Some ideas for a more exciting Leblanc
Been playing a lot of Leblanc lately and I've been doing pretty well at it, but as fun as it is, I think her kit is kind of lacking. Basically you win early on due to counterplay that's situational at best (you either chug health potions while she slaps you with the QW every time you try to farm, or you don't farm. Short of having a dash/knockup of your own to use to avoid/disrupt her QW combo, there is nothing else you can do.) Then late game comes and everyone has some defenses that she can't bust through unless she's incredibly fed. Squishies sit nice and safe behind tanks with cc that your easily disrupted W just straight up can't penetrate. Sure you can catch some poor soul out alone, but good teams simply won't lose to Leblanc, despite her early game lead. With these ideas I hope to make her early game a bit less unfair while increasing her late game potential.
Really I've only got ideas for the W and R, here they are:
W Distortion: Revert the travel speed nerfs to it and take away the instant porting back to her starting place. Instead of the instant porting thing add a 1/.75/.5/.25/0 second delay for a second cast that does no damage or reduced damage, but lets you choose where you want to go.
Reasoning behind this change:
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This makes laning a little more dangerous for Leblanc while also increasing her late game slipperiness.
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Each cast would also count towards her R, Mimic as well. So you could do fancy new combos like W Q E sW RW sRW ('s' meaning 'second') for insanely long reaching chases or escapes, or W E sW RW Q sRW using the second RW damage to proc your Q. Or for an especially prolonged fight against a tank or an enemy with a spellshield or something you can use the second RW's damage to activate a second Q after your cooldown for Q has reset. So something like Q W E sW RW Q sRW.
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You can also use it to catch up to those that are about to break your E chains. This change really takes Leblanc to the next level of versatility. With this change I'd also lower her E's tether range, something that should probably be done anyway considering most gapclosers won't break it.
R Mimic: Now does significantly less increased damage, but each spell has added effects depending on which one was used last.
RQ: Now silences the target when the mark detonates.
RW: Second cast does damage equal to how much the first cast did, possibly reduced on those already hit by the first RW cast.
RE: Three chains shoot out in a cone, similar to TF's Q or Kha'zix's evolved W. Or just one chain like normal, but the slow is increased and the snare is changed to a stun. Not both, I just can't decide between the two.
These changes now significantly increase utility instead of just damage.
That's pretty much all I've got to say, lemme know what you think.