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