Roles Specific Attributes
Hello everyone! I want to present to you my thought about how should roles be classified and how they should impact the game for the better.
I thought about posting this for some time now, and now I finally am able to show my side, here is a list off all champions and what role each one should have. With this Critical Strike Items are gone for good!
*note: Yasuo & Tryndamere should have a tweak on their critical abilities as well as other Critical Strike Chance Champions abilities.
My English is somewhat lacking, so please bear with it If you can :)) And don't forget to comment your thoughts!!! RIOT EMPLOYEES, PLEASE SHARE YOUR THOUGHTS ABOUT THIS IDEA, thanks!
So, come on, lets start immediately with the list:
Warmonger:
Deal 15% more damage to minions and monsters
Deal 100% more damage to turrets
Take 50% less damage from minions
Take 30% less damage from monsters
Unique Passive: Perseverance
Regenerate 0.3% Maximum Health per second (+0.02% per bonus Armor)(+0.02% per bonus Magic Resist) while in combat with enemy champions and/or when below 35% Maximum Health.
Unique Passive: Enhanced Tenacity:
Reduce the duration of all crowd control effects by 25% increased to 35% while nearby at least 3 enemy champions.
Protector:
Deal 20% more damage to non-Epic monsters
Take 50% less damage from minions
Take 30% less damage from monsters
Unique Passive: Fortification:
Receive 15-100 (based on level) bonus Armor & Magic Resist and Regenerate 0.3% Maximum health per second while nearby an allied turret or when below 15% Maximum Health
Unique Passive: Solidarity:
Nearby allies take 4% reduced damage, Increases to 12% reduced damage to champions below 15% Maximum Health.
Does not stack with itself.
Unique Passive: Tenacity:
Reduce the duration of all crowd control effects by 25%
Juggernaut:
Deal 20% more damage to minions
Deal 45% more damage to turrets
Take 40% less damage from minions
Take 30% less damage from non-Epic monsters
Unique Passive: Battle Behemoth: Range: 410
While in combat with at least one enemy champion gain 1% (Increased to 3% When nearby at least 3 enemy champions) bonus Armor, Magic Resist & Base Attack Damage per second per enemy champion nearby (up to 200%) for 4 seconds, increased to 8 seconds when you kill an enemy champion.
Unique Passive: Slow Resist:
Reduce the effectiveness of slows by 25%.
Duelist:
Deal 20% less damage to champions
Deal 25% less damage to turrets
Take 20% more damage from turrets
Unique Passive: Bleeding:
Basic Attacks & damaging abilities against the same champion deals 10% additional damage as bleeding over the next 3 seconds stacking up to 5 times (for a total of 50% additional damage) can stack on multiple champions in the same time but each one build stacks separately.
Unique Passive: Skirmish:
You take 10% less damage while in combat with only 1 enemy champion and no allied champions are nearby, but take 5% more damage while in combat with 3 or more enemy champions.
Fighter:
Take 10% less damage from turrets
Unique Passive: Running Riot: Static Cooldown: 25-8 seconds (based on level)
Gain 75% Movement Speed toward enemy champions that decay over 1 second after taking damage from a turret shot or after the effect of a hard crowd control (stun, taunt, snare, root, silence etc...).
Unique Passive: Rampage: Static Cooldown: 18 seconds
Basic Attacks & damaging abilities deal 28% more damage against champions while inside an enemy turret range zone or while nearby at least 3 enemy champions (775 radius range), this effect persist until out of combat with enemy champions.
Unique Passive: Enhanced Slow Resist:
Reduce the effectiveness of slows by 35% and the duration of slows by 15%.
Assassin:
Deal 35% more damage to jungle monsters
Deal 20% less damage to Epic Monsters and Pets
Vanguards, Wardens & Juggernauts are immune to Unique Passives "Mark of the Hunter" & "Backstabbing"
Unique Passive: Mark of the Hunter: Static Cooldown: 8 seconds
Basic Attacks & Damaging abilities will execute champions below 50-475 Health or 15% Maximum Health (the greater value).
Mark of the Hunter does not trigger when in combat for more than 5 seconds and/or when sighted by enemies for longer than 3-5 seconds (more burst assassins would have less time to get the effect).
Unique Passive: Backstabbing:
Basic Attacks & Abilities with Critical Strike components will Critically Strike champions attacked from behind.
(Basic Attacks that Critically strikes are modified to deal 125% Attack Damage as Physical Damage +50% Ability Power as Magical Damage +25% Bonus Attack Damage as True Damage)
Marksman:
Deal 30% more damage to jungle monsters
Deal 40% less damage to turrets
Take 50% more damage from jungle monsters
Unique Passive: Break Point:
Dealing 500-2200 damage before armor/magic-resist mitigations (more damage required per level) against the same champion in an interval of 2-5 seconds (more burst marksmen would have less time to get the effect) will mark them with "Open Wounds" for 5 seconds ("Open Wounds" reduces HP-Regen to 0 for the duration).
**Unique Passive: Opportunist: **
Basic Attacks and Abilities with Critical Strike components will Critically Strike targets with "Open Wounds" and will refresh its duration as well as giving you a 35 flat movement speed towards them for 2 seconds.
(Basic Attacks that Critically strikes are modified to deal 125% Attack Damage as Physical Damage +50% Ability Power as Magical Damage +25% Bonus Attack Damage as True Damage)
Magus:
Deal 40% more damage with basic attacks against non-champions
Take 25% less damage from caster minions
Take 10% less damage from Epic Monsters
Unique Passive: Warlock Aura: Static Cooldown: 16 seconds
Gain 25% of your Ability Power as Bonus Armor & Magic Resist, this effect persist for 2 seconds after taking damage, and refreshes when you make a kill or assist against enemy champions.
Unique Passive: Solidified Burst: Static Cooldown: 8 seconds
Damaging abilities against unique enemy champions gives you a stack of "Magical Burst" for 4 seconds, each stack amplify your abilities magic damage dealt by 4% and damaging the same champion refreshes the duration. At maximum stacks, your next basic attack against an enemy champion will consume all stacks, have 1-100 increased range (based on level) ,dealing 10% maximum health as bonus on-hit magic damage and snare for 0.75 seconds. (maximum 5 stacks)
Unique Passive: Arcane Mastery:
Basic Attacks are modified to deal 65% Attack Damage +5% Ability Power Magic Damage instead of 100% Attack Damage Physical Damage.
Mage:
Deal 40% more damage with basic attacks against non-champions
Deal 25% more damage to caster minions
Take 10% more damage from Epic Monsters
Unique Passive: Electrical Blaze: Static Cooldown: 10 seconds
Moving and attacking gives you "Blaze" stacks, at 100 stacks your next Ability will empower your next basic attack to deal 5+35% Ability Power bonus spell magic damage.
Unique Passive: Celerity: Static Cooldown: 18-7 seconds (based on level)
Dealing more than 40% of an enemy champion's maximum health over 3 seconds gives you a 25% bonus movement speed for 1 seconds increased to 95% when running away from enemy champions.
Unique Passive: Enhanced Arcane Mastery:
Basic Attacks are modified to deal 55% Attack Damage +15% Ability Power Magic Damage instead of 100% Attack Damage Physical Damage.
Enchanter:
Unique Passive: Arcanite:
Basic Attacks & Damaging Abilities debuff enemy champions reducing their Armor & Magic Resist by 1% and give you the same amount as Ability Power for 8 seconds (stacking up to 10 times per champion up to 30 times). When an enemy champion marked by "Arcanite" dies, you gain his maximum stacks (10).
Unique Passive: Will Power:
Gain 1% Cooldown Reduction per 12% missing health & 1% Cooldown Reduction per 12% missing mana, up to a maximum of 10% Cooldown Reduction, those reductions does not count toward your cap.
Unique Passive:
Basic Attacks heal you for 10 + 8% Ability power when you have more than 10 stacks of "Unique Passive Arcanite"
Unique Passive: True Arcane Mastery:
Basic Attacks are modified to deal 100% Attack Damage as Magic Damage