Update (Overload) your Main!

TyrekGoldenspear·12/18/2016, 4:25:16 PM·27 votes·4,241 views

Well as we here at the Memes boards are aware, the Gameplay board's favorite word involving a new champion is that they are overloaded, making it so the old champs can't compete.

So instead of calling for kit reduction, I call for overloading the other champs!

Take your main and overload their kit, bonus points for making it themeatic.

I'll start.

http://i.imgur.com/EzQjm1S.jpg

Passive grants true sight, additionally he takes a percent damage reduction from melee attacks, and applies Blaze to melee attackers.

Q deals extra damage to an ablaze target, stuns them for 2 seconds, and spreads flaming across the ground, fearing nearby minions.

W gets a knockup and sets the area flaming for a short time.

E gets a new passive effect. Passively Brand gains movement speed on flaming ground and flaming ground refreshes his passive burn but does not add stacks. When activated explosions spread to nearby targets if the main target is ablaze, setting the ground flaming

R - can now bounce off of Brand if necessary, granting Brand stacks of Pyroclaysm. For every stack of Pyroclaysm on Brand, he deals 5% more damage with his spells. The next time he activates Pyroclaysm he explodes, consuming all his Pyroclasm stacks and dealing damage in a radius around him and setting the nearby area flaming, with the damage and radius increasing with each stack of Pyroclasm.

131 Comments

Zarvanis12/18/2016, 4:49:18 PM59 votes

Veigar

2nd Passive: Short- Projectile skill-shots miss and go right over his head.

Q- Every minion kill reduces cast time of Ultimate.

W- Impact area detonates after 1 seconds (kind of like Viktor's E or Poppy's Q).

E- Stunned enemies have 50% reduced MR, and allies inside the cage gain a shield.

R- Deals AOE damage and resets on kill

BoilTheOil12/18/2016, 6:46:19 PM18 votes

MasterYi

Alpha strike works fully

dominusx12/18/2016, 4:56:15 PM14 votes

+1 dmg to all adcs

Tranquilis12/18/2016, 5:01:58 PM9 votes

Sion

Passive - When Sion dies and his passive is activated, he no longer drops his weapon. Instead, his first auto-attack has 500 range, and tosses his axe to target enemy champion, stunning them for 2 seconds, and dealing a large percent of their maximum health as bonus damage. Sion's speed boost from his passive now acts as a cleanse, and gives him a large burst of health when used.

Q - Sion can now move as he channels his Q, and he gains double the health bonus from his W whenever he kills an enemy this way.

W - Sion's W now retroactively stacks health, meaning he can gain health before he levels his W, but he does not actually receive the bonus health until his W has a point into it. The size of the shield detonation now scales based on how much bonus health Sion has received from the ability.

E - Launched minions can now go through walls, and enemy champions struck by launched minions are also feared.

R - Sion retains his CC immunity for a short duration after charging, and the start-up animation is no longer tied to his current movement speed, instead it is based on his movement speed before slows. Sion fears all enemies in a large radius around him whenever his ult impacts.

Kîndrêd12/18/2016, 7:53:35 PM8 votes

Kindred Revert all nerfs. There we go, was simple enough.

Rozair12/18/2016, 7:21:15 PM6 votes

Karthus

r: no cooldown and deals true damage

Toru Itai12/18/2016, 6:48:24 PM4 votes

http://vignette2.wikia.nocookie.net/leagueoflegends/images/3/3e/Sion_OriginalSkin_old.jpg

P: Feal No Pain flat damage reduction now applies 100% of the time and scales 15-100 based on level(+5 each level) Calculater after armor and percentage damage reduction benefits are taken into account.

Q: Cryptic gaze replaced with Concussive Roar. AA modifier that grants +300 range and stuns the target and all enemy units between Sion and the target. there is no travel time(or projectile), and all damage is converted to magic.

W:Same as live -HP gaining

E: Enrage toggle. when on Sion gains 5-10-15-20-25(+10% of HP gained from this ability) AD. and Sion consumes 10-15-20-25-30 of his HP on hit additionally all units killed permanently grant Sion 1-2-3-4-5 HP(Doubled for large units and a flat 100 bonus health for champions). When off Sion gains out of combat movement speed.

R: Cannibalism for 20 seconds, Sion gains bonus lifesteal and 50% attack speed. Additionally, Sion's basic attacks will heal surrounding allied champions for a percentage of damage dealt. Bonus to lifsteal: 50 / 75 / 100% Heal to allies: 25 / 37.5 / 50% AoE Healing Radius:300 / 400 / 500

P.S. I'm still a bit salty about them killing my old main.

KoKoboto12/19/2016, 3:19:14 AM4 votes

Taric Passive: Scales with 15% total armor, attacks grant Taric 10-30% movement speed per attack Q: Mana cost no longer increases with rank W: Shields for % max health and an additional flat amount E: Scales with 30% Total armor R: Toggle

THE RlVER KlNG12/18/2016, 6:46:30 PM3 votes

TahmKench Passive: Additionally grants bonus AD and AP equal to the bonus % damage.

Q: Cooldown lowered by 50% if it hits an enemy, and grants Tahm Kench W's bonus movement speed towards them.

W: Des not cleanse stacks. If the enemy would be killed by this ability, Tahm Kench instead swallows them and heals for the damage dealt. Cooldown reduced when used on an ally.

E. 100% of Grey Health is refunded as health. Passive grants TK bonus damage reduction.

R. Has 0 5 second total cast time and is global. Leaves behind a whirlpool that allies can right click for them to travel to Tk's destination as well.

SlntReaper12/18/2016, 7:21:42 PM3 votes

Talon Q applies onhit all other skills scale better into late

Risk of Fate12/18/2016, 5:06:23 PM3 votes

Ahri

Passive (Essence Theft) is spellvamp on all spells, no charges required. Additionally, she gains extra lifesteal against Enemy Champions against the opposite gender (Void creatures and Robotic/cyborgs are unaffected). Heals for % Missing HP if she manages to kill them.

Q (Orb of Deception) - True Damage on the way out as with the way win. Not a projectile and can pass through shields like Braum's E and Yasuo's Wind Wall. Cooldown is reduced by 2s on a champion kill or 1s on minion kill

W (Fox Fire) - Two extra flares and burns Enemy Champions for 2% of their current health as Magic Damage. Extra damage if successive hits on the same target.

E (Charm) - Duration doubled against Champions of the opposite gender. Additionally, targets hit by her charm take % Maximum health as True Damage. Enemy Champions killed by Charm give her 5 bonus health (max 100), minions only give .5.

R (Spirit Rush) - Extra charge and extra distance when chasing an Enemy Champion below 50% health. Gains a dash if she can kill Enemy Champion. Cooldown is reduced by 1s for every ability she hits on an Enemy Champion.

GULAG 4 U12/18/2016, 5:01:46 PM3 votes

Ib4 "yasuo mains" post

Yasuo : nothing


MasterYi: You get double strike for using abilities now Q- applies on hit effects, grants ms and stuns W: You can move with it and autoing reduces cd E: True damage crits now R: Grants ad and truesight : ^)

fk u vayne

TheSequelsRBad12/18/2016, 6:42:45 PM3 votes

Illaoi Her tentacles slow by 50% for 2 seconds.

That is all, and that is enough.

Spizzle900012/18/2016, 9:53:16 PM3 votes

Vladimir

Passive: His AP and health from his passive compound with his passive, thus giving him infinite health and AP.

Q: Crimson Rush makes Vladimir break free from all CC and makes him immune to it for Crimson Rush's duration. Also, he can move through units while it is active.

W: Vladimir's W does 100% extra damage against female champions.

E: Tides of Blood can pass through units.

R: Hemoplague causes all damage dealt to targets to deal true damage while the debuff is active. Also, the players of all champions affected by Hemoplague now have AIDs.

Parallelity12/18/2016, 8:43:57 PM2 votes

Riven

Q no longer has any cooldown and keeps the knockup ever 3 qs

W is now a 2 second stun

E scales 300% with ad

R now increases your ad by 100% and does full damage as long as the opponent has taken damage.

Glory ln Death12/18/2016, 4:51:26 PM2 votes

If Pyroclasm can't target minions or monsters currently (not a Brand player, so I don't know), your update should make it able to target them. Now he can go into the jungle, ult blue buff, and come back with a nice 10% spell damage buff! Or he can just solo dragon at level 6 with his ult!

As for Sion :

  • Passive: Sion can use all 5 versions of "Death Surge" (his passive's speed boost ability) during each death. Delay before his passive activates is also half of it's current time.

  • Q: Sion can now turn while charging his Q, changing the direction he smashes in.

  • W: Sion's shield detonates even if it has been destroyed. Units killed by the shield grant 3x the bonus HP (6 for minions and small monsters, 30 for cannon minions, champions, and large monsters).

  • E: Armor shred is applied to units a thrown minion passes through, as well.

  • R: If Sion would kill an enemy champion with his ult, he doesn't stop. Sion gains 3x bonus HP for units killed with his ult, like with his W.

DerpeLord12/18/2016, 10:40:56 PM2 votes

Lux

2nd Passive: After casting a spell, can cast a spell of the same button from a nearby ally for free (E is on cooldown and ally ahri is nearby, so can use charm)

Q now splits into 16 extra shots apon hitting a minion, if multiple shots hit a single minion extra shots deals 150%

W now Deals damage to enemies it hits as well as healing shielded allies for damage W has done

Once E pops or 2nd cast happens, it deals a brand passive around champions (Giant circle that does % Health damage, slowly lowers hp) as well as slows and increases damage from Regular passive by 200% for champions hit

R Is auto cast and gives Lux 100% cooldown on ALL her spells for 15 second [slayer-pantheon-thumbs] Let's be real though. Tryndamere is still more broken than this

Mogarl12/19/2016, 3:53:33 AM2 votes

Viktor Passive - Allows allied champions to purchase a Hexcore with cool stats.

Q - Returns damage dealt to target as mana to Viktor. Upon return refreshes shield, movespeed, and empowered auto.

W - Applies grounded and stuns anyone dashing through area of gravity field.

E - Percent. Health. True Damage.

R - Once again Silences for .5 seconds upon cast. Also silences for .5 seconds every time it ticks.

In addition all of Viktor's abilities now interact with his Ult after it's augmented.

  • Q - Damage is doubled if it passes through during tick. On return effects are doubled if it passes through during tick.
  • W - Chaos field tick adds a stack of gravity fields slow while in gravity field.
  • E. - Aftershock causes an extra tick to chaos field.
Arsenic Sulfur12/19/2016, 8:06:31 AM2 votes

AurelionSol

Passive: After hitting an enemy with his stars they'll be pulled into it star's range for a guaranteed boop. Also says boop each time he hits something with his stars. Allies with in his orbit can click on him to allow themselves to get pulled into his gravity.

Q: Does damage twice, can be double-tapped, and gains damage as it enlarges(caps at 175%). After 4 seconds, it starts to pull in enemies and after 6 enemies within the projectile are placed in the center and can't move by any means.

W: Pushes enemies back and pushed back enemies are grounded for 3 seconds.

E: Can only be stopped by Aurelion Sol, can be used in combat, and he retains his stars.

R: If an enemy hits a wall when blasted back, they get stunned for 1.5 seconds. For 5 seconds after getting hit, Aurelion Sol's stars deal bonus damage and apply a 40% slow.

Dunky McDunkface12/20/2016, 1:15:22 AM2 votes

Jayce: Make him manaless.

Selrick00212/19/2016, 4:08:48 PM1 votes

Ashe

Passive: Basic attacks and abilities apply frost, slowing their movement speed by 20-30%, slowing their attack speed by 50%, and causing subsequent basic attacks to deal bonus physical damage. Critical strikes triple the slow and damage.

Q: passive- Gain focus stacks for each auto attack or ability hit. At four two stacks she can use the active. active- Gain bonus attack speed and movement speed. Basic attacks fire a flurry of five nine arrows dealing bonus damage.

W: Fire nine arrows in a cone dealing damage. Enemies can intercept multiple arrows Arrows pierce enemies, but do not and take damage from arrows beyond the first.

E: passive- Stock two charges with a recharge time of 30 seconds, Gain 5 extra gold for last hitting. active- Sends a hawk toward target location (Global) granting true sight of its path for 3 seconds and in a large radius at its destination for 6 seconds.

R: Fires a missile of ice in target direction. The arrow shatters upon hitting an enemy champion, dealing magic damage. Enemies near the main target also take 50% 100% damage. The main target is stunned, while nearby enemies are slowed, both for 1-3.5 seconds 3 seconds, based on the distance traveled.

P.S. I really do wish her E had true sight. RIP the passive gold from old Ashe! Attack speed reduction on frost shot (passive) makes sense thematically too (I can dream right!?).

13900 Essence12/19/2016, 4:18:37 PM1 votes

Bard

Passive: Each chime permanently increase movement speed by 5.

Q: Applies total meep damage on hit (scales with each meep following).

W: Actually useful now, restores 200 health and 100 mana at rank 1. +25 to each per rank.

E: If bard throws a q through a portal, it slingshots it out the other end at warp-speed. If it hits any hostiles/objectives, it instantly vaporizes them.

R: Global takes on a whole new meaning. Using this ability freezes everything on the map for 5 seconds, giving a zhonya's effect.

Atreus Jones12/19/2016, 5:23:01 PM1 votes

Braum

Passive: when Braum successfully applies Concussive Blows the enemy's resistances are reduced and are slowed for a short time. Braum's health scales with infernal drake buffs, but the percentage is halved.

Q: can be used through minions, and stops at the first enemy champion, or reaches the end of its range, applies a stack of concussive blow and slows. Damage also scales with ap as well as health.

W: gives you and an ally a stack of Friendliness, at 5 stacks you and nearby ally champions with 5 Friendliness stacks gain one permanent armor and magic resist, max of 10 per ally.

E: duration scales with level and blocks melee attacks.

R: enemys hit by the initial knock up earn a stack of concussive blow, enemies standing in the ult slowly applies a freeze effect.

nami tf12/19/2016, 6:12:18 PM1 votes

Poppy

Passive: Periodically, Poppy throws her buckler as a ranged basic attack dealing bonus true damage scaling with her bonus health. The cooldown of this passive is reduced by 70-90% if she manages to pick up the buckler after it lands (like Olaf Axes).

Q: Poppy slams with ground with her hammer to deal 7-11% max health damage, leaving behind a zone of unstable ground that slows enemies. After a short time, the shockwave detonates to deal the initial damage again in true damage.

W Passive: Poppy gains 2% bonus resistances and 1% tenacity for each 1% health she is missing.

Active: Grounds all enemies around her for a period of time, refreshing the duration for each successfully blocked mobility spell.

E: Pushes a target enemy in any direction of Poppy's choosing, knocking all other enemy units behind the target back as well. They are momentarily stunned during the knockback. If they are knocked into a wall, all affected enemies are stunned and Poppy deals true damage to them during this time. Heroic Charging while Steadfast Presence (W) is active causes the affective range to be expanded from single-target to an AoE in front of her.

R: Poppy winds up her hammer and upon recast knocks enemies toward a location of her choosing. All enemy units take damage at the initial hammer bash and at their point of landing, in the latter case also damaging enemy units in the area of landing, stunning all affected enemy units.

Sckullzz12/19/2016, 7:00:17 PM1 votes

Swain

Passive: Applies to health as well as mana and percent recovered scales with ap.

Q: AoE is bigger and Beatrice is depicted flapping her wings in target direction, giving allies a speed boost, and further slowing enemies trying to walk towards Swain.

W: If enemies are caught in the middle of Nevermore, target is slowed for the same duration of the snare after snare wares off.

E: If target dies, it bounces to the next closes target (Like Malzahar).

R: Swain ignore unit collision will ulting, and new passive: all of Swain's abilities heal for the same amount as his ult.

TheDyNaM012/19/2016, 7:08:38 PM1 votes

Orianna

Passive: Orianna's autoattack deals additional magic damage. This damage increases the more Orianna attacks the same target and scale up to 2 times indifinitely

Q: Orianna commands her Ball to fire toward a target location, dealing magic damage to targets along the way (deals less damage to subsequent targets) . Ball travels an additionnal 200 units per subsequent targets up to 1600 units.

W: Orianna commands the Ball to release a pulse of energy, dealing magic damage around it. This leaves a field behind that speeds up allies and slows enemies. Ennemies that are in the ball area 1 second after it's deployment will take additionnal damage and the slow will re-apply for 1 second.

E: Passive: The Ball adds 10/15/20/25/30 Armor and Magic Resist to the allied champion it is attached to. The Balls adds 10-25-40-50-75 MS to the allied champion it is attached to. Active: Orianna commands her Ball to travel to and attach onto an allied champion~~, shielding them for 4 seconds from the next 80/120/160/200/240 (+40% Ability Power) damage.~~ making them invulnerable to any CC and damage for 1 second. Enemies the Ball passes through along the way are damaged for~~ 75% of the shield value: 60/90/120/150/180 (+30% Ability Power).~~ the same Q damage

R: Orianna commands her Ball to unleash a shockwave after a brief delay 2 secondes, dealing 150/225/300 (+70% Ability Power) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the Ball. instantly killing ennemies caught within the ball radius.

badooga12/18/2016, 6:58:09 PM1 votes

Aatrox

Passive: Grants bonus AD as well as AS based on how much your blood well is full.

Q: Grants a decaying movement speed bonus based on how many enemies you knock up, as well as reducing its cooldown. Also, the ability is uninterruptable, as Aatrox is immune to CC during the windup.

W: Heal also gets a bonus based on a % of your missing health. Damage also shreds the target's armor up to 5 times.

E: Also silences the enemy, and its cooldown reduces by 1 second each time you proc your W.

R: Initial damage is %max health true damage, and you also have an aura around you that continuously heals allies around you for the duration.

Tbh that E/W cooldown change would probably do Aatrox some good (in addition to fixing his clunky Q, reducing his W heal amount and compensating with base stat buffs).

Primaquarius12/19/2016, 9:38:21 PM1 votes

Sona

Passive: Empowered basic attacks also reduce the most previous basic spell cooldown by 2s.

Q: Passively increases allied Champion Attack Damage by 8/14/20/26/32 (+7.5% AP) while they are within 600D

W: Passively increases allied Champion Armor/MR by 4/7/10/13/16 (+5% AP) while they are within 600D

E: Passively increases allied Champion Movement by 10/15/20/25/30 (+3% AP) while they are within 600D

R: Beyond the Stun effect, all affected targets are also Silenced for 3s while recovering from the music blast

Dicerson12/20/2016, 8:27:06 AM1 votes

Fiddlesticks

Passive- Fear the Crows: Every time fiddlesticks deals damage to a unit, that unit gains a stack of "The Crows". Once they gain 3 stacks, they are feared for 3 seconds. They lose all stacks of "The Crows" once the fear ends. Fiddlesticks' abilities interact with "The Crows". If fiddlesticks stands still for 1.5 seconds, he gains bonus movement speed and becomes a scarecrow. Units that can see fiddlesticks gain a stack of "The Crows" every 2 seconds while he is in this state.

Q- Terror: Fiddlesticks induces terror on the target unit, fearing them for 2 seconds. If they have any stacks of the crows, they are immediately consumed and are feared for an additional second for every stack of "The Crows". If they are already feared, the duration of this fear is extended by the remaining duration of their previous fear. If "The Crows" procs on a unit feared by this ability, this fear is extended by 1.5 seconds. Cost: 100 mana Cooldown: 15 seconds Range: 600 units

W- Feel their Fear: Fiddlesticks channels for 1 second. After the channel ends all nearby units are linked to fiddlesticks for up to 5 seconds. If fiddlesticks loses sight of a linked unit while that unit cannot see him, or vice versa, the link is broken. Allied sight counts for this effect. Additionally the link breaks if they get outside 1500 range of fiddlesticks, regardless of sight conditions. All links also break if fiddlesticks does not have enough mana to create all of them. Units gain a single stack of the crows upon being linked and an additional stack every second they are linked to fiddlesticks. If a unit is feared while linked to fiddlesticks, they take 50/90/130/170/210 (+40% AP) Magic Damage per second while feared. This damage is split into 4 ticks/second. Cost: 5/10/15/20/25 mana per non-champion linked. 25/50/75/100/125 mana per champion linked. Cooldown: 10 seconds. Range: 600 units to create link. 2500 for auto break.

E- The Raven: Fiddlesticks releases a Raven (The larger, much more poetic and ominous version of the Crow) towards a target unit. Dealing 50/75/100/125/150 (+30% AP) magic damage and then bouncing to a nearby unit, dealing the same damage. It can bounce up to 5 times. If it hits a unit with stacks of "The Crows" it is silence for 1.25 seconds. A unit silenced this way cannot be silence again until they lose all stacks of "The Crows". If it hits a unit that fears the crows, it will not consume a bounce (It bounces infinitely between units that have been feared by fiddlesticks specifically). The Raven prioritizes champions it has not yet hit and units that fear the crows.

R- A Murder of Crows: Fiddlesticks channels for 1.5 seconds, then teleports to a targeted location. Once there, he gains a buff for 5 seconds called "A Murder of Crows". While he has this buff, enemy units within 800 units of fiddlesticks take 100/200/300 (+40% AP) Magic Damage per second. If a unit is feared while within this range, the fear cannot go below 1 second in duration. Cleanses can still remove this fear.

There. That took half an hour to write. XD