A simple Guide to determine whether a Champion's Kit is Overloaded or not

Warden Karma··2 votes·614 views

Hello there,

Especially Lately I feel many new released Champions bear a rather Overloaded Kit, making them often very strong sometimes up to an unfair state. While how the Kit interacts with itself, others and its numbers are important for balance too, there is one rather clear indicator whether a Kit is Overloaded (and tends to be Overpowered and/or unfair) or not.

So here is a very simple way to tell if the Kit is rather Overloaded or not:

Count the things each Ability can do and summarize them. Simple as that.

For some Champions it might be a little difficult to count them, but you will get a picture.

Lets look at some examples:

Brand Brand turned out to be rather strong at the moment, but is his kit overloaded? **Passive: **Deals Damage over time when hit by an Ability (1) **Q: **Deals Damage to a Target colliding with it (2), stunning it when effected by his Passive (3) W: Dealing Damage in an Area (4), Damage increased when effected by his Passive (5) E: Dealing Damage to a target (6), becoming AOE when effected by his Passive (7) R: Dealing Damage (8), being able to bounce between targets (9), priorises Champions if effected by his Passive (10)

So Brand has 10 Points so to say. His Kit itself is not Overloaded.

Poppy Passive: Bonus Range at some AA'S (1), Shielding her when picking up the buckler (2) **Q: **AOE Damage (3), Slow (4), delayed AOE Damage (5) **W: **Increased AR+MR (6,7), more AR+MR when low Health (8), Movementspeed (9), Can knock down dashers, dealing Damage to them (10) **E: **Dash (11), Damage (12), Carring the target with her (13), Stun if hitting terrain (14) R: AOE Damage (15), Knockback (16), CDR if Ability is cancelled (17)

Poppy has 17 Points, sounds quite overloaded right?

I know newer Champions have more complicated Kits to feel more unique from those who are already released, but have they to be overloaded like that?

Lets look at Kindred, I often hear People saying they are kinda balanced. Passive: Can mark Champions (1) and Monsters in the enemy Jungle (2) to gain extra Damage permanently (3) Q: Dash (4), Damage (5), CDR if inside of W' Area (6) W: Selfheal (7), Creating Area with a "pet" attacking targets (8) E: Slow (9), third attack deals Bonus Damage (10) R: AOE which prevents units to die inside (11) and heals all inside afterwards (12).

Kindred has 12 Points and is considered quite balanced.

You can do that for every Champion you like, you will come to the point where Champions, who have 10 to 14 Points feel more balanced and fair to play against then those with 15 or more points. Again, this is just a Guide not the answer. Also an Ability should have 2-3 Points, in rare cases maybe 4, otherwise it feels overloaded.

A Good example of a overloaded Kit is Thresh we all know his Kit is overloaded, yet it was nerfed several times to not feel that much unfair to play against than it used to. Passive: Collects Souls for a bonus AR (1) and MR (2) **Q: **Damage (3), Stun (4), Cdr if hitting enemy (5), Pull (6), Leap to the target (7) W: Reveling area (8), Shield (9), Click the Lantern (10) **E: **Bonus Damage on AA'S (11), Damage (12), Knock in the direction cast (13), slow (14) R: Damage (15), Slow (16)

Like Poppy, Thresh has 16 Points.

So in my humble Opinion, a maximum of what a Champion should have is_** 14.**_

Which Champion do you consider being balanced? Which one is not?

If you would like to have more examples, just name a Champion and I try to answer how many Points my Guide would give them and, based on this number, if the Champion is more likely Overloaded/Overpowered or not.

5 Comments

Abyssphere1 votes

It's difficult to judge what you include in stuff like this. Stuff like "refunds CD on hit" for Thresh's hook is silly because that mechanic was introduced as an excuse to increase the cooldown.

Asayake 5150glow1 votes

{quoted}

It's difficult to judge what you include in stuff like this. Stuff like "refunds CD on hit" for Thresh's hook is silly because that mechanic was introduced as an excuse to increase the cooldown.

Also, he should have a -1 on his passive since he does not get scaling Armor on lvl.

Grimmrock1 votes

I think the key here is that the higher pointed heros, poppy and thresh have much lower damage caps then their counterparts, and in the case of poppy, much more significant risk factors surrounding using that kit, meaning that there are more windows of opportunity to counteract those points of power, and after all of that, their numbers are significantly lower as well.

In the case of poppy she has only half her damage upfront , and the other half is conditional, so shes very strong when everything goes exactly right, and pretty weak if those same "Right" conditions arent met.

In the case of thresh, he has far less damage then brand or kindred, and more CC. his number are tuned back in respect to kindred and brand and the largest potential of his kit comes to engaging or disengaging, sometimes both though muted at best when he tries to play both roles.

if we listed out nautilus or sion we could also end up with greater points, but Id like to use lee sin as an example

Passive: faster AA after skills <1> AA restore bonus energy after skills <2> Q: ranged damage dealer <1> % HP<2> Dash<3> %missing HP <4> grants true sight <5> W: Shield <1> Dash <2> increased life steal <3> increase spell vamp <4> E: AOE <1> damage <2> Movespeed slow <3> grants true sight <4> R: Disengage <1> knockback <2> damage<3> CC applied to enemies hit by target <4> damage based on targets hp% dealt in aoe <5>

Lee sin scores a 20 and he's considered one of the most balanced champions in the game by top players.

the difference between poppy and Lee sin is that very little if any of lee sins damage or utility is conditional while most of poppy's damage and utility is, and his numbers are drastically higher than hers.

the problem I think isn't when the kit does a lot of things, but when a kit does a lot of things AND does them with high damage values. many tanks run kits with higher kit values but with lower damage output. its somewhat unfair to try and compare kits between different arch-types because numbers become the deciding factor, not the kits themselves. a decent brand is going to shit damage and poppy is going to have a hard time dealing respective damage back unless brand mis-positions, same with poppy vs kindred and thresh loses all those match ups. the numbers are just too important for this kind of comparison.

The Whamboozler1 votes

Not really the best way to decide this. Allow me to make an example.

Let's invent a new champ and call them Bob. Bob's kit is this.

Passive: On each auto attack bob does 1 bonus magic damage (1), 1 bonus physical damage (2), slows the enemy by 1% for 1 second (4), gives himself 1 bonus Armor and MR (4). SECOND PASSIVE : (lol Yasuo ) Any time Bob's team slays Baron Nashor, Bob gains + 1 AD permanently. (5) Q: Bob's next auto attack deals 2 bonus magic damage (6), and binds the enemy hit for .3 seconds (7) W: For the next 1 second, Bob gains +2 Armor and MR (8), and +5 Movement Speed (9), if Bob strikes a champion with a basic attack during this time, these bonuses double for .5 seconds (10) and he also silences them for .5 seconds. (11) E: For 3 seconds, each enemy that hits Bob takes 1 True damage (12). Passive: While not activated Bob has +5 health. (13) R: All enemies within a small AoE around Bob (14), are pushed away from him (15), and are slowed by 5% for 1 second (16), while all allies in that area are pulled towards him (17) and gain 5% movement speed for 1 second (18).

There ya go. 18 points and he's TERRIBLE. What's that you say? Well let's make a balanced champion. We'll call them Steve the towel boy.

Passive: Nothing. Q: Nothing. W: Nothing. E: Steve throws a towel. This ability is targeted and does magic damage (1), as well as stunning the enemy for 15 seconds (2). R: Nothing.

Only 2 points. MAN poor Steve is under powered. He might need a buff.

My point is that not all abilities in a kit are created equally. Some abilities are VERY strong and others are slight add ons to make an otherwise weak champion relevant. Some abilities are very powerful on a champion based on the rest of their kit and some are lackluster for the same reason. A stun isn't the same as a slow, why are both worth a point? Skillshots are harder to land than targeted skills, should they be worth the same? ANYTHING that is short ranged or god forbid melee ranged is difficult to place on an enemy. Should an on-hit stun be worth the same on a hugely mobile champion with 3 dashes as on a slow, plodding melee champ? No man, balance isn't that easy.

Aeolian Melodies1 votes

How many things you can do with your abilities isn't the only factor, the raw values are important too.

Sona

Power Chord: Bonus damage (1), damage debuff (2), slow (3), auras last longer the more people you tag (4), AA reset for Sona (5) Hymn of Valor: Damage (6), AA boost for Sona (7), AA boosts for people touched by the aura (8) Aria of Perseverance: Heal for Sona (9), heal for an ally (10), shield for Sona (11), shield for people touched by the aura (12) Song of Celerity: MS boost to Sona (13), MS boost to people touched by the aura (14) Crescendo: AoE damage (15), AoE stun (16), boost to her Q aura (17), boost to her W shield (18), boost to her self-buff on E (19)

Nine. Fucking. Teen.

By your standards, Sona is more overloaded than Thresh, and we all know that's bull.

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