Blitzcrank as a Fighter? Changes for the Future?
Updated:9/13/15 SO, What with all the new changes to tanky fighter types coming out and what not, it got me thinking. What could be done to make Blitz more suitable to the fighter role instead of being the oft no damage, hook'n'pray squish bot support he seems to have become in my experience. Is he supposed to be AD or AP or some mix? I thought up some ideas on how to work him better to make playing as and against the loveable little grabber, if not better, then at least more interesting than "Q>E>R>W pray they ded".
REWORK IDEA TIME:
Passive: Just numbers mostly; Gain a shield equal to 20+(10*lvl)+X% max/current mana. or something along those lines. No more instant pop shield what with a base amount.
Q: Change to physical damage, AD scaling instead of AP, maybe applies on-hits but no crits. change his kit to be a little more cohesive in what to build instead of "AD auto-attacker or AP burst mage?"
w: Small changes; reduce the start amount of movespeed and make the decay a bit more reasonable, basic attacks and damaging spells increase the duration of the bonuses to a cap (maybe less of a crushing slow), similar to how shyvana's burnout works. Blitzcrank gains bonus attack speed (30/35/40/45/50%) and a 60% movespeed buff that decays to a base amount (13/16/19/22/25%) over 4 seconds. Basic attacks and Rocket Grab increase the duration of Overdrive by 1 second up to a maximum of 8+/- seconds.
E: Lotta changes here; Cooldown now 4/3.5/3/2.5/2 or there abouts; next basic attack within 6 seconds deals bonus damage equal to 20/25/30/35/40% total AD; Recasting stacks the damage up to 3 times with the 3rd stack causing a knock-up.
R: New passive; basic abilitys (and auto-attacks?) deal bonus magic damage based on max mana (he IS a mana golem right?) maybe somewhere around 1/1.25/1.5% max Mana, and still does nothing while on cooldown; E stacks also amplify R passive damage; active unchanged? Or R: New passive; Basic attacks deal minor bonus magic damage and apply stacks of Static; R: Active; Detonate the static field to deal magic damage to all surrounding enemies plus bonus magic damage for each stack of Static (Flat? scaling? percent max health?). Reduce base damage, but greatly increased for applying stacks. This is mainly just for having something less RNG for his ultimate. OR R: New passive; basic attacks and ability damage build stacks of charge and deal additional magic damage. At maximum stacks his next ability cast is empowered and gains bonus effects. Q: gains additional damage and/or a small after effect stun. W: No more decay or slow aftereffect. E: Bonus Damage is applied as True. R: More damage and a bigger silence probably. ORRRR R: Blitzcrank passively gathers static electricity over time and by basic attacks up to a maximum of 100. Active: Blitzcrank releases a burst of electricity and all his stored static over a large area dealing magic damage equal to a base amount (80/150/230ish +X% AP) plus (1/1.5/2) per stack of static. At max stacks, Static Field also silences for 1.5 seconds.
Thoughts? Ideas? Changes? Hate? Love? Pizza? Chinese?
I also hope this is the right board for this...


, old
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, they all found success just going AP and using those ratios. Blitz is the same way; he was intended to be an AD top laner. But his AP ratios are just enough that he can be a burst mage, and his Q is such a good enemy displacement that he's one of the better supports simply because he has it.
, and he lost his self-slow because players were frustrated with it. Will you have to give up some power here? Probably, but a weaker steroid with no slow is better in most situations.
. This is because if more items granted AD and mana/mana sustain, champions like
would be murdering everyone. For Blitz, this means that he'd often have to choose between more damage or a bigger passive shield. But that's not a choice, since if you wanted to be tankier as Blitz you wouldn't stack on the mana just to improve a temporary shield, you'd just buy actual tank items that may or may not have mana on them and be tankier all the time.
Now if his passive were something like "gains AD from max mana" then this opens up a world where
is an offensive power spike and
isn't automatically a passive item.
the slow field would proc where the champion was caught and then he's pulled out of it. You could delay the damage and on hit effects proc until after the pull, but that runs the risk of something interrupting your pull and preventing the damage entirely.