Now for Turrets. :P :D
I like to see some things with these as well.
Sure, we can have the +X True Damage and sure we can add some more HP to them... but there is so much more than just Static Stats we can do here.
What if each Turret could have an Aura bought for it, except of course the Nexus Turrets. Just make those puppies deal True Damage and have enough HP that a sneeze doesn't blow them over.
So let's say we can add some neat things. Maybe I want my T1 Turret to get some extra Attack Speed. So I get an Attack Speed Upgrade. This Upgrade leads to a Twin Shot Upgrade, in which the Turret fires 2 Shots instead of 1. However, it can not 'focus' fire, each Shot must be at a different Target.
So we have Outer Turret Top (imagine Top, for clarity) and we Bump to T1 Attack Speed. T2 Twin Shot. T3 Attack Speed. T4 Tri Shot. T5 Attack Speed + Quad Shot.
Now, obviously, I get a T5 Turret like this... it's going to be OP as hell. But I'm spending Gold on my Turrets... not on myself, so I should die rather easily if I focus all my Gold on trying to get my Outer Turret to T5. And once you topple that Turret... all that Gold I spend is a Sunk Cost that I can't get back... so say you drop it at Level 2, and you've spent all your Gold on yourself... you still have your Items, my Shiny Turret is gone.
That would be a really Offensive Turret... but let's say you don't want Offensive, because it's affecting your Last Hitting under Turret or for other reasons.
T1 Armor/HP. T2 Enemy Move Speed Slow, 10%. T3 Armor/HP. T4 Enemy Attack Speed Slow, 10%. T5 Armor/HP, Target hit by Cannon Shot is Snared for 0.25 Seconds, Enemy Move Speed Slow 15%, Enemy Attack Speed Slow 15%. This would be an AoE Radius around the Turret, equal to the Turrets Range.
Again, T5 would be rather OP... but if I spent all my Money on T5 Turrets you will have a huge Item Advantage on me.
Let's have some more fun. Let's do a Turret that gains Range at the expense of Damage. With Turret Range comes Vision, anything in the Range of the Turret will grant Vision, to include over Walls. This helps spot out Enemy Jungles or Enemies that are looking to come from BEHIND your Turret to dive you. It also keeps Waves off your Turret while still being able to 'farm under Turret'.
T1 15% Range Increase, -5% Damage. T2 Shows all Enemy Wards in Turret Range (constant effect). T3 15% Range Increase, -5% Damage. T4 Shows all Stealth Enemies in Turret Range. T5 15% Turret Range, -5% Damage, Destroys all Enemy Wards placed in Turret Range instantly (as soon as they are dropped, or as soon as Range extends to cover them) and Stuns any Champ entering Range while in Stealth for 0.5 Seconds, also (as the T4 grants) removing their Stealth. Stealth Abilities are unusable in T5 Turret Range.
And now for a crazy one just for fun. Trap Turret.
T1 Targets hit by Turret are Snared for 0.25 Seconds. T2 Every 3 Seconds that an Enemy is in Turret Range causes the Turret to Pulsate a Wave that Knocks Back Enemy Champions AND Minions, and deals 1% Max Health Damage as True Damage. T3 Every 5 Seconds an Enemy is in Turret Range causes the Turret to unleash Wall of Flame for 1 Second (think a straight line extension from the Turret to the end of Turret Range). Those who make contact with the Wall will take 1% Max HP True Damage per Second for 5 Seconds. T4 Vampire Totem: Damage Dealt to Champions is returned TO TURRET HP. T5 Last Grasp: Upon reaching 5% HP turret LOSES ability to Life Steal, bringing up an Invulnerability Shield for 3 Seconds. During this time the Turret can not attack and all previous abilities are Lost. Once the Invulnerability Shield falls after the 3 Seconds, the Turret can again operate as a Generic Turret for the remaining 5% HP. Once that HP is deleted, the Turret is Destroyed... but upon reaching 0 HP the Turret uses the final ability. After a 0.25 Second Delay all Enemies in Range are Rooted, after a 0.5 Second Delay (0.25 after the Root) the Turret Explodes into True Damage. Those at the Core suffer 100% Max HP True Damage down to only 1% Max HP True Damage for those on the very edge of the Range (a literal 1% Less Damage for each 1% further from the Turret you get). Shields may 'eat' Damage, and Cleanse Effects negate the Damage entirely (unless used on the Snare, then it just negates the Snare portion).