Roles Specific Attributes

MujinTengu·9/19/2017, 7:56:59 PM·3 votes·732 views

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:

Chogath DrMundo Galio Gragas Malphite Maokai Nautilus Ornn Sejuani Sion Volibear Zac 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:

Alistar Blitzcrank Braum LeeSin Leona Nunu Poppy Rammus Shen TahmKench Taric Thresh 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:

Darius Garen Illaoi Mordekaiser Nasus Renekton Shyvana Singed Skarner Trundle Urgot Yorick 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:

Camille Fiora Irelia Jax Kayn Malzahar MasterYi Olaf Riven Teemo Tryndamere XinZhao Yasuo 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:

Aatrox Gangplank Gnar Hecarim JarvanIV Jayce Kennen Kled Pantheon RekSai Vi Warwick MonkeyKing 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:

Evelynn Fizz Kassadin Katarina Khazix Nidalee Nocturne Rengar Shaco Talon Zed 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:

Ashe Caitlyn Corki Draven Ezreal Graves Jhin Jinx Kalista Kindred KogMaw Lucian MissFortune Quinn Sivir Tristana Twitch Varus Vayne Xayah 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:

Amumu Anivia AurelionSol Cassiopeia Fiddlesticks Heimerdinger Karthus Lissandra Morgana Rumble Ryze Swain Taliyah Velkoz Viktor Vladimir 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:

Ahri Akali Annie Azir Brand Diana Ekko Elise Leblanc Lux Orianna Syndra TwistedFate Veigar Xerath Ziggs 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:

Bard Ivern Janna Kayle Karma Lulu Nami Rakan Sona Soraka Zilean 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


8 Comments

Tenth Leper9/19/2017, 8:00:38 PM2 votes

It is all well organized and presented. Would be a lot of work to implement.

DragonShea9/19/2017, 10:26:27 PM2 votes

I post a suggestion about sub-class specific ability, but no People down just had to downvote me when I mentioned it, so for that, fuck yous.

But now that I am done venting, I'll just say that you did a good job OP but for the jugg's they need to have around 250 or so AA range, since Urgot is a ranged jugg if he is gonna get a ranged boost it should be increased to 375. Also their passive ramp up need to be increased to 3% per second and last 5 seconds as the duration is gonna be too short and clunky as fuck.

Critmaster Garen9/19/2017, 8:36:43 PM1 votes

most of those sound like they should be (keystone) runes.

Unique Passive: Battle Behemoth: Range: 350 While nearby an enemy champion gain 1% bonus Armor, Magic Resist & Base Attack Damage per second per enemy champion nearby (up to > 300%) for 2 seconds, increased to 10 seconds when you kill an enemy champion.

this really sounds like it should be a fighter rune for next season. maybe extend the range to 600 though, or simply make the requirement to be in combat with enemy champions.

Hammermancer9/20/2017, 6:46:51 AM1 votes

nope too railroady

This to me is the same thing as removing items and just giving people stats per level

MujinTengu8/4/2018, 7:46:50 AM1 votes

BUMP