LoL Dungeons
I have been taking a semi-break from LoL to play things like Lunar: Silver Star and D&D Neverwinter, and as I was playing one or the other, I got to thinking about what it would be like to fight my way through a dungeon using the LoL mechanics and champions, but using these mechanics and abilities to bypass or defeat traps, collect items from defeated enemies, and find your way through to the boss. I doubt Riot would invest the time to create a game mode built around dungeon exploration, as this would be more of a separate game than a game mode, which don't require new maps to be built and new monsters created. With this in mind, I posted this idea in the Memes & Games forum to see what kind of speculation it generates, if any.
To start things rolling, hopefully, I offer the following question:
What team of champions would you most like to take into a dungeon, and why?
For Damage.
For engage, scouting with saplings, and damage mitigation for Draven and Eve, and for durability in fights.
For engage, and navigation around or over traps with his lantern, for durability in fights, and for control.
For stealth, both for reaching and eliminating the stronger monsters (which are usually in the back), and for scouting,
For self-sustain, and for keeping crowds of smaller monsters under control during fights, especially boss fights.
Edit: Seeing the responses I have gotten so far has made me wonder, which of the 5 champs would you play, and which would you leave to other players? I would probably play either Maokai or Eve, though I would be thinking about Draven the whole time, but I am sure there are better axe catchers out there than I am.
(Battle Bunny)- For eye candy
(Head Mistress)- For eye candy
(Mafia)- For eye candy
(Heart Seeker)- For eye candy
- to do all the fighting
Crowd Control? What is that?
Am I dying yet?
So you think I'm dead
Joke, I don't know any joke
MANDROP.
fits well in skirmishes, use spiderlings to tank or scout
who needs a torch when u have one standing in front of you
hits like a tank, experience against monsters, have arguments with thresh :P
LIVE! LIVE! LIVE! merry christmas have some health/mana !!
The tank. Has powerful AoE, CC and grows after eating enemies.
The support. Brings buffs, heals, damage and crowd control. Also, Nami.
The mage. Powerful attacks with some Voidlings for extra damage.
The fighter. Nice mix between damage and tankyness. And dragons.
The assassin. Stealth, melee and ranged attacks and good mobility.
Yorick, Fighter: Uses Ghouls for Scouting, has sustain, and can avenge people's death. Ghouls are expendable and can disarm traps. Can also tank very well.
Zilean, Support: Can Revive, plant bombs to large mobs in tight spaces, and can make quick escapes. Bonus: Can also see the future so he can solve puzzles and traps. I'm sure he can be a light source since his ult makes people glow, so surely, he must have another way.
Nidalee, Thief: Can turn into a cat, set traps, heal, and spears work very well in tight spaces. Can cause groups of enemies to be slowed and bleed out with her claw through their legs, and spear in their skull/chest. Traps are very good for disabling a large single enemy, because 4 sharp blades closing in on your shins must be slowing.
- Lots of protection for squishy members (is really tanky and HUGE ASS SHIELD), but that taunt can be a life saver. Also, team-wide sustain.
- Ends up pretty tanky late and is good at duels and extended skirmishes. Plus he has sustiain.
- Lee Sin can do goddamn everything.
He'd be brutal in chokepoints, and keeping the team moving. If the dungeon drops random loot, you can ensure that you'll have something to make him better, and being able to displace major targets can take some pressure off the rest of the party. He can also jump gaps.
Between the heals, being able to peel/start fights, and basically saying "I don't die", he could handle a lot of varied situations.
Tons of ranged damage, and anything he couldn't jump, he could probably blow up. Can keep pumping in AoE, even if
For the Sustain and Buffs. Provides lots of utility.
For ranged physical damage. Can stay at far distance while sniping down monsters with her peace maker or snipes. Traps can be used to keep watch for incoming mobs.
The tank of the party. She can soak up all the damage while also applying sunlight for her allies to deal more damage. Her utility is also very useful here.
The ranged mage of the group. She can summon plants to tank/damage the enemies while her AOE magic damage can easily cripple any mob. Her utility is also great to keep the enemy at bay, away from the squishy players.
The fighter of the party. He can deal moderate magic damage with his powerful AOE spells while also protecting his allies by drawing fire and shielding his allies.
Smarts, for dealing with traps and such. Also passive healing buff.
More smarts, master tactician, also basically immortal with ult

seems the best choice.
because I like her a lot.
For Vision, Damage and Bright Decisions.
, Would be for Brute Damage Upfront and to assist his allies by Ulting and attacking better, : Skin Traditional/Regular
, Prior Experience in a dungeon/cavern and can attack from a far away standpoint and Skillshots 4 dayz, Skin: Explorer
, Big (Teemo) Giant Hammer and can heal up with more dammed damage with his abilities. Skin: Regular/Gen of the 5th Age
, The Stealth he has and with the Abandoned ways he could have possible of being stealthed in shadows forever and can kill the perhaps leading member without the rest of the team going in. Skin: SKT/Regular
She can provide light in dark places and provide damage over time with her fire. She can blast enemies for a lot of damage and hit multiple enemies with incinerate. In a pinch she can summon Tibbers to essentially have a sixth team member. Plus she seems to have infinite bravery for some reason.
The big bad tank and Bruiser. He can spin around in big groups of enemies and slice at the enemy's legs to slow them down. And since so far we mainly have squishy champs he can tank up damage, especially in boss fights.
Ranger
Mage