If you were to rework your main, how would you do it
How would you rework your main.
How would you rework your main.
I don't main Pantheon anymore, but I'd like to share an idea.
General idea: Pantheon becomes manaless His Q becomes a skill shot that sticks into a champion for a duration and causes the grounded condition. While his spear is gone, he draws a short sword that gives him increased attack speed but less attack range. His sword Q is a short forward slash in a cone that makes the target bleed.
His W is now a skill shot dash that knocks minions aside. Still stuns the target and refreshes his passive.
E: not sure, but I don't like his current E.
Ult would be the same, but lands faster.
A lot of ideas are needed for this honestly. But I feel if Pantheon had a weapon swap ability in his kit it would enforce the master of combat theme.
I don't main Pantheon anymore, but I'd like to share an idea.
General idea: Pantheon becomes manaless His Q becomes a skill shot that sticks into a champion for a duration and causes the grounded condition. While his spear is gone, he draws a short sword that gives him increased attack speed but less attack range. His sword Q is a short forward slash in a cone that makes the target bleed.
His W is now a skill shot dash that knocks minions aside. Still stuns the target and refreshes his passive.
E: not sure, but I don't like his current E.
Ult would be the same, but lands faster.
A lot of ideas are needed for this honestly. But I feel if Pantheon had a weapon swap ability in his kit it would enforce the master of combat theme.
^ I currently play a lot of pantheon ( For the last 6 months ) and I would love to play that rework maybe a different ult but that's it
Honestly I feel his ult is the most iconic part of him and should stay in some form.
There is nothing quite like dropping down from the sky from halfway across the map to remind people why they don't fuck with your midlaner.
he shoudl be able to draw out his spear from the opponent to make them bleed but lose the grounded effect
i think thats a great idea, for his E i think they should keep the passive but make active the same if he has his spear but if he had his short sword his E then becomes an empowered auto that does missing HP damage. cause the E's whole point was to give you executing power.
undo his rework
Q- same as before
W- same as before
E- same as before
R- same as before
laugh - make it global
My idea for
Hidden Passive: Using an ability causes laugh to trigger, laugh is global.
Lux laugh also triggers whenever an enemy disconnects.
the most OP rework of them all.
Calm down, satan
charm now makes the player permanently change teams.
Rename charm to wololo then
See, the thing is, my mains work fine. Reworks happen when a champion is particularly difficult or impossible to balance because of how their kit is designed. And none of my mains have that problem.
They also happen when a champion's abilities lack nuance, though, and I can think of one.
Shyvana's ultimate. Now, I like having a really long-range dash, an AoE booster, and it's overall a decent ultimate. Except for the "descent" part of Dragon's Descent. She just kinda...charges forward. If she happens to pass over an enemy champion, they get knocked a couple inches in the same direction and take a bit of damage. I know it's on a relatively low cooldown because Fury buildup is easy, but it still...doesn't feel very "ultimate."
Why doesn't she leap high into the sky, shift into a dragon, and then land at the point of impact, wreathed in flames and sundering the earth below her? That's what I think when I picture a Dragon's Descent.
as a fellow shy main you pretty much sum it up, i want a scary "OH SHIT THIS DRAGON JUST LANDED ON US" kinda feeling when i ulti not a "wait did shy just ulti?"
Illaoi: Gains +1 AD every time someone cries about her being OP in chat.
Bombs should be the size of ziggs ult ( ͡° ͜ʖ ͡°)
I'd just let CertainlyT do it and then hit Masters in a week.
You better be carefull with your wishes 
I would never rework my son, he's beautiful and perfect in every way.
... Alright, one change: when fully charged, his W will snap to allied units below 50% health within 300 units of it, because my carries are so fucking terrified of those shrines, you'd think they're cait traps or something ffs.

Kit stays the same.
But the lamp is now strapped to his back, and he is wearing a straightjacket.
: kicks you to death Imagine if I had some real arms!
I don't really have a main so I'll go with one of champions I play often.
Passive: gains AP based on missing HP.
Q: Deals damage in a cone. When mantra'd heals allies.
W: Tether that speeds up an ally or slows an enemy. Double values with mantra. Tether deals damage when touched.
E: Shields an ally. Deals AoE damage around the target when mantra'd.
R: Mantra. Duh.
Oh wait...
Q range becomes 650-850 range instead of 0-850
W heal is now based on the distance between you and the target, healing the more you're close to the target
E: makes allies immune to slow instead of bonus ms, still bonus ms on herself
R: same
generally: global cooldown increased from 0.5 sec to 1 sec if it ends up weak, buff.
as an ex master player, i just feel that there is no way to be different from other sona players except choosing the right passive at the good moment.

Passive stays the same Q: His trail now gives stealth while moving on it, but any damage will make him visible. Same damage buff and movement speed buffs. W: Same passive. Blocking a spell now gives him bonus attack speed and provides a debuff to the champ who's spell is blocked. E: Same fear. If Nocturne uses his E on someone with the W debuff, the fear is procced immediately. R: Same ult but now gives an AOE fear to all champs in a small radius by his target, Kind of like Hec ult.
disclaimer: He would be pretty strong if he was reworked like this.
give her back the dmg amp on e and let it stop dashes again
xD
Let's not make her pick/ban.

Passive: Morgana builds stacks of Soul Siphon from damaging enemies. At 100 stacks she heals for 100% of the damage dealt on her next ability.
Q: Same, Lower Duration a bit.
W: Lower Base damages, increase execute amount.
E: Black Shield magic dmg prevented up, duration down, cooldown down
R: Morgana now creates a tormented soil area around her (Think Lissandra Ult), dealing the same damage as her W in a wide AOE.
... but honestly she's fine as she is... her passive just needs to be spruced up.
I would given
his bleed damage back.
's ult would become a skillshot that inflicts grievous wounds on her target and allows her to chase them down.
I would given
his bleed damage back.
His old bleed damage was OP as hell, it was unnecessary bonus damage that made early-game trades way too easy. He was the only champion who, in the laning phase, without any bonus AD, dealt >100 damage per basic attack. Entirely due to that bleed damage.
If you were going to rework Draven so he had the bleed damage come back, you would need to tweak a lot more of his kit to balance it out.
Out of curiosity, Would it be okay if his Ult had bleed damage? I don't play him or face him enough anymore to know how him or his ult is doing balance wise right now.
As far as damage potential, his ultimate is capable of the highest damage out of all the global ultimates, and out of most of the long-range ultimates in general. That said, he has to hit both ways for it to actually deal the full damage.
I could see the bleed damage being attached to his ultimate, although I personally do not see the point in it.
What about Jinx's missing health thing though on her ult?
Her ult is an execute and hits once. Draven's can hit on its way back and applies lifesteal.
The base damage of Draven's ultimate, if he hits one target both ways, is 350/550/750 +220% bonus AD. The base damage of Jinx's ultimate after it passes the max damage threshold is 250/350/450 +150% bonus AD, +25/30/35% missing HP.
So, right off the bat, Draven's ultimate has a 100-300 base damage gap, and it gets 7 more damage per 10 bonus AD (assuming they get the same amount of bonus AD).
But, to cover that gap, Jinx gets 25-35% of missing HP damage, which makes up the difference if the target is missing 400/667/857 HP, +28/23/20 missing HP per 10 AD.
Realistically speaking, as long as a target is below half HP, Jinx's ultimate has higher damage potential on the primary target. However, Draven's still wins in pure damage output, because it can easily hit far more targets with its significantly longer (albeit narrower) AoE.
Ah okay, thank you for explaining!

Idea: Make him more of a fighter rather than a burst assassin/pseudo tank. Right now, If you miss your EQ, that shit's OVER. You can't do diddly. "But the EQ combo itself is so strong!" That's why we exchange some of his power on his EQ to the rest of his fighting ability. He's a fighter and initiator, but Zac, Sejuani, and Ekko "fight" better than he does (and have more interesting 'fighting' patterns) for being tanks.
Change Passive to one of those 3-4 hit passives, with the reward coming right at the beginning of the combo, needing 3 autos until you can proc it again or something like that. Something that rewards scrapping not bonking someone in the jaw and walking away.
Make W an auto attack reset that would allow him to reach that passive a little easier.
In exchange, drop some scaling on his Q in exchange for slight cooldown reduction. You want him to be about knocking people up and beating the shit out of people over and over for extended periods of time rather than the nonsense play pattern he pursues now. If the knockup is too short a cooldown, drop some time spent in the air or something like that.
Keep ultimate the way it is or drop its damage a bit if this new J4 is OP. Maybe unspaghetti it a little bit and not allow short dashes to get out of it.

Udyr: Passive: Stays the same
QWER: each can get to lv 6 now, (thus no lost points into a stance you wont use). When he gets an ability to level 6, he gains a permanant buff based on that ability. This effect can be stacked with the abilities actual buffs.
Q: At level 6 he gains x% of AD, and x% AS W: At level 6 he gains x% lifesteal E: At lv 6 he gains x MS, stun activation time down (8 to 6 seconds) R: At lv 6 he gains a permanant aura dealing x damage each second
Getting to lvl 20 as udyr on Urf is one of the strangest feelings, because for once he finally can max all of his abilities haha

Bring her old ult back so she has a better gap closer and can FINALLY get back to using her secondary which is FIGHTER!
That's all...
: I would change her Ult and W completely, as they just feel so strange, her W is too simple, and her ult is useless for burst, but still does the most damage. I can't think of either right now, but imagine a W with less damage, but like a 2 second cooldown, that worked like a hecarim Q where she could spam it, obviously it isn't good, but would be cool
I main Panth. I would make him into more of an aoe champ than a single damage champ. His ult and e are aoe, but not enough. Probably would make his W a spartan charge. No more spear shot, better attack speed scaling. Basically Spartans were historically team fighters so I would make him into a better teamfighter than a split pusher.
give her back her old passive

New Passive: Killing Joke: Shaco's basic AA stuns enemies near death - forcing them to laugh uncontrollably. (Backstab 20% bonus damage is now part of E passive.)
Otherwise, W duration now scales 50 / 60 / 70 / 80 / 90.
Ult QoL tweaks - increased responsiveness, Shaco commands after he dies, upon reaching maximum leash range it blinks back to Shaco in a puff of smoke.
I'd go back to old Leona W strength, remove all this ranged AA on ult nonsense, put the damage back on her ult for initial hit they recently removed, and take the stun back to slightly longer CD.
I don't main Rammus but I'd take him back to the good ol days of D curl making him damn near unkillable as well.
These are hard diving distraction tanks and they aren't supposed to be remotely as easy to kill as they currently are.
Brand
P- same except autos reset the duration of the dot
Q same
W Same except breifly leaves a molten pool after the explosion that does damage to and slows those inside
E- New - Lava Faultline- Brand forces lava to surge up from underneath the target enemy, the Faultline then heads from the enemy to Brand. While on the faultline brand gains 10% movement speed and emits a burning aura. (for the faultline think Velkoz W but moving from the enemy to you instead of from you to the enemy.)
R- Combustion- deal instant magic damage to target enemy and inflict 3 stacks of Blaze, any enemies hit by the passive explosion caused by this spell instantly recieve 3 stacks of Blaze. Can be self cast, inflicting no damage to brand but causing blazes explosion to go off around him 50% faster with 25% increased range. Ignores normal Blaze cooldown
Split W into two separate abilities, replace passive with the first part of W. Activating W begins the AOE instantly. The passive portion activates after 4 seconds in combat and now deals damage based on Sej's HP like her W rather than %enemy. Generally reduce damage/lv across her kit but add small HP ratios to each of her abilities.
I always liked the idea of Sej being a champ who gains damage from her HP and I think that would be a great theme to push for her. Her passive also sucks and I think this is a good way to solve that without adding tons of power in a new passive to her kit.
Prepare for some text, because I've thought about this one for a while. So oh boy, here we go.

That basic idea for what I have is to make a really toned (and I mean really) toned down version of Invoker; I don't play dota, so it's mostly the idea.
For her passive, instead of flat bonuses based on the last spell cast, I would make it's affect based on which 3 spells were cast leading up to it, with the effect varying with number of of casts of each spell and maybe order.
For example, casting one of each spell (a normal combo) would yield all three current passive effects on the next auto, but at maybe half or a third of the current strength. Casting one spell and another spell twice would yield the 1/2 or 1/3 effect of the single cast and near or at live values for the spell cast twice. For a spell cast three times to achieve the passive, the bonus would be higher (maybe 50%) than live values. If they wanna be more in-depth, they could add bonuses based on what number each spell was; the first spell has a diminished effect while the last has an increased effect. This might be a little complicated and Sona should still be relatively newb friendly; I want easy to learn, hard to master.
In order to keep this change in line, though, I have two extra conditions for it. One, stacks building to her passive decay after not using spells. Two, using a fourth spell starts the cycle over from the beginning. The first prevents a Sona from sitting there with two q's stacked, waiting to hit you with a q and a 3-q power-chord q-enhanced auto. The second means she can't get to three q's and then sit there, casting q whenever her passive stacks would start to decay.
The main point of this passive change is to emphasize flow and rhythm, the elements of music. The powerchord should be the culmination of the spells cast to get there. The passive "controls" emphasize not just randomly hitting buttons but flowing through the fight, making sure you keep the spells coming (which lines up with Rito's changes to her ultimate, adding CDR for her normal abilities) and be on point to use your powerchord after the third spell. It also means Sona as actual decisions to make. She could hold off and try for a lot of damage with a 3-q passive, but that means she can't heal or speed up anyone that fight. From a gameplay perspective, I think this last part is perhaps the best element of my idea.
Moving on from the passive, I also have a couple of ideas for her abilities.
First, make the effects fall off with distance; her moves are literally sound and sound dissipates. Video-games don't have to be realistic, but reality is a good base. And when I say effect, I mean for both allies and enemies. You can heal and shield the tank really well or give the ADC a really nice shield; not both. The same goes for auto-enhance on q and the speed boost on w. Sona herself, being at the center, would theoretically get the max effect. HOWEVER, if Riot want so to focus on support Sona, and effectively kill mid-Sona, they could make it so she gets no benefits; I don't know if I want them to kill mid-Sona, but that's a question for another time and at the very least, doing this would making buffing support Sona easier without worrying about mid lane outcomes.
I think this change is good because it again emphasizes flow. The argument has always been that you deserve to die if you let Sona get close enough for her to q and powerchord-lichbane-auto you; these changes would make it even more true. A Sona that "flows" into the fight and get's right next to the enemy AD without dying damn well should be able to kill said AD.
The last change (I promise this is my last idea) would be to take away the "flying" targeted parts of her spells. Now most Sona players would hear that and freak, but hear me out. Instead of a targeted part, the aura part gains the effect of the targeted part as well as keeping it's current passive effect. The range on said aura's would be increased (I'm thinking Karthus whatever ability it is, you know the one, size). Next, the spell itself would flow out in a circle (just like the current auras, but flowing out to get there) instead of being instant; I'm thinking slow enough for someone with a blink/dash to escape or for people on the edge to be able to walk out without getting hit, but fast enough that the average champ can't walk from mid-way to all the way out before getting hit. I can't really say anything on the balance of this, it just seems to fit. For a similar spell, I would actually point to Vlad's new third q (or at least I think it's q, I don't play vlad). More interesting, this would aid mid-Sona by potentially giving her something she sorely lacked; waveclear. That may contradict prior ideas, but their ideas, it happens.
TL;DR Make passive depend on the all the spells used to stack it, not just the last; the spells (notes) build up to the powerchord (sort of the final note for that part). Make the spells feel more like sound, which they technically are.
Also, if I wanted to post this own it's own (cuz, I kind of want to), what boards would I do it on?
R: Roots in place for 10 Seconds, all his spells get 15%/30%/50% extra range and get empowered
Empowered Q: Charges Twice faster
Empowered W: Enemies in the middle of the AoE get stunned for 0.5 seconds.
Empowered E: stun time increased to 1 - 3 seconds depending on Distance traveled