Riot gives you an hour to rework your favorite champ.

Quantum Weeb·12/26/2014, 10:55:11 PM·3 votes·1,138 views

Rules

  1. You have full control of all employees.

  2. The champion must be as close to balanced as possible. Including ability numbers and basic stats is optional. If you aren't changing them, don't bother including it.

  3. No choosing unreleased champs "Ao Shin mains."

  4. Must try to follow basic game design principles as close as possible (no 4 second point-and-click stuns or stupid stuff like that.)

  5. Due to time constraints, assume you will have no ability to playtest any changes until they hit live.

Your rework will be judged by the community through upvotes and downvotes, but people can also comment how they feel.

Alright, let's see what you've got!

13 Comments

flibitydoo12/27/2014, 10:48:16 PM4 votes

Why would you rework your favourite champion.

If it's your favourite, they wouldn't need to be reworked.

Corrupto12312/29/2014, 1:28:59 PM3 votes

Olaf, The Viking Sorry OP, I doubt that the comment section will have that much space.

Spooky Spooker12/29/2014, 5:13:56 PM2 votes

Ok not my favorit but, Kennen

Mark of the Storm Kennen's ~~abilities ~~ Basic Attacks add a Mark of the Storm to its target for 6.25 seconds. Upon receiving 3 7 Marks of the Storm, an opponent is stunned for 1 1.25 second and Kennen gains ~~25 ~~ 20 Energy.

Thundering Shuriken Cost: 65/60/55/50/45 Energy Range: 950 Kennen throws a fast moving shuriken towards a location, causing damage and ~~adding a Mark of the Storm ~~ Slowing a ny opponent that it hits for 30% in 2 seconds.. The shuriken goes through targets and deal 10% reduced damage to extra targets hit. This effect stacks 3 times Throws a shuriken that deals 75/115/155/195/235 (+75% Ability Power) magic damage to the first enemy it hits.

Electrical Surge Cost: 45 Energy Range: 900 Kennen passively deals extra damage and adds a Mark of the Storm to his target every few attacks, and he can activate this ability to damage and add another Mark of the Storm to targets who are already marked. Passive: Every 5 attacks, Kennen deals bonus magic damage equal to 40/50/60/70/80% of his attack damage and adds a Mark of the Storm to his target. Active: Sends a surge of electricity through all nearby targets afflicted by Mark of the Storm, dealing 65/95/125/155/185 (+55% Ability Power) magic damage. (im gonna leave it as it is)

Lightning Rush Cost: 100/95/90/85/80 Energy Range: Self Kennen morphs into a lightning form, enabling him to pass through units** and terrain**. Any enemy unit he runs through takes damage and gets a Mark of the Storm. Kennen gains 335 movement speed and ignores unit collision for 2 seconds, dealing 85/125/165/205/245 (+60% Ability Power) magic damage to any enemy he passes through. Additionally, Kennen will gain 10/20/30/40/50 Armor and Magic Resist for 4 seconds. Kennen gains 40 Energy the first time he passes through an enemy.Lightning Rush deals half damage to minions.

Slicing Maelstrom Cost: No Cost Range: 550 Kennen summons a storm that strikes at random nearby enemy champions for magical damage. Summons a magical storm for 3/4/5 seconds that deals 80/145/210 (+40% Ability Power +50% AP) magic damage all enemy champions near Kennen every .25 seconds. Slicing Maelstrom can only hit the same champion once every .5 seconds and no more than 3 times in total.

Embertine12/28/2014, 6:29:29 PM2 votes

Shyvana Q=make it so that enemies below 10% health are stunned for 0.5 seconds. Because getting hit in the face twice really hard would stun anyone in real life.

W=remove the speed loss factor of Burnout and instead make it so Shyvana is slowed for 2 seconds after Burnout has ended. Because when someone burns out in real life it's after the exortion not during it.

E=set all afflicted targets alight so they take magic damage per second for 5 seconds. Because she just shot a fire ball at them.

R=increase total damage and split damage in half to equally be both physical damage and magic damage. Because she slams into enemies, which is a physical act, while being cloaked in fire, which would be the magic damage.

Dryditch12/29/2014, 4:20:15 PM1 votes

Sion: The Undead Battering Ram

Yes, I'm an old Sion main. This is what I think should have been done.

Passive: Scram, Minions!-Sion gains 5/8/10% increased movement speed when moving towards an enemy champion. He tramples minions underfoot, ignoring their hitboxes while running.

Q: GroundPound-Sion slams his axe's haft into the ground, creating a tremor that knocks up/Stuns foes around him in a 300 unit circle, dealing 20/30/40/50/60 + 70% AD to all enemies. This ability reduces armor and deals double damage to structures.

W: Soul Furnace-Same as Live (The only thematically true piece of Sion's rework)

E: Minion Punt- Sion kicks a minion at the enemy, or kicks the enemy champion, dealing 20/40/60/80/100 damage and knocking back any target hit. Minions fly farther than champions, and apply a slow to any champion hit.

R: Glory of War!- Passively, Sion deals 5/8/10% increased damage to structures. On cast, Sion leaps to target location, cratering the earth for 1.25 seconds.Sion's damage and lifesteal are increased by 10/20/30% for 20 seconds. Additionally, Sion's attacks heal surrounding allies for 25 / 37.5 / 50 % of damage dealt. 120/100/80 second cooldown.

Sion always struck me as a PTFO champion. If there's a turret, he will take it by any means necessary.

Wofye1/6/2015, 9:23:41 PM1 votes

Morgana

Um...

Passive: No more spellvamp, instead gains 5 armor and MR for every 500 mana she has.

Q: Same thing

W: Initial burst damage after one second (Like karthus) and leaves behind her puddle. (Total damage equals to her old puddles total possible damage, the total damage is just split between an initial burst and the aoe DoT puddle)

E: Now reflects back magic damage it took

R: Now has spellvamp built in

I tried.

TheSequelsRBad12/27/2014, 1:21:41 AM1 votes

Sounds like work to me, not worth the effort...

SeargentAnus12/28/2014, 9:32:30 PM1 votes

Velkoz

Q=Splits 2 times. If you create a triangle the Illuminati 420 come and aid you.

W=Upon killing a champion they become an enraged neutral void monster that attacks whatever is closest to it.

E=Is actually considered Airborne

R=Targets killed by ult disintegrate into a pile of ash.

Crett12/29/2014, 1:06:49 PM1 votes

Blitzcrank - Paragon Of Invention

Same Base Stats, but 1/3 growth per level

Passive - Adapt: Blitzcrank gains levels up to 100 and has vastly increased experience rate, but cannot carry items. Instead, Blitzcrank's stats and appearance change based on the abilities he levels up. Blitzcrank has a choice of two abilities for each ability slot. Once chosen, an ability is permanent. Each ability can be ranked up to 50.

Q - Utility Ability

**Q-1 - Rocket Grab:**After a 0.5 second delay, Blitzcrank fires an extremely fast moving fist up to 400-800 units. If the fist makes contact with an enemy unit, it will deal physical damage in a 450 unit AoE, and the target hit will be pulled to Blitzcrank.

PHYSICAL DAMAGE: 100 + 10 per level. COOLDOWN: 20 - 2 per 10 levels

STAT INCREASE: + 1 MS per level. (50 at max)

Q-2 - Rocket Crash: Blitzcrank launches himself upwards, then forwards up to 300-500 units, then crashes downwards, dealing damage and stunning units for 1.5 seconds in a 500-unit AoE. PHYSICAL DAMAGE: 110 + 15 per level COOLDOWN: 15 - 2 per 10 levels

STAT INCREASE: + 1 MS per level. (50 at max)

W - Survive Ability

W-1 - Overdrive: Blitzcrank gets his stuff going, increasing his movement speed and hit point regeneration for 8 seconds. MOVEMENT SPEED INCREASE: 20% + 1% per level (Maxed speed is 70%) HP PER SECOND: 2 + 1 per level (50 max)

STAT INCREASE: +35 HP per level (1750 Max) +1 Armor and MR per level (50 Max)

W-2 - Mana Barrier: Blitzcrank passively projects a field that shields nearby teammates based on his current health percentage. This shield will refresh itself every 6 seconds Blitzcrank can activate this ability to heal himself, disabling the passive effect while it's on cooldown.

SHIELD AMOUNT PER 1% OF HEALTH: 0.5 + 0.15 per level (7.5 Max) MAX SHIELD AMOUNT AT MAX LEVEL: 750 STAT INCREASE: +20 HP per level (1000 Max) +2 Armor and MR per level (100 Max)

E - Carry Ability

E-1 - Artillery: Blitzcrank's autoattack is now a machine gun. Blitzcrank fires at the rate of 4 attacks per second (4.0 AS), but his AD is lowered to 1/3 of it's base value.

Blitzcrank can activate the ability to fire lasers, increasing his attack range and damage drastically for 3 seconds, but disabling his autoattack afterwards while the active is on cooldown.

MACHINE GUN ATTACK RANGE: 550 LASER ATTACK RANGE: 850 LASER BONUS AD: 3 + 1.5 per level (75 max)

Stat Increase: +1 AD per level. (50 max)

E-2 - Power Fist: Blitzcrank whips out two giant robotic fists. Blitzcrank's autoattack is now only accessible by pressing E in a direction. Upon activation, Blitzcrank will thrust a huge fist forward in the cursor's direction, dealing damage in a line 300 units long, and knocking enemies hit back 15 units over 0.2 seconds. DAMAGE: 100% of AD COOLDOWN: 2 - 0.75 per 25 levels

STAT INCREASE: + 7 AD per level (350 max) +15 HP per level (750 max) + 1 armor per level (50 max)

**R - Ultimate Ability **- Can only be learned at level 15. Cannot be leveled up. (reached around the time other characters reach 6)

R-1 - Static Field: i am not sure what to do about this one yet. R-2 - Quake Reactor: Blitzcrank slows himself, whips out two giant fists and begins pounding the ground, creating a 500-unit circular quake every 1.5 seconds. The quakes deal damage to enemies inside them every 2 seconds and slows their movement and attack speed as long as they are within them. Blitzcrank will continue creating quakes for 6 seconds. All quakes will remain until Blitzcrank reuses the ability. QUAKE MAGIC DAMAGE: 100% of AD OR 5% of maximum health (whichever is higher) MOVEMENT AND ATTACK SPEED SLOW: 35%

It's another broken champion. This one is defined by being a huge bundle of stats, but it's not a problem because he can't use items. I was thinking about a champion that creates a foundation and builds upon it reactively, but I made it have a BROKEN late game. Tanky DPS god I CAN make balanced champions, but I honestly get too caught up in making it feel fun and powerful. The concepts take too much control over the gameplay. This champion MIGHT be fixable by massive number tuning but I can't get mixed up in game flow right now. I guess what I really wanted was to see how overloaded I could make a champion without it seeming completely bonkers

But anyway that's a Blitzcrank rework for you for your sake don't read all of it

Ultra Animal12/27/2014, 12:28:12 AM1 votes

uhh

Rainbow Wasp12/28/2014, 12:17:17 AM

Well, I give it a shot.

Darius

Stats

Health: 550 – 2050 Health Regen: 9.2 – 24.0 Mana: 260 – 900 Mana Regen: 6.3 – 12.0 Melee: 125 Attack Damage: 56 – 115 Attack Speed: 0.679 (+0% – 45.1%) Armor: 29.5 – 89.0 Magic Res: 32.0 – 52.0 Mov. Speed: 340 Reason: just lowered some stats.

Passive: Hemorrage Darius' basic attacks and damaging abilities cause enemies to bleed for 10 / 12 / 15 / 18 / 20 / 23 / 27 / 30 / 35 (+ 25% bonus AD) magic damage over 5 (+ 0.1 per 50 bonus AD) seconds. This stacks up to 5 times for a maximum of 60 / 75 / 90 / 105 / 120 / 135 / 150 / 165 / 180 (+ 125% bonus AD) magic damage over the duration. Darius gains 5% movement speed for each bleeding enemy champion.

Q: Decimate Range: 425 Cost: 40 / 45 / 50 / 55 mana Cooldown: 9 / 8 / 7 / 6 / 5 Active: Darius swings his axe, dealing physical damage to all enemies within a 425-radius area around him. Champions more than 270 units away from him are hit by his axe's blade and will take more damage. Shaft Physical Damage: 70 / 100 / 130 / 160 / 190 (+ 70% bonus AD) Blade Physical Damage: 80 / 110 / 140 / 170 / 200 (+ 100% bonus AD) Reason: just a little nerf

W: Crippling Strike Range: 145 Cost: 30 / 35 / 40 / 45 / 50 mana Cooldown: 8 / 7 / 6 / 5 Active: Darius' next basic attack deals bonus physical damage and slows the target's movement and attack speed for 2 seconds. Crippling Strike's base cooldown is reduced by 1 second for each stack of Hemorrhage on the target. Bonus Physical Damage: 20 / 30 / 40 / 60 / 80% AD Slow: 20 / 25 / 30 / 35 / 40% Reason:

E: Apprehend Range: 540 Cost: 45 / 44 / 43 / 42 mana Cooldown: 25 / 24 / 23 / 22 / 21 Passive: Darius gains armor penetration. No, he doesn't anymore. Active: After a brief delay, Darius pulls a single enemy in front of him (no more cone, you get to use a crosshair to pick the enemy). The pulled target receives true damage. True Damage: 20 through all ranks (no AD/AP bonuses) Reason: Darius can pull technically an entire team on instant. Also, this armor penetration appears a bit excessive to me.


R: Noxian Guillotine Range: 460 Cost: 100 / 110 / 120 / 130 mana Cooldown: 100 / 80 / 60 Active: Darius leaps to an enemy champion and strikes a devastating blow, dealing true damage. For each stack of Hemorrhage on the target, Noxian Guillotine deals an additional 10% damage. If the target isn't killed by the blow, it will apply a max Hemorrage stack on the target after use. True Damage: 150 / 250 / 300 (+ 75% bonus AD) Max True Damage: 225 / 375 / 450 (+ 100% bonus AD) Reason: now a single use ability with reduced cooldown and nerfed damage to be a finisher move. The Hemorrage stacks basically gave this ability double damage, and with THAT bonus AD of 150% was a bit too excessive in my opinion.

Yes, Darius is one of my favorite champions. I am guilty.