggernaut that does nothing but DAMAGE! He can take a nuke to the face, but can't do much if you try to escape. Also, for something that grants defenses and a Sunfire Camp, the health cost of Creeping Death just isn't worth it early game compared to other spells.

Iron Man

  • Shield now decays by 2.5% while out of combat from 3% any time
  • Now shields for 30/40/50% of the damage dealt, from 35% at all ranks

Mace of Spades

  • Health cost reduced to 25/30/35/40/45 Health from 25/32/39/46/53 Health

Creeping Death

  • Health Cost reduced to 15/18/21/24/27 Health from 26/32/38/44/50 Health

Siphon of Destruction

  • Health Cost changed to 25/30/35/40/45 Health from 24/36/48/60/72 health
  • Cool Down changed to 7/6.5/6/5.5/5 seconds from 6 seconds at all ranks

Children of the Grave

  • The DoT now ignores 20/25/30% of the enemy champion's magic resist

Nautilus Nautilus Nautilus is overall slightly below average but ok, but when he was released, I remember one thing from Riot and that is that the reason Nautilus had slightly poorer base stats from the other Tanks (notably health per level) was due to the fact that his kit was extremely powerful. This is no longer the case to tell the truth since many other much more powerful crowd control champions have come into the game. Thresh's hook has made Nautilus' feel bad and the rest of his kit has a lot of counterplay that might not need to be there. So my idea is to make Nautilus the awesome King of Crowd Control again. I entirely changed his Q since it was a very lackluster hook since it wasn't a good initiation tool and it wasn't as good as Blitz's for pulling enemies to you. If it were to be as good then it would just be another Blitz Q. With that in mind, I worked it into a much more fitting spell for throwing an ANCHOR at someone, changing it into more of a powerful lock-down spell that would be good for ganks and a good initiation tool when used on an enemy squishy. This can also allow him to have slightly more base movement speed due to the mobility loss and throw his anchor have walls. These changes should help him out in the jungle as well as allowing for some sick crowd control and potential plays.

Base Stats

  • Movement Speed increased to 335 from 325

Dredge Line

  • REWORKED
  • Dredge Line is now a skill shot that tethers the first enemy hit to the point of impact for a set duration, ANCHORING THEM DOWN and making them unable to move more than a set amount of units away. If the enemy uses a spell that involves dashing, teleporting, or flashing, they will be pulled back into the AoE Radius upon the dash completing. Certain long range teleports ignore the tether and will break it (TF Gate, Pantheon Skyfall, Shen Stand United, etc.) Nautilus loses the ability to deal AoE damage with Titan's Wrath while he no longer has his anchor, using his fists instead. After 1 second, he can reactivate this ability to regain his anchor, but untether the unit hit.
  • Base Damage: 55/90/125/160/195 (+50% AP)
  • Stun Duration: 0.25 seconds
  • Tether Duration: 2/2.25/2.5/2.75/3 seconds (effectively 1.75/2/2.25/2.5/2.75 seconds since they are stunned for 0.25)
  • Tether AoE Radius: 375/350/325/300/275
  • Mana Cost: 70/75/80/85/90 Mana
  • Cool Down: 20/18/16/14/12 sec.
  • Range: 1100 (same)
  • Projectile Speed: 2000 (same)

Titan's Wrath

  • The root and bonus physical damage is now applied to all enemy units hit by Titan's Wrath (secondary units hit do not suffer Nautilus' base AD, only the enhanced physical damage from Staggering Blow)
  • Cool Down reduced to 18/17/16/15/14 seconds from 18 seconds at all ranks

Riptide

  • Enemy units hit by multiple Riptide's of the same cast are now knocked up briefly for 0.5 seconds
  • The slow applied no longer decays over the duration
  • Mana Cost changed to 65/70/75/80/85 mana from 60/70/80/90/100 mana

Depth Charge

  • Cool Down reduced to 130/105/80 seconds from 140/110/80 seconds
  • Units not targeted by this ability are not affected by Dredge Line while they are knocked into the air by Depth Charge, allowing the anchor to fly beneath them to the unit targeted by Depth Charge or to any unit not knocked up by Depth Charge

Quinn Quinn Many fun buffs to Quinn helped made with Varnoc.

Harrier

  • On-Target Cool Down changed to 10/9/8/7 seconds (at Levels 1/6/11/16) from 10 seconds if the target isn't attacked and 3 seconds if the target is
  • Basic attacks reduce the cool down of Harrier by 0.5 seconds, increased to 1 second against champions and doubled if the target was marked by Harrier (1 second for creeps, 2 seconds for champions)
  • Targets can now be marked while you are Valor, but cannot be consumed. Instead the duration of the mark is refreshed
  • Fixed whatever bugs people are complaining about (Ive heard stories)

Blinding Assault

  • Quinn's Blinding Assault will deal damage in an AoE at the end of the range if no enemy was hit
  • Valor Physical Damage increased to 80/120/160/200/240 (+70% bonus AD) (+60% AP) from 70/110/150/190/230 (+65% bonus AD) (+50% AP)
  • When Valor uses this ability, he will dash to the target point in the target direction, stopping upon colliding with an enemy and dealing damage in an AoE
  • Valor Blinding Assault AoE Radius increased to 325 from 275

Heightened Senses

  • Area reveal duration increased to 3 seconds from 2 seconds
  • Cool Down reduced to 40/37.5/35/32.5/30 seconds from 50/45/40/35/30 seconds

Tag Team

  • Skystrike now procs Harrier
  • Cool Down decreased to 120/100/80 seconds from 140/110/80 seconds

Shaco Shaco Why do you play Shaco? Because his kit is super fun due to his rather funny themed abilities and hilarious ability to get away and fool enemies. Could he use some help? Yes. How? We help him be even more foolish and evil of course!

Deceive

  • Casting Jack in the Box during Deceive no longer removes stealth but reveals you for 0.5 seconds
  • Casting Hallucinate during Deceive no longer removes stealth and the clone will be invisible as well for the remaining duration
  • Mana Cost reduced to 70/65/60/55/50 from 90/80/70/60/50
  • Cool Down reduced to 11/10.5/10/9.5/9 seconds after exiting stealth from 11 seconds after exiting stealth at all ranks

Jack in the Box

  • Cool Down reduced to 16/15/14/13/12 seconds from 16 seconds at all ranks
  • Added a (+10% bonus AD) ratio

Two-Shiv Poison

  • Miss Chance when Shaco attacks a small monster or minion is increased to 40/45/50/55/60% from 20/22.5/25/27.5/30%
  • Cool Down changed to 9/8/7/6/5 seconds from 8 seconds at all ranks

Hallucinate

  • Whenever Shaco receives a buff from items or another allied champion, his clone will also visually receive the buff but not actually have it
  • Base Damage reduced to 300/425/550 from 300/450/600
  • Added a (+100% bonus AD) ratio
  • Changed to Physical Damage from Magic Damage

Singed Singed Singed overall needs to feel cooler to play. Right now he is just a running, flinging machine that does nothing else due to only two of his spells being actual targeted actives, one just being a point and click short range ability as well.

Poison Trail

  • Mana Drain per second reduced to 13/12/11/10/9 per second from 13 per second at all ranks

Mega Adhesive

  • Slow changed to 55/60/65/70/75% from 35/45/55/65/75%
  • Enemies affected by Mega Adhesive cannot dash, teleport, or blink
  • If an enemy is in the Mega Adhesive area when it is created, they are rooted for 1 second
  • Cool Down reduced to 14/13.5/13/12.5/12 seconds from 14 seconds at all ranks
  • Mana Cost reduced to 70/75/80/85/90 mana from 70/80/90/100/110 mana

Fling

  • Mana Cost reduced to 75/80/85/90/95 from 100/110/120/130/140
  • Range increased to 175 from 125
  • If an enemy unit is flung out of a Mega Adhesive, they will be covered in the adhesive and make another Mega Adhesive zone around where they land and be rooted for 1 second due to the Mega Adhesive zone being created where they landed

Insanity Potion

  • Mana Cost reduced to 100 from 150
  • Cool Down reduced to 100/90/80 seconds from 100 seconds
  • Now also gives Singed 20/30/40% slow resistance for the duration

Tristana Tristana This is mainly just a change to her E. Nothing else. Her E is pretty lackluster and could use something to be awesome.

Rocket Jump

  • Base Damage reduced to 60/105/150/195/240 from 70/115/160/205/250

Explosive Shot

  • REWORKED
  • Explosive Shot is now an enhanced basic attack that can only affect champions. The basic attack explodes, dealing damage to the target and units around them and applying Grievous Wounds to the target for a short duration. The base damage is additional physical damage to the target and the explosion damage is damage dealt to the target and enemies around them. The explosion also procs every time Tristana kills an enemy unit.
  • Base Damage: 5/10/15/20/25 (+100% AD)
  • Explosion Damage: 30/55/80/105/130 (+50% bonus AD) (+80/85/90/95/100% AP)
  • Grievous Wounds Duration: 4 seconds
  • Mana Cost: 40/45/50/55/60 mana
  • Cool Down: 13/12/11/10/9 seconds

Urgot Urgot Holy crap this is a big one. Urgot is terrible. He can be a mean lane bully, but that doesn't make him good since he is terrible later on. Now, what Riot has said they want to do with Urgot is make him more of a Siege Tank and his passive and ultimate weren't working too well. So what do we do? WE MAKE HIM AN AWESOME SIEGE TANK! His new ultimate is basically the old Xerath W, but enhanced to be ultimate status. His passive changes based on what form he currently is in. This was made with the help of Varnoc.

Base Stats

  • Health per Level increased to 92 from 89
  • Base Mana increased to 380 from 312
  • Mana Regen. per Level increased to 0.85 from 0.65
  • Basic Attack Range increased to 475 from 425
  • Base Armor increased to 27 from 24.5

NEW PASSIVE! Siege Engine

  • REWORKED
  • While in Mobile Mode, Urgot's abilities and basic attacks restore mana equal to 7/8/9/10% of the damage dealt
  • While in Siege Mode, Urgot gains 4/6/8/10% cool down reduction, increased to 5/8/11/14% after remaining in Siege Mode for 4 seconds

Acid Hunter Renamed to ACID BOMB

  • Functions identically to Acid Hunter along with the listed changes below. A Zaun-made bomb that triggers upon making contact with Urgot's acid. Still deal enough damage if just lobbed
  • AD Ratio increased to (+90/95/100/105/110% AD) from (+85% AD)
  • No longer tracks acidic enemies. Now instead it is cast in direction the target is moving, similar to Draven's axes. If the target is idle, it is thrown directly on them
  • If the target is acidic, Acid Bomb will deal 50/55/60/65/70% damage in an area of effect where it lands
  • Restores 50% of the mana cost upon killing an enemy unit

Terror Capacitor

  • REWORKED!
  • Now works differently whether Urgot is in Mobile Mode or Siege Mode
  • In Mobile Mode: Urgot gains a 100/150/200/250/300 (+70% AP) shield that causes his projectiles to slow enemy units hit by 20/25/30/35/40% for 2 seconds, decaying over the duration. Enemies hit by the slow are immune to the slow for 3 seconds. This shield lasts up to 7/7.5/8/8.5/9 seconds.
  • In Siege Mode: Urgot projects a forcefield around him that blocks all enemies and projectiles from coming within 250 units of Urgot. Enemy units currently inside the forcefield range are pushed out and all projectiles currently traveling towards Urgot that are inside the forcefield radius are negated without damaging the forcefield's health. This forcefield has a limited health pool. Enemy units can basic attack and use spells on the forcefield to destroy it. The forcefield has 125/175/225/275/325 (+75% AP) (+6/7/8/9/10% max health) health and will last for up to 7/7.5/8/8.5/9 seconds.
  • Mana Cost: 55/65/75/85/95 mana
  • Cool Down: 24/23/22/21/20 sec.

Noxian Corrosive Charge

  • Cool Down reduced to 14/13/12/11/10 seconds from 15/14/13/12/11 seconds
  • Armor Reduction changed to shred 15/20/25/30/35% BONUS armor from 12/14/16/18/20% total armor

NEW ULTIMATE! Siege Mode

  • REWORKED
  • Urgot can toggle between Siege Mode and Mobile Mode. He gains bonuses while in both forms.
  • Passive: Every third basic attack or ability causes enemies hit to deal 5/10/15/20% reduced damage to Urgot and 2.5/5/7.5/10% reduced damage to Urgot's allies.
  • Toggle: Urgot enters and exits Siege Mode.
  • Siege Mode: Urgot becomes stationary after a 0.5 second casting time. While in Siege Mode, Urgot gains 250/300/350/400 increased range on his abilities and 125/150/175/200 increased basic attack range. Urgot also gains 10/25/40/55% attack speed while in this mode and his basic attacks slow the enemy by 5/10/15/20% for 1.5 seconds, decaying over the duration. Urgot's mana is slowly drained while in Siege Mode. Urgot gains 15/20/25/30% increased movement speed that decays over 3 seconds after switching out of Siege Mode.
  • Mobile Mode: Urgot gains 5/10/15/20% increased health regeneration per 5 seconds and mana regeneration per 5 seconds while out of Siege Mode. Mana Drain: 10/15/20/25 Mana per Second
  • Cool Down: 3 seconds after entering/10 seconds after exiting
  • This ability is available at Level 1 and can be upgraded at proper ultimate levels

Varus Varus Varus needs to be amazing. He is the epic archer of League of Legends and right now he is more of a wannabe. He can be strong, but is only valuable in rare situations that hardly occur. How do we fix this? Allow for some sick Blight interactions in his kit and edit his passive to be more rewarding.

Base Stats

  • Base Mana increased to 340 from 310
  • Mana per Level increased to 45 from 36

Living Vengeance

  • No longer gives enhanced attack speed upon killing a champion kill or assist, only gives 20%
  • Varus now also gains 15% attack speed whenever he pops a stack of Blight for 5 seconds. This stacks multiple times, giving him up to 45/60/75% attack speed. Popping a stack of Blight while Varus currently has this attack speed boost will refresh the duration and increase the attack speed boost based on the amount of stacks of Blight popped, up the cap

Piercing Arrow

  • No longer has it's damage reduced when passing through multiple enemy units
  • Enemy units killed by Piercing Arrow have any Blight Stacks currently on them passed onto the next target (still max of 3 stacks)
  • Maximum Range increased to 1400/1450/1500/1550/1600
  • Piercing Arrow now travels 20/25/30/35/40 units further for each Blight stack it has popped, increased to 40/45/50/55/60 for stacks popped on enemy champions
  • Enemy champions with 3 stacks of Blight on them are stunned for 0.75 seconds upon being hit by Piercing Arrow

Blighted Quiver

  • Added a (+1% per 35 bonus AD) ratio the percent health damage

Hail of Arrows

  • Enemy units inside the desecrated ground are now applied a stack of Blight for every 2 seconds they are on the desecrated ground
  • Enemies with 3 stacks of Blight on them have their armor and magic resist reduced by 20% when hit
  • Range increased to 1050 from 925
  • Cool Down reduced to 14/13/12/11/10 seconds
  • Mana Cost changed to 65/70/75/80/85 mana

Chain of Corruption

  • Root duration increased to 2/2.25/2.5 seconds from 2 seconds at all ranks
  • Enemy units hit have 3 stacks of Blight immediately applied to them
  • Infection time reduced to 1.5 seconds from 2 seconds

Veigar Veigar These are mainly just QoL buffs to Veigar with a slight few changes.

Base Stats

  • Base Mana Regen. increased to 8 from 6
  • Mana Regen. Per Level increased to 1 from 0.8

Baleful Strike

  • Now shows total increased AP as a buff icon similar to Nasus
  • Is no longer a projectile when targeting minions, instead a black light (or whatever depending on skin) flashes underneath the minion and the damage is dealt

Dark Matter

  • Mana Cost changed to 75/80/85/90/95 from 70/80/90/100/110

Event Horizon

  • Mana Cost reduced to 80/85/90/95/100 from 80/90/100/110/120

Primordial Blast

  • Mana Cost reduced to 100/125/150 from 125/175/225

Yorick Yorick These are ghoul duration changes for Yorick to not make him a nightmare Top Lane, but still help make him viable late game. Changing this guy around too much is a nightmare and would most likely just require a full rework. Also, remember only 1 ghoul of each kind can be out at once.

Unholy Covenant

  • Now reduces damage dealt to Yorick by 3/4/5% from 5% at all ranks (increasing at Levels 1/6/11)
  • Ghouls now lose 6% of their maximum health per second, but die once instantly once their duration is up (might be a slight nerf since it makes the ghouls easier to last hit)
  • Ghoul Movement Speed is now 330/360/390/420 (at Levels 1/6/9/12) from 300/340/390/443 (same levels)

Omen of War

  • Ghoul created now lasts for 6/7/8/9/10 seconds from 5 seconds at all ranks
  • Cool Down reduced to 8/7/6/5/4 seconds from 9/8/7/6/5 seconds

Omen of Pestilence

  • Now has a 0.75 second delay, a bright green light appearing where the ghoul will be cast
  • Base Damage increased to 60/105/150/195/230 from 60/95/130/165/200
  • Added a (+50% bonus AD) ratio
  • Ghoul created now lasts for 5/5.5/6/6.5/7 seconds from 5 seconds at all ranks
  • Cool Down reduced to 12/11.5/11/10.5/10 seconds from 12 seconds at all ranks

Omen of Famine

  • Ghoul created now lasts for 3/4/5/6/7 seconds from 5 seconds at all ranks
  • This ghoul now has 5/10/15/20/25% increased attack speed as well

Zac Zac Zac is good, but could be great! Lately, they have been making a lot of his abilities have a direct connection to his Blobs that drop on the ground. So, I thought, WHY NOT DO THAT WITH THE REST OF THEM! I also do a few QoL buffs as well.

Cell Division

  • Zac's revive blobs are no longer affected by summoner 11 Smite

Stretching Strike

  • Stretching Strike now also picks up every blob chunk it hits
  • The cool down is reduced by 0.5 seconds for every blob picked up in this way
  • AP Ratio increased to (+65% AP) from (+50% AP)

Unstable Matter

  • Cool down reduction from picking up blob chunks also count blob chunks picked up by Stretching Strike
  • Can now be used in mid-air while using Elastic Slingshot

Elastic Slingshot

  • Now knocks enemies back over 0.75 seconds from 0.5 seconds
  • Cool Down reduced to 22/19/16/13/10 seconds from 24/21/18/15/12 seconds

Let's Bounce

  • Zac's blob chunck "pick-up range" is increased to the AoE radius of Let's Bounce during Let's Bounce
  • Picking up a blob chunck during Let's Bounce reduces the cool down of Zac's other abilities by 1 second
  • Cool Down reduced to 120/105/90 seconds from 130/115/100 seconds

I will post these changes below in the comments section in individual sections so you guys can rate them individually!

Changes To Do:

  1. Gangplank Rework (would like some advice on what this pirate needs)

86 Comments

Kowe The Ewok8 votes

I actually like these changes. Especially those to Hecarim.

(I would suggest you post your new changes in seperate post - so people can individually rate your suggestions for certain champions)

Rew7111 votes

If I were to also buff Zac, I'd make his passive revive blobs have 25% of his health, each. I'm going to miss strong Yorick, I like playing him mid and he's good against assassins like Fizz and Zed. Veigar seems fine to me. Really scary late game. Urgot is also very scary late game, if played right. His shield could use some more power though. Varus's W needs to deal damage based on AD and AP.

Now, some champions I want to see buffed are:

Ashe needs to gain more bonus gold in her passive.

Azir needs to be able to use Q and E whenever, reduce the power of his W by half and make them able to be summoned for unlimited time.

Corki got a lot of nerfs, so I want his R to gain a small increase.

DrMundo needs his R to give more than just his health back and speed. It should also give armor and magic resist.

Evelynn her let needs to deal actually 35/40/45% of enemy's health + regular bonus of AP.

Nunu should also have a passive on his AS enhance that gives nearby allies a small increase in AS.

Poppy needs her abilities to each be reduced by 10 mana.

Shen either needs a stronger shield or his E to be reduced to 80 energy since it only damages champions.

Sion his ult needs to give bonus movement speed.

Talon his E should have a silence.

Twitch his passive should give a poison that deals 0.03% of his AD that can stack for 6 times for 6 seconds.

Yorick should be played more. He's actually easy to kill and fun to play.

Zyra needs more AP on her abilities.

Kowe The Ewok1 votes

I am against this Poppy change (also against the upcomming rework :P ) She's completely fine with Mreg/18 runes. Her passive makes up for the lack of runes.

UHM... that eve change... are you trolling?

Meep Man6 votes

Karthus Karthus Karthus is known for his R. So why not make him synergize around that R entirely?

Death Defied

  • Channeling Requiem now extends the duration of Death Defied for the channel duration
  • Requiem can now be used at any time during Death Defied

Lay Waste

  • Killing an enemy unit with Lay Waste reduces the cool down of Requiem by 0.5 seconds, increased to 1 second for large minions, large monsters, and champions

Defile

  • AP ratio increased to (+30% AP) from (+20% AP)
  • Range is increased to 550 from 425 during Death Defied
  • Mana regained from units killed by Requiem is increased to 80/108/136/164/192 (4X)

Requiem

  • Fixed a bug where untargetable champions wouldn't have the beam showed to them if they were untargetable when Karthus began channeling (cause why not)

Posted here for individual rating and opinions.

Yoella2 votes

As an avid Karthus fan, I would love all of these changes. It would put him into meta again.

Decaedeus1 votes

I'm not a fan. Karthus is gated around his Requiem cooldown; having his Lay Waste reduce his Requiem cooldown makes him a nightmare to balance. Death Defied changes are nice, Defile changes are nice (might put him a bit on the strong side though with the huge AP ratio changes), but Lay Waste is quite unncessary in my opinion and could require compensatory nerfs.

Meep Man4 votes

Malzahar Malzahar The Void Prophet demands sacrifice. He could use a little help in making his W not entirely useless if the enemy can't be locked down.

Summon Voidling

  • Now lasts for 30 seconds from 21 seconds
  • Voidling moves 20% faster on the Null Zone

Null Zone

  • Now slows enemy champions inside the zone by 15%

Posted here for individual rating and opinions.

Wylight1 votes

I am an avid malzahar player. i believe that a slow accompanied with null zone would help quite a bit, but the double slow with malefic visions is a bit overkill.

i mean i suppose it makes sense, but you dont need that much CC on an immoble mage. he already has a possible teamwide 3 second silence, and then you add a possible teamwide slowzone... damn son.

Meep Man1 votes

{quoted}

I am an avid malzahar player. i believe that a slow accompanied with null zone would help quite a bit, but the double slow with malefic visions is a bit overkill.

i mean i suppose it makes sense, but you dont need that much CC on an immoble mage. he already has a possible teamwide 3 second silence, and then you add a possible teamwide slowzone... damn son.

Well, single target slow, multiple target slow if you E two enemies or the target dies, but you already know this. This thread is entirely made for the mains of certain champions helping me make their champions well... epic. HOWEVER, when you compare Malzahar's crowd control with other champions such as Orianna, Syndra, and Azir, champions similar to him in some aspects, he falls a little behind. If you believe it is too much, then it WILL BE CHANGED!

Meep Man4 votes

Veigar Veigar These are mainly just QoL buffs to Veigar with a slight few changes.

Base Stats

  • Base Mana Regen. increased to 8 from 6
  • Mana Regen. Per Level increased to 1 from 0.8

Baleful Strike

  • Now shows total increased AP as a buff icon similar to Nasus
  • Is no longer a projectile when targeting minions, instead a black light (or whatever depending on skin) flashes underneath the minion and the damage is dealt

Dark Matter

  • Mana Cost changed to 75/80/85/90/95 from 70/80/90/100/110

Event Horizon

  • Mana Cost reduced to 80/85/90/95/100 from 80/90/100/110/120

Primordial Blast

  • Mana Cost reduced to 100/125/150 from 125/175/225

Posted here for individual rating and opinions.

Meep Man4 votes

Zac Zac Zac is good, but could be great! Lately, they have been making a lot of his abilities have a direct connection to his Blobs that drop on the ground. So, I thought, WHY NOT DO THAT WITH THE REST OF THEM! I also do a few QoL buffs as well.

Cell Division

  • Zac's revive blobs are no longer affected by summoner 11 Smite

Stretching Strike

  • Stretching Strike now also picks up every blob chunk it hits
  • The cool down is reduced by 0.5 seconds for every blob picked up in this way
  • AP Ratio increased to (+65% AP) from (+50% AP)

Unstable Matter

  • Cool down reduction from picking up blob chunks also count blob chunks picked up by Stretching Strike
  • Can now be used in mid-air while using Elastic Slingshot

Elastic Slingshot

  • Now knocks enemies back over 0.75 seconds from 0.5 seconds
  • Cool Down reduced to 22/19/16/13/10 seconds from 24/21/18/15/12 seconds

Let's Bounce

  • Zac's blob chunck "pick-up range" is increased to the AoE radius of Let's Bounce during Let's Bounce
  • Picking up a blob chunck during Let's Bounce reduces the cool down of Zac's other abilities by 1 second
  • Cool Down reduced to 120/105/90 seconds from 130/115/100 seconds

Posted here for individual rating and opinions.

Zondervain4 votes

The proposed Karthus changes made me so wet, you have no idea.

However, while I like the attitude that Urgot rework is WAAAAAAAAY too OP. I doubt I would ever build him differently in that from then how I build him now, and said rework will just make this build so much more obnoxious.

Rew7113 votes

I can see it now:

Cassiopeia is coming up, throws some of her Q on Urgot but he gets under tower. Cassiopeia then ults stunning Urgot. He's almost gone, but what's this? Urgot ults back. Cassiopeia is now under the turret and Urgot gets the kill!

AetherKingdom2 votes

lol cass is chasing me lemme turn around (^:

Meep Man3 votes

Hecarim Hecarim This speed demon used to be the top of the game. Then lots of Jungle changes occured and he got left behind. He could use some awesome buffs to make him awesome.

Rampage

  • No longer deals reduced damage to monsters

Spirit of Dread

  • Mana Cost changed to 55/60/65/70/75 mana from 50/60/70/80/90 mana
  • Cool Down reduced by 1.5 seconds whenever Hecarim kills an enemy monster or large minion

Devastating Charge

  • Cool Down reduced to 17/16/15/14/13 seconds from 24/22/20/18/16 seconds
  • Now lasts for 4/4.5/5/5.5/6 seconds from 4 seconds at all ranks

Onslaught of Shadows

  • Cool Down reduced to 130/110/90 seconds from 140/120/100 seconds

Posted here for individual rating and opinions.

Kowe The Ewok1 votes

I like one in particular. Riot is buffing him on PBE - but they miss the point. His mobility has become horrible compared to what new champs offer.

Meep Man3 votes

Mordekaiser Mordekaiser Mordekaiser could use some help with who he is and how he plays. He is a Juggernaut that does nothing but DAMAGE! He can take a nuke to the face, but can't do much if you try to escape. Also, for something that grants defenses and a Sunfire Camp, the health cost of Creeping Death just isn't worth it early game compared to other spells.

Iron Man

  • Shield now decays by 2.5% while out of combat from 3% any time
  • Now shields for 30/40/50% of the damage dealt, from 35% at all ranks

Mace of Spades

  • Health cost reduced to 25/30/35/40/45 Health from 25/32/39/46/53 Health

Creeping Death

  • Health Cost reduced to 15/18/21/24/27 Health from 26/32/38/44/50 Health

Siphon of Destruction

  • Health Cost changed to 25/30/35/40/45 Health from 24/36/48/60/72 health
  • Cool Down changed to 7/6.5/6/5.5/5 seconds from 6 seconds at all ranks

Posted here for individual rating and opinions.

Meep Man3 votes

Singed Singed Singed overall needs to feel cooler to play. Right now he is just a running, flinging machine that does nothing else due to only two of his spells being actual targeted actives, one just being a point and click short range ability as well.

Poison Trail

  • Mana Drain per second reduced to 13/12/11/10/9 per second from 13 per second at all ranks

Mega Adhesive

  • Slow changed to 55/60/65/70/75% from 35/45/55/65/75%
  • Enemies affected by Mega Adhesive cannot dash, teleport, or blink
  • If an enemy is in the Mega Adhesive area when it is created, they are rooted for 1 second
  • Cool Down reduced to 14/13.5/13/12.5/12 seconds from 14 seconds at all ranks
  • Mana Cost reduced to 70/75/80/85/90 mana from 70/80/90/100/110 mana

Fling

  • Mana Cost reduced to 75/80/85/90/95 from 100/110/120/130/140
  • Range increased to 175 from 125
  • If an enemy unit is flung out of a Mega Adhesive, they will be covered in the adhesive and make another Mega Adhesive zone around where they land and be rooted for 1 second due to the Mega Adhesive zone being created where they landed

Insanity Potion

  • Mana Cost reduced to 100 from 150
  • Cool Down reduced to 100/90/80 seconds from 100 seconds
  • Now also gives Singed 20/30/40% slow resistance for the duration

Posted here for individual rating and opinions.

Meep Man3 votes

Varus Varus Varus needs to be amazing. He is the epic archer of League of Legends and right now he is more of a wannabe. He can be strong, but is only valuable in rare situations that hardly occur. How do we fix this? Allow for some sick Blight interactions in his kit and edit his passive to be more rewarding.

Base Stats

  • Base Mana increased to 340 from 310
  • Mana per Level increased to 45 from 36

Living Vengeance

  • No longer gives enhanced attack speed upon killing a champion kill or assist, only gives 20%
  • Varus now also gains 15% attack speed whenever he pops a stack of Blight for 5 seconds. This stacks multiple times, giving him up to 45/60/75% attack speed. Popping a stack of Blight while Varus currently has this attack speed boost will refresh the duration and increase the attack speed boost based on the amount of stacks of Blight popped, up the cap

Piercing Arrow

  • No longer has it's damage reduced when passing through multiple enemy units
  • Enemy units killed by Piercing Arrow have any Blight Stacks currently on them passed onto the next target (still max of 3 stacks)
  • Maximum Range increased to 1400/1450/1500/1550/1600
  • Piercing Arrow now travels 20/25/30/35/40 units further for each Blight stack it has popped, increased to 40/45/50/55/60 for stacks popped on enemy champions
  • Enemy champions with 3 stacks of Blight on them are stunned for 0.75 seconds upon being hit by Piercing Arrow

Blighted Quiver

  • Added a (+1% per 35 bonus AD) ratio the percent health damage

Hail of Arrows

  • Enemy units inside the desecrated ground are now applied a stack of Blight for every 2 seconds they are on the desecrated ground
  • Enemies with 3 stacks of Blight on them have their armor and magic resist reduced by 20% when hit
  • Range increased to 1050 from 925
  • Cool Down reduced to 14/13/12/11/10 seconds
  • Mana Cost changed to 65/70/75/80/85 mana

Chain of Corruption

  • Root duration increased to 2/2.25/2.5 seconds from 2 seconds at all ranks
  • Enemy units hit have 3 stacks of Blight immediately applied to them
  • Infection time reduced to 1.5 seconds from 2 seconds

Posted here for individual rating and opinions.

Kuroi862 votes

Make Every Champion "BIGLCSPLAYS Capable"

I think eventually that is Riots goal. See new champs with more in their kits than old champs? See reworked champs getting more intense kits? I do believe Riot has a goal, some people may not see it though.

InbredFeeder2 votes

TwistedFate ** Twisted Fate** Twisted Fate, could use some love this season if he wants to make big plays and have a chance as an lcs pick

Stacked Deck

  • Added an active ability that allows him to teleport while gate is activated.
  • Added 5 second base cooldown for active.

Destiny

  • Now a toggle ability.
  • Drains 500 initial mana as well as 20/17/14% of his mana per second.
  • Prevents mana regen while active.

Gate

  • Channel has been reduced from 1.5 seconds to 0.3 seconds.
  • Cooldown has been moved to another skill
VDc0zCqe0w2 votes

rotfl, is this supposed to be a troll/joke thread?

because i really like most of the changes xD

Meep Man2 votes

I did a couple more. Tell me here in the comments who else you think needs it and I'll look at em'. Chances are they could use some tune ups but we will see.

Meep Man2 votes

Anivia Anivia Anivia is actually a pretty exciting pick that has been proven to be viable by some really good players. She could feel more awesome of course though.

Rebirth

  • No longer gives or reduces armor or magic resist
  • Static cool down reduced to 200 seconds from 240 seconds

Crystalize

  • Enemy units near the wall are counted as Chilled and will visually appear so (Double Damage from Frostbite)

Glacial Storm

  • No longer deactivates while Anivia is under the effects of Rebirth

Posted here for individual rating and opinions.

Meep Man2 votes

Brand Brand Brand has constantly been known as the mage that does everything but does nothing better than anyone else. Well, lets change that.

Pyroclasm

  • Cool Down reduced by 1/1.5/2 seconds every time an enemy unit under the effects of Blaze is damaged
  • Now always prioritizes enemy champions
  • If Pyroclasm hits a Blazed target, the target will now be slowed by 10/15/20% for 2.5 seconds
  • Cool Down reduced to 95/80/65 seconds from 105/90/75 seconds

Posted here for individual rating and opinions.

Meep Man2 votes

Gangplank Gangplank Gangplank's ratios are all wonked up and he could use more "supported" gameplay.

Grog Soaked Blade

  • Added a (+3% bonus AD) ratio per stack

Remove Scurvy

  • Added a (+10% bonus health) ratio
  • Base Heal reduced to 70/135/200/265/330

Cannon Barrage

  • Added a (+15% bonus AD) ratio
  • Base Damage reduced to 70/115/160 from 75/120/165

Posted here for individual rating and opinions.

Meep Man2 votes

Garen Garen DEMACIA! Garen could use some early game buffs to his ultimate to keep in line with other executions a little more.

Base Stats

  • Armor per Level increased to 3 from 2.7

Courage

  • Armor and Magic Resist Gained is Now Based on 20/25/30/35/40% Total Armor and Magic Resist from 30% bonus Armor and Magic Resist
  • Now also passively gives 5/10/15/20/25% slow resistance while in combat (If Garen wasn't already in combat when slowed, the slow is applied for the full amount)
  • Duration increased to 4/4.5/5/5.5/6 seconds from 2/3/4/5/6 seconds
  • Tenacity given changed to 25/30/35/40/45 from 30 at all ranks

Judgement

  • AD Ratio increased to 90/95/100/105/110% from 70/80/90/100/110%
  • Garen now gains 20% slow resistance while damaging an enemy champion with Judgement
  • Garen is no longer slowed while traveling through minions

Demacian Justice

  • Cool Down reduced to 145/110/75 seconds from 160/120/80 seconds
  • Tool Tip changed to list equivalent missing health damage instead of the current bonus damage per point of health missing

Posted here for individual rating and opinions.

Meep Man2 votes

Nautilus Nautilus Nautilus is overall slightly below average but ok, but when he was released, I remember one thing from Riot and that is that the reason Nautilus had slightly poorer base stats from the other Tanks (notably health per level) was due to the fact that his kit was extremely powerful. This is no longer the case to tell the truth since many other much more powerful crowd control champions have come into the game. Thresh's hook has made Nautilus' feel bad and the rest of his kit has a lot of counterplay that might not need to be there. So my idea is to make Nautilus the awesome King of Crowd Control again. I entirely changed his Q since it was a very lackluster hook since it wasn't a good initiation tool and it wasn't as good as Blitz's for pulling enemies to you. If it were to be as good then it would just be another Blitz Q. With that in mind, I worked it into a much more fitting spell for throwing an ANCHOR at someone, changing it into more of a powerful lock-down spell that would be good for ganks and a good initiation tool when used on an enemy squishy. This can also allow him to have slightly more base movement speed due to the mobility loss and throw his anchor have walls. These changes should help him out in the jungle as well as allowing for some sick crowd control and potential plays.

Base Stats

  • Movement Speed increased to 335 from 325

Dredge Line

  • REWORKED
  • Dredge Line is now a skill shot that tethers the first enemy hit to the point of impact for a set duration, ANCHORING THEM DOWN and making them unable to move more than a set amount of units away. If the enemy uses a spell that involves dashing, teleporting, or flashing, they will be pulled back into the AoE Radius upon the dash completing. Certain long range teleports ignore the tether and will break it (TF Gate, Pantheon Skyfall, Shen Stand United, etc.) Nautilus loses the ability to deal AoE damage with Titan's Wrath while he no longer has his anchor, using his fists instead. After 1 second, he can reactivate this ability to regain his anchor, but untether the unit hit.
  • Base Damage: 55/90/125/160/195 (+50% AP)
  • Stun Duration: 0.25 seconds
  • Tether Duration: 2/2.25/2.5/2.75/3 seconds (effectively 1.75/2/2.25/2.5/2.75 seconds since they are stunned for 0.25)
  • Tether AoE Radius: 375/350/325/300/275
  • Mana Cost: 70/75/80/85/90 Mana
  • Cool Down: 20/18/16/14/12 sec.
  • Range: 1100 (same)
  • Projectile Speed: 2000 (same)

Titan's Wrath

  • The root and bonus physical damage is now applied to all enemy units hit by Titan's Wrath (secondary units hit do not suffer Nautilus' base AD, only the enhanced physical damage from Staggering Blow)
  • Cool Down reduced to 18/17/16/15/14 seconds from 18 seconds at all ranks

Riptide

  • Enemy units hit by multiple Riptide's of the same cast are now knocked up briefly for 0.5 seconds
  • The slow applied no longer decays over the duration
  • Mana Cost changed to 65/70/75/80/85 mana from 60/70/80/90/100 mana

Depth Charge

  • Cool Down reduced to 130/105/80 seconds from 140/110/80 seconds
  • Units not targeted by this ability are not affected by Dredge Line while they are knocked into the air by Depth Charge, allowing the anchor to fly beneath them to the unit targeted by Depth Charge or to any unit not knocked up by Depth Charge

Posted here for individual rating and opinions.

Meep Man2 votes

Urgot Urgot Holy crap this is a big one. Urgot is terrible. He can be a mean lane bully, but that doesn't make him good since he is terrible later on. Now, what Riot has said they want to do with Urgot is make him more of a Siege Tank and his passive and ultimate weren't working too well. So what do we do? WE MAKE HIM AN AWESOME SIEGE TANK! His new ultimate is basically the old Xerath W, but enhanced to be ultimate status. His passive changes based on what form he currently is in. This was made with the help of Varnoc.

Base Stats

  • Health per Level increased to 92 from 89
  • Base Mana increased to 380 from 312
  • Mana Regen. per Level increased to 0.85 from 0.65
  • Basic Attack Range increased to 475 from 425
  • Base Armor increased to 27 from 24.5

NEW PASSIVE! Siege Engine

  • REWORKED
  • While in Mobile Mode, Urgot's abilities and basic attacks restore mana equal to 7/8/9/10% of the damage dealt
  • While in Siege Mode, Urgot gains 4/6/8/10% cool down reduction, increased to 5/8/11/14% after remaining in Siege Mode for 4 seconds

Acid Hunter Renamed to ACID BOMB

  • Functions identically to Acid Hunter along with the listed changes below. A Zaun-made bomb that triggers upon making contact with Urgot's acid. Still deal enough damage if just lobbed
  • AD Ratio increased to (+90/95/100/105/110% AD) from (+85% AD)
  • No longer tracks acidic enemies. Now instead it is cast in direction the target is moving, similar to Draven's axes. If the target is idle, it is thrown directly on them
  • If the target is acidic, Acid Bomb will deal 50/55/60/65/70% damage in an area of effect where it lands
  • Restores 50% of the mana cost upon killing an enemy unit

Terror Capacitor

  • REWORKED!
  • Now works differently whether Urgot is in Mobile Mode or Siege Mode
  • In Mobile Mode: Urgot gains a 100/150/200/250/300 (+70% AP) shield that causes his projectiles to slow enemy units hit by 25/30/35/40/45% for 2 seconds, decaying over the duration. Enemies slowed are immune to the slow for 3 seconds. This shield lasts up to 7/7.5/8/8.5/9 seconds.
  • In Siege Mode: Urgot projects a forcefield around him that blocks all enemies and projectiles from coming within 250 units of Urgot. Enemy units currently inside the forcefield range are pushed out and all projectiles traveling towards Urgot within the forcefield AoE radius are negated without damaging the forcefield's health. This forcefield has a limited health pool. Enemy units can basic attack and use spells on the forcefield to destroy it. The forcefield has 125/175/225/275/325 (+75% AP) (+6/7/8/9/10% max health) health and will last for up to 7/7.5/8/8.5/9 seconds.
  • Mana Cost: 55/65/75/85/95 mana
  • Cool Down: 24/23/22/21/20 sec.

Noxian Corrosive Charge

  • Cool Down reduced to 14/13/12/11/10 seconds from 15/14/13/12/11 seconds
  • Armor Reduction changed to shred 15/20/25/30/35% BONUS armor from 12/14/16/18/20% total armor

NEW ULTIMATE! Siege Mode

  • REWORKED
  • Urgot can toggle between Siege Mode and Mobile Mode. He gains bonuses while in both forms.
  • Passive: Every third basic attack or ability causes enemies hit to deal 5/10/15/20% reduced damage to Urgot and 2.5/5/7.5/10% reduced damage to Urgot's allies.
  • Toggle: Urgot enters and exits Siege Mode.
  • Siege Mode: Urgot becomes stationary after a 0.5 second casting time. While in Siege Mode, Urgot gains 250/300/350/400 increased range on his abilities and 125/150/175/200 increased basic attack range. Urgot also gains 10/25/40/55% attack speed while in this mode and his basic attacks slow the enemy by 5/10/15/20% for 1.5 seconds, decaying over the duration. Urgot's mana is slowly drained while in Siege Mode. Urgot gains 15/20/25/30% increased movement speed that decays over 3 seconds after switching out of Siege Mode.
  • Mobile Mode: Urgot gains 5/10/15/20% increased health regeneration per 5 seconds and mana regeneration per 5 seconds while out of Siege Mode. Mana Drain: 10/15/20/25 Mana per Second
  • Cool Down: 3 seconds after entering/10 seconds after exiting
  • This ability is available at Level 1 and can be upgraded at proper ultimate levels

Posted here for individual rating and opinions.

Avios11 votes

Urgot deserves a rework like this, As one of my main characters top, this would be my first choice anytime. His abilities get a nice buff while his completely changed ultimate make it so that he can take out important targets, while being able to escape easily, the problem with his ultimate though is that when he damages an enemy in Mobile mode, he gets X% movement speed. therefore, when he throws his Corrosive Charge, he gains permenant speed boost for 5.5 seconds.

Meep Man1 votes

{quoted}

Urgot deserves a rework like this, As one of my main characters top, this would be my first choice anytime. His abilities get a nice buff while his completely changed ultimate make it so that he can take out important targets, while being able to escape easily, the problem with his ultimate though is that when he damages an enemy in Mobile mode, he gets X% movement speed. therefore, when he throws his Corrosive Charge, he gains permenant speed boost for 5.5 seconds.

True, will change

Varnoc1 votes

Once upon a time I played Urgot religiously. While those days are past me, I still pick up the old crab once and awhile for a spin. On these grounds, here are my thoughts:

WE MAKE HIM AN AWESOME SIEGE TANK!

Yes! This is the exact direction I personally would love to see him taken!

Base Stats

  • Health per Level increased to 95 from 89
  • Base Mana increased to 350 from 312
  • Basic Attack Range increased to 500 from 425
  • Base Armor increased to 29 from 24.5

I agree with most everything here except the attack range increase, and here's why. Urgot's main goal is to poke and even kill from afar, but with his limited mana pool, he's got to farm somehow, so he uses his basic attack, as most champions do to far. When having such a short range for a ranged champion, this allows a window of opportunity to harass or gank Urgot, and thus counterplay.

That being said, I'm not totally against increasing his range, it's just that care must be taken when doing so, as there is a fine line here.

NEW PASSIVE! Zaun-Enhanced Cyborg Limbs

REWORKED

  • While out of Siege Mode, Urgot gains 0 (+2 per level) flat bonus movement speed and 5 (+1 per level) bonus base health regeneration
  • While in Siege Mode, Urgot gains 10 (+3 per level) bonus armor and magic resist and 5 (+1 per level) bonus base mana regeneration

I'm not too crazy about this passive. When I envision a tank (IRL), I see a slow moving and hard hitting machine. Granted there are some tanks that I know that move fairly quickly, I'm not sure mobility is what Urgot should be known for. The bonus resistances in Siege mode make sense in that analogy, as tanks are hard to kill because their defenses are high, but I'm not sure that really fits Urgot, at least not as a passive bonus while remaining stationary. (In my mind, Stationary = Artillery (Squishy but BIG gun), while Tank = Slower but still hard hitting gun and difficult to take down.)

The above being stated, here is the proposed passive:

Iron Spider

Urgot's new appendages augment his spell-casting abilities depending on which form he takes:

  • Siege Mode: The cool-downs of Urgot's Abilities are reduced by 4 / 6 / 8 / 10 % (Applied additively with CDR from items to a total cap of 50%) while in Siege Mode
  • Transport Mode: Urgot restores mana equal to 7 / 8 / 9 / 10% of the damage he deals with basic attacks or abilities.

I'd argue that this helps Urgot in lane a little by providing a way for him to restore mana without chugging Blue Pots or via. other means. This also allows enemies to predict his behavior:

He's fairly low on mana from Siege Mode, so he'll be coming close to damage minions with his basic attacks (Short Range!), and I'll be able to jump him then.

Acid Hunter

  • AD ratio increased to (+90/95/100/105/110% AD) from (+85% AD) at all ranks
    
  • When multiple poisoned enemy units are within the "search" radius, Urgot will fire multiple Acid Hunters to hit all of them
    
  • Mana Cost changed to 30/35/40/45/50 from 40 at all ranks
    
  • Now refunds 50% of the mana cost when it kills an enemy unit
    

So Acid Hunter.

  • Because Urgot's Q does not apply on-hit effects, and we're taking him away from the 'ADC' direction, the increased ratio of AD is fitting (Is it Bonus or Total by the way, those are completely different figures, but I digress and will assume Bonus).
  • The second: I disagree with and and will propose an alternative.
  • Third point: It would be nice i suppose, but it might not be that big of a difference, and there are more pressing issues. If this constricts the power budget of Urgot, I'd like to drop this in favor of something else, but if there's room for it, sure.
  • Fourth: Yes

Proposed alternative to the second Point: Make Acid Hunters that are locked onto enemies afflicted by the Corrosion Charge lead the target much like a Draven Axe would when being caught, and have it deal AOE Damage.

Keeping the ability to hit targets hidden in brush but afflicted by Corrosion Charge could be taken or left in the kit as power budget permits.

Radical thought: If there is another enemy in a small area of the primary target, Urgot could shoot out a second Acid Hunter shortly after the first?

The main thing taking up most of the power budget with this skill when it comes to it's interaction with the Corrosion Charge is that it is guaranteed damage to the target, making this change would free up power elsewhere.

Onward!

Terror Capacitor

  • Base Shield Strength increased to 100/150/200/250/300 from 80/130/180/230/280
  • Added a (+15% bonus health) ratio
  • AP Ratio decreased to (+70% AP) from (+80% AP)
  • Shield now lasts up to 15 seconds from 7 seconds
  • Cool Down reduced to 12/11.5/11/10.5/10 seconds from 16/15/14/13/12 seconds
  • Base increase is debatable, but not important enough when other things are present
  • Bonus HP ratio falls in line with a more Bruiser oriented theme
  • Shield duration - It may be alright if the shield no longer causes a slow, but as it stands with the longer cool-down it had you had to use it fairly strategically, being sure you weren't going to get ganked and using it to chase or saving it just in case. Increasing the duration kind of kills that decision.
  • Cool-down reduction combined with the duration increase is a little much in my opinion. Even at rank one, with the mana to sustain it, you could have perma-slows with this ability.

How I would handle this ability is return the duration and cool-down to live values, and set the basic attack or Acid Hunter hit slow to 25% at rank 5 ( 13 / 16 / 19 / 22 / 25%?).

*When an enemy is struck by an Acid Hunter or basic attack while in Transport Mode, the cool-down is reduced by 0.5s, doubled against champions. *Terror Capacitor's shield value stacks additively if activated again before the original shield dissapates. *While Urgot's Shield Value remains above the value of one activation of the ability, his Basic Attacks and Acid Hunters slow for twice the normal amount (50% at Rank 5)

With this, Urgot could shield himself while in Transport Mode, build up the shielding effect, and then transfer into Siege mode to make good use of the passive effect. However unless he has maxed out the rank of this ability and has 40% CDR, he can't sustain the shield for very long. (Which will play a key part in a moment.)

Noxian Corrosive Charge

  • Cool Down reduced to 14/13/12/11/10 seconds from 15/14/13/12/11 seconds
  • Armor Reduction increased to 15/20/25/30/35% from 12/14/16/18/20%

*Agreed with the 1s cool-down reduction, that odd number bothers me.

  • If the armor reduction was applied only to bonus armor, I could agree with this, but if it is total armor penetration, this is an issue. If Total Armor penetration, this is like a free LW for all the physical damage on your team, and that item has issues already as it stands. If bonus armor pen, this is fairly acceptable because it only really hits tanks.

The above being said, the only change I would like to see to this ability is the following

  • Allies struck by this ability apply Corrosion to the target of their next basic attack within 3 seconds for 3 seconds (Damage reduced accordingly.)

And finally:

NEW ULTIMATE! Siege Mode

** REWORKED** Urgot can toggle between Siege Mode and Mobile Mode. He gains bonuses while in both forms.

  • While in Siege Mode, Urgot's abilities gain 30/40/50/60% increased range and 200/300/400/500 increased vision range, but his ability projectiles travel 15/10/5/0% slower. Urgot also gains 60/70/80/90% increased attack speed, 25/50/75/100 increased basic attack range, and 10/15/20 increased attack damage while in Siege Mode. Urgot is unable to move while in Siege Mode, but can use Flash and Teleport. Terror Capacitor also stacks with itself, capable of giving Urgot up to double the normal shield amount.
  • While in Mobile Mode, Urgot's basic attacks reduce the damage his target's deal to him by 5/10/15/20%. Upon being damaged, dealing damage, or switching out of Siege Mode, Urgot activates thrusters that give him 5/10/15/20% increased movement speed for 1.5 seconds.
  • Cool Down: 4 seconds
  • This ability is available at Level 1 and can be upgraded at proper ultimate levels

Firstly, holy crap the numbers, it was very hard to read this without needing a break.

  • This will probably be the longest section if I don't break it up: Without posting the original ranges of abilities, a % increase to range is just annoying math to do. Better to say 'increased range of all abilities by x'.
  • The bonus sight is rather unnecessary, you should be warding and playing with a team.
  • Projectile speed is actually really important now with the proposed changes to Acid Hunter above, so this fits very well.
  • Increased attack speed while in ability-spam-make-them-cry mode is a little silly in my opinion. Should you be able to basic attack? sure. Should it be faster? Meh.
  • Increased basic attack range makes sense. Attack damage increase questionable.
  • Unable to move in Siege mode makes complete sense, but should be at the beginning of the ability description for the sake of clarity. I support the ability to both Flash and Teleport while in Siege.
  • A version of Urgot's current passive that makes it not as stupidly overpowered as it is right now. It would be a good passive effect for this ability while in Transport Mode. Make it every third attack or ability cast however and it's even better.
  • I understand where this came from, the movement speed boost. A reincarnation of Xerath's Old E if i remember correctly, Locust of Power. It granted movement speed upon the cancelation of the ability, which I think would be fine, although a bit inconsistent with the overall theme, it is an ultimate after all. *Cool-down I would personally lengthen a little, maybe reduce the cool-down by rank to mimic Xerath's old Locust number somewhat
  • Available at level one would be interesting.

Proposed Changes: Will be made in a reply post to this as it seem I have run out of room. O.o

Varnoc1 votes

(contd.)

Proposed Changes:

(R) Siege Mode

  • PASSIVE: Every third basic attack or spell against enemies reduces the damage the deal to Urgot by 5 / 10 / 15 / 20%, and his allies by half as much for 3 seconds.
  • ACTIVE: Urgot digs into his current location immobilizing himself after a short delay (0.5s or so).
  • While immobilized, Urgot gains 250 / 300 / 350 / 400 additional range on his abilities and his basic attack range is increased by half as much.
  • While this effect persists, Urgot consumes increasing amounts of mana to sustain this effect (Like Swain's Ultimate).
  • If Terror Capacitor's Doubled slow is in effect, Urgot's Acid Hunters fly twice as fast(?)
  • If Urgot takes health damage during Siege Mode, he is forced out of it after 2 seconds. (?)
  • Leaving siege mode for any reason grants a 15 / 20 / 25 / 30% movement speed bonus *Cool-Down: 22 / 18 / 14 / 10 Seconds

This mode sets clear bounderies in my opinion, it isn't an ultimate you can simply toggle on and off, you have to think about it a little bit. If you're not safe, Terror Capacitor should be a priority, and is made a much more important spell because it can extend your freedom within Siege mode.

If you are safe, you can devote all resources to damaging enemies, but it allows your opponents to fight back to a degree. If you want to get him out of siege mode, break his shield and hit him a few times, you may save your allies or simply put his Siege mode on cool-down.


Those are my thoughts on the subject, I hope I didn't come off harshly in these replies, I appreciate your effort in putting these ideas out there

Meep Man1 votes

{quoted}

(contd.)

Proposed Changes:

This mode sets clear bounderies in my opinion, it isn't an ultimate you can simply toggle on and off, you have to think about it a little bit. If you're not safe, Terror Capacitor should be a priority, and is made a much more important spell because it can extend your freedom within Siege mode.

If you are safe, you can devote all resources to damaging enemies, but it allows your opponents to fight back to a degree. If you want to get him out of siege mode, break his shield and hit him a few times, you may save your allies or simply put his Siege mode on cool-down.


Those are my thoughts on the subject, I hope I didn't come off harshly in these replies, I appreciate your effort in putting these ideas out there

Im going to only reply with this post and not the full one if thats ok due to post space. Anyways...

I can TOTALLY see all your points and THANK YOU for contributing. The Urgot Rework to me is the biggest thing here. Now, on to business.

Your Q Change: These are good changes. I definitely agree with them AND they give Urgot some counterplay. To not go on and on, I like your thoughts and will use them.

Your W Changes: All true. I'll be sure to edit it. I am actually starting to think that is ability could be made into something a little more exciting and just BOOM than a slowing shield. I may change it entirely.

Your E Changes: Once again, I agree. Although the E was a simple change, sure. I will probably change it to bonus armor and think about your change with the allied basic attack enhancement.

Your R Changes (the Urgot rework basically): Let me list this:

  1. I like it being a mana drain, but I would rather it be a constant flat amount rather than a small amount first increasing to a "stop it now" amount. Unlike Swain's ultimate, Urgot's Siege Mode isn't an ability in my eyes that has to have a short duration. If the Urgot wants to build pure Mana-Regen in order to become infinite Siegegot than I don't think that would be too much of a problem. Have it have a limit, but allow the Urgot to be able to remove it if he is forced into a situation where Siege Mode is the only option.
  2. Flat range increase is good. It makes it easier to balance in the future. It also makes it easier for the player to understand the exact range increase.
  3. No, I don't believe Urgot should ever be forced out of Siege Mode in general. It offers too much counterplay, especially for an ability that is his ultimate. In my opinion, an ultimate like Urgot's (Transform) should never be able to be fully negated.
  4. I'd say make the cool down 10 seconds at all ranks. 22 seconds is too high. If this ability has a mana drain, mana should be the limitation for Urgot, not a cool down.

Thanks and I'll be sure to change Urgot around with these in mind.

Varnoc2 votes

Urgot has been re-reworked and now is a much better Siege Tank overall. Would like mainly everyone's opinion on Urgot's new Siege W. (Care to help me again @Varnoc?)

I'd be honored.

Acid Hunter Renamed to ACID BOMB

  • A Zaun-made bomb that triggers upon making contact with Urgot's acid. Still deal enough damage if just lobbed. Functions identically to Acid Hunter along with the listed changes below

Reword the first bullet there real quick, "Functions identically to Acid Hunter along with the listed changes below." should be stated first, I nearly balked when i first glanced over this, thinking you had changed the entire ability xD.

On to the Reworked W.

Terror Capacitor

REWORKED!

  • Now works differently whether Urgot is in Mobile Mode or Siege Mode
  • In Mobile Mode: Urgot gains a 100/150/200/250/300 (+70% AP) shield that causes his projectiles to slow enemy units hit by 25/30/35/40/45% for 2 seconds, decaying over the duration. Enemies slowed are immune to the slow for 3 seconds. This shield lasts up to 10 seconds.
  • In Siege Mode: Urgot projects a forcefield around him that blocks all enemies and projectiles from coming within 200/225/250/275/300 units of Urgot. Enemy units currently inside the forcefield range are pushed out. However, this forcefield has a limited health pool. Enemy units can basic attack and use spells on the forcefield to destroy it. The forcefield has 125/175/225/275/325 (+75% AP) (+6/7/8/9/10% max health) health and will last for up to 10 seconds.
  • Mana Cost: 55/65/75/85/95 mana
  • Cool Down: 29/27/25/23/21 sec.
  • Works differently in either mode? Sure.
  • Pretty-much same a live, I'm alright with this.
  • I would make the range that it pushes units out a flat number, that way it's easier for both enemies and Urgot to predict it. Because the forcefield can be destroyed, it is relatively acceptable. I feel the duration should be lower, possibly increase the duration per rank. Upon initial activation, it should repel projectiles and champions without penalty to the shield.
  • Mana cost is fine
  • Cooldown is rather high in my opinion, with a lower duration you can afford a lower cooldown. (Durations apply to both versions if implimented)

Overall good changes in the right direction!

Meep Man1 votes

{quoted}

I'd be honored.

Reword the first bullet there real quick, "Functions identically to Acid Hunter along with the listed changes below." should be stated first, I nearly balked when i first glanced over this, thinking you had changed the entire ability xD.

On to the Reworked W.

  • Works differently in either mode? Sure.

  • Pretty-much same a live, I'm alright with this.

  • I would make the range that it pushes units out a flat number, that way it's easier for both enemies and Urgot to predict it. Because the forcefield can be destroyed, it is relatively acceptable. I feel the duration should be lower, possibly increase the duration per rank. Upon initial activation, it should repel projectiles and champions without penalty to the shield.

  • Mana cost is fine

  • Cooldown is rather high in my opinion, with a lower duration you can afford a lower cooldown. (Durations apply to both versions if implimented)

Overall good changes in the right direction!

Thank you. I'll change them.

JevelFaithful2 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=3ErqAdtq,discussion-id=c3OxMaqn,comment-id=,timestamp=2015-01-06T14:20:45.205+0000)

Karthus Karthus Karthus is known for his R. So why not make him synergize around that R entirely?

Death Defied

  • Channeling Requiem now extends the duration of Death Defied for the channel duration
  • Requiem can now be used at any time during Death Defied

That's actually a pretty good idea. Would remove an interesting technique to karthus (gauging his time in passive), but would make him more reliable.

Cindikle1 votes

Akali Can now use her shroud to move through trees. When done so, the shroud is invisible to the enemy. Brand If Brand kills an enemy with fire. He can transfer himself to that location. Cassiopeia Q's MS buff is now half as effective when used on non-champions. Ulti is instant. Chogath Casting Rupture while Vorpal Spikes is activated now causes it to burrow Cho'Gath. Reappearing where Rupture goes off. Darius Is now manaless Diana Shield is now 50% more effective vs monsters. Draven Landing a spinning blade on top of an enemy will deal bonus damage to them. If both an enemy and Draven are under the blade. Draven gets the blade and damages the enemy. Elise Un-nerfed Evelynn Reworked into a fighter. Fiora Ult targets are now charge based. Killing or assisting killing an enemy champion grants a charge. Max charges is 5. Galio Can now cast his ult for range. Flying into the air before starting his channel at the started spot. Gangplank Sounds of Oranges being eaten is now global no matter the vision. Garen While Garen's W is active he cannot die to magic or physical damage. Hecarim Manaless. Enemy units killed while effected by his W lowers it's cooldown by 1 second. Heimerdinger If Heimerdinger is nearby one of his turrets when they are killed. He gets angry. Reducing the cooldown to the next turret by 50%. JarvanIV Fix his bugs. Make it so his ult can't be walked out of. Karma W can now heal allies. Leblanc Procing a Q with R now silences. W damage to minions reduced at lower ranks. LeeSin Q now heals allies it passes through. Using W on a pink ward turns Lee Sin invisible for 5 seconds. Pressing R on an enemy champion automatically resets Q's cooldown and marks the target with Q so Lee Sin can follow up. Lux Procing her passive on enemy champions with basic attacks lowers all cooldowns by 1 second. Malzahar Champions effected by space aids cannot CC Malzahar. MissFortune Now gains equal magic pen as she has armor pen. Mordekaiser Reworked into a jungler. Casting W on himself gives him a MS buff. R now has a 50% slow as long as Morde has his passive active. Nasus Now steals the MS of those in his E. Is immune to slows while in his own E. Nautilus Passive damage is doubled vs monsters. Q may now be given a path similar to Rumbles ult. As such he can now have it spiral in, pulling in those around him. Nunu Q can now be used on champions for for 15% damage. If it kills an enemy champions. He gains the benefits of the targets first non-boot item for 10 seconds. Olaf Manaless Poppy Reworked into a jungler. Quinn Get some pro to do well with her in top lane. Sejuani Increased clear speed in the jungle. Shaco Vision of buffs is now shared between clones. Gains bonus gold for killing things with his E. Singed E's mana cost lowered. Enemies in the path of E take the damage the target takes. Sivir Last set of nerfs undone. Skarner Q'ing a unit effected by E extends the duration of the slow. W's MS buff is reversed. Faster at the start, slower at the end. Swain AA animation improved. Syndra Syndra can now throw herself Talon Passive changed. Killing an enemy champion now stealths Talon for 0.5 seconds and allies his current rank of E to the target of his next basic attack. Taric Mana costs lowered. Trundle Super Tanks become meta again. Tryndamere Rage bar now increases crit change by up to 100%. But at reduced damage. Trynd gains double the benefit from % crit damage. TwistedFate E charges now stack on spell use. MS increased by 10. Udyr While in Turtle Stance, slows cannot be stronger than 10%. Urgot Reworked into a mid-range fighter. Varus Q/E damage shift reverted. Making him better at being a lane bully again. E can now be used while moving. Veigar CD of E lowered. Each rank now adds additional walls. Vi Assassins take over mid lane. Viktor Mana costs lowered. Vladimir Range of Q increased. W's duration is increased if enemy champions die within it. E can be used while inside of W. Volibear Immune to slows while using Q. CD reduced by half if Q does no damage. Zac Passive immune to smites. R now makes him near-immune to CC again.

Ashkier12 votes

Alistar Joke is heard globally

Meep Man1 votes

Quinn Quinn Many fun buffs to Quinn helped made with Varnoc.

Harrier

  • On-Target Cool Down changed to 10/9/8/7 seconds (at Levels 1/6/11/16) from 10 seconds if the target isn't attacked and 3 seconds if the target is
  • Basic attacks reduce the cool down of Harrier by 0.5 seconds, increased to 1 second against champions and doubled if the target was marked by Harrier (1 second for creeps, 2 seconds for champions)
  • Targets can now be marked while you are Valor, but cannot be consumed. Instead the duration of the mark is refreshed
  • Fixed whatever bugs people are complaining about (Ive heard stories)

Blinding Assault

  • Quinn's Blinding Assault will deal damage in an AoE at the end of the range if no enemy was hit
  • Valor Physical Damage increased to 80/120/160/200/240 (+70% bonus AD) (+60% AP) from 70/110/150/190/230 (+65% bonus AD) (+50% AP)
  • When Valor uses this ability, he will dash to the target point in the target direction, stopping upon colliding with an enemy and dealing damage in an AoE
  • Valor Blinding Assault AoE Radius increased to 325 from 275

Heightened Senses

  • Area reveal duration increased to 3 seconds from 2 seconds
  • Cool Down reduced to 40/37.5/35/32.5/30 seconds from 50/45/40/35/30 seconds

Tag Team

  • Skystrike now procs Harrier
  • Cool Down decreased to 120/100/80 seconds from 140/110/80 seconds

Posted here for individual rating and opinions.

Varnoc1 votes

I'd have to disagree with this slightly. As an avid Quinn player (Top/Mid), the main problem with Tag Team is that Quinn's main source of damage, Harrier, is taken away from her. To solve the issue the following has been proposed elsewhere, and I feel it's relevant:

Harrier:

  • The cooldown of this ability is 10/9/8/7 Seconds.
  • Basic attacks reduce the remaining cooldown of this ability by 0.5 seconds, doubled against champions.
  • Enemies can still be marked while in Valor form, and the duration of this effect is extended with each basic attack against marked targets.
  • Harrier is now Consumed by Skystrike.

That being said, I would be alright with the additional range for Blinding Assault (Q) while in Valor form but the damage is already excessive in my opinion. If any change is to be made for Vault (E) while in Valor form, I would like to see it become a fixed distance dash. (Increased damage in valor form would be excessive with the Harrier change.)

Really that's all Quinn needs to become a play-maker in my humble opinion.

Meep Man1 votes

{quoted}

I'd have to disagree with this slightly. As an avid Quinn player (Top/Mid), the main problem with Tag Team is that Quinn's main source of damage, Harrier, is taken away from her. To solve the issue the following has been proposed elsewhere, and I feel it's relevant:

Harrier:

  • The cooldown of this ability is 10/9/8/7 Seconds.

  • Basic attacks reduce the remaining cooldown of this ability by 0.5 seconds, doubled against champions.

  • Enemies can still be marked while in Valor form, and the duration of this effect is extended with each basic attack against marked targets.

  • Harrier is now Consumed by Skystrike.

That being said, I would be alright with the additional range for Blinding Assault (Q) while in Valor form but the damage is already excessive in my opinion. If any change is to be made for Vault (E) while in Valor form, I would like to see it become a fixed distance dash. (Increased damage in valor form would be excessive with the Harrier change.)

Really that's all Quinn needs to become a play-maker in my humble opinion.

Thank you for contributing. I wanted to bring out some mains for editing and thats what has happened. I will do some changes today.

Black Star 12991 votes

Sorta agree on that, but I suggest that the W, heightened senses part should have the attack speed nerfed a little as Valor form. Maybe a -20% overall?

Too much attack speed later on with a single-target damage increase would be pretty powerful.

Maybe to compensate for it, make Heightened senses active mark on champions nearby (for Valor only, not sure about Quinn) so that she doesn't lose too much damage as Valor once he kills the Vulnerable champion.

Also, maybe reward the player for autoattacking the mark too? Maybe Basic Attacks on targets with vulnerable reduces the remaining cooldown by double? (2 seconds reduction for marking vulnerable champs)

(P.S. Also a Quinn main, but play her botlane as an adc. It would be great if Valor could deal fast damage to two champions instead of just one :D The Q change also makes a lot safer to escape too when you're fragile )

Oh, and btw, I like this change, and hope Riot includes this into consideration :D Great job.

Wicked Annie1 votes

Your work is amazing, it would be nice if Rito gave more feed back about this kind of posts :).

Can you rework Akali Xin too ? :c

Meep Man1 votes

[{quoted}](name=Wicked Annie,realm=NA,application-id=3ErqAdtq,discussion-id=c3OxMaqn,comment-id=002a,timestamp=2015-01-07T06:45:50.606+0000)

Your work is amazing, it would be nice if Rito gave more feed back about this kind of posts :).

Can you rework Akali Xin too ? :c

Sure, although both are already super play capable, I can look at them.

Narasimha1 votes

Slight note, I love the change to Nautilus's Dredge Line, but I think it needs a slight change. I think movement spells should be able to be used, but they still can't travel beyond the edge of the tether. Otherwise, you get cases like Darius being unable to use his ult on a target right next to him (its coded as a mini dash). Also, I don't think the AD ratio would work on Varus's ult, high utility spells on AD champs don't really get ad scaling. And wasn't using Zac's Q to pick up bloblets already vetoed? Since it basically makes the move into an AOE vlad Q with CC (Damage with sustain).

Meep Man1 votes

{quoted}

Slight note, I love the change to Nautilus's Dredge Line, but I think it needs a slight change. I think movement spells should be able to be used, but they still can't travel beyond the edge of the tether. Otherwise, you get cases like Darius being unable to use his ult on a target right next to him (its coded as a mini dash).

Really? Does that mean Darius can't use his ultimate during a root because roots also disable movement abilities. I meant for it to more act like a root that wasn't quite a root. Also, that Darius situation is poor coding in my eyes since he doesn't really hardly move if at all. Might change it to be similar to Azir's wall where if you go past a certain point you are pulled back inside rather than you being unable to use those abilities.

Samflash31 votes

Give this summoner a poro! summoner 31

Meep Man1 votes

I gave Varus lots of new toys and took some advice on other champions. I want some critique for Varus, Garen, and Urgot of course. Any other champions you guys want?

Meep Man1 votes

Urgot has been re-reworked and now is a much better Siege Tank overall. Would like mainly everyone's opinion on Urgot's new Siege W. (Care to help me again @Varnoc?)

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