Special gamemode: 10v10, 5 Lanes, No New Towers, Summoner's rift on steriods
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The concept that spawned this idea: If everyone is overpowered, no one is. So let the one-hundred to zero HP bars commence and bring on the team fighting.
Game-mode Title Suggestions: Jungle Wars. Jungle Chaos. Rift Assault. Tactical Warfare. The Rift Unchained. The Rift Unbound. Rift Overload. Power Struggle.
Main idea: More Minions, More Champions, More Gold, More Team fighting, More Chaos, Faster build up to mid and late game, crazier attack combinations.
Champion Select: No bans, each champion can be picked twice per team which means less chance of people raging about only playing one champion. But, it isn't locked so you could end up with twenty different champions all fighting in one battle.
Champion Positions: 2 top (Adc, Support), 2 mid (Apc, Apc), 2 bot (Adc, Support), 2 Jungler on red buff side, 2 Junglers on blue buff side.
No new Towers The Skarner Crystal Spires are active even if he is not in game and grant +1 gold/ second to each member of the controlling team and project an aura that is akin to the red buff and blue buff for the controlling team which lasts for 1 second after exiting aura range.
Commando-minions can capture the Skarner Crystal Spires by shooting energy at them.
The Spires can be teleported to by allied champions.
The Spires closest to each team start captured by that team.
The river Spires cannot be captured until 90 seconds into the game.
The Spires do change appearance if Skarner joins the game with a certain skin. The Spires still grant Skarner his passive whilst he is within range of a controlled Spire.
Commando Minions
The commando-minions exit out their base-wall barriers and travel through the jungle.
Cannon-commando-minions act as pink wards. They also become rooted once in range of the enemy inhibitor and fire over the base-wall at a commando-inhibitor and then move into mid-lane if no commando inhibitor is available.
If the commando inhibitor is taken out, one super-minion is deployed in the two normal lanes next to that jungle lane.
Commando-Inhibitors are under permanent Invisibility and require pink wards or scanners to be attacked by champions.
Each Minion commando is a caster or cannon-minion which fires three shots per attack.
The commando's pause at each bush they pass to set Mushrooms. These start out weak, only slowing the enemy team by 30% for 3 seconds, but slowly mature over 180 seconds to cause 2 second blindness, 1 second stun, and then flat 10 AD and AP damage for each minute the game has lasted + 1% Max Hp true damage/second for 4 seconds.
The commandos pause at each allied crystal spire and set Jhin traps, which have double the standard radius and cause knock-back upon detonation as if Ziggs W to all enemies and allies.
Jungle Lanes
On the red buff side: They follow along the bushes after leaving the wall-barrier and pass right in front of the red buff and then towards their respective pit.
On the blue buff side: they walk straight down to the first crystal spire, move over to check the wolves for intruders, and then walk right in front of blue buff before moving to towards their respective pit.
Baron and Herald: have double Everything, including attack speed.
Dragons: have double Everything and recast their beginning of combat knock back once every ten seconds. Elder dragons can shoot chain-lightning which deals damage as if their normal attack but bounces and loses 20% damage each time. All Dragons grant +1 rank with All effects from Dragon Essence in addition to their standard effect within the Dragon Slayer buff.
Dragon Essence: +5/10/15/20/25 movement speed, +1/2/4/6/8% Ad and AP, restore 1/2/3/4/5% HP and Mana/5 seconds when you have not taken damage within the last 8 seconds, and +2/4/6/8/10% true damage to towers and elite monsters.
Jungle Camps: Double the number of wolves and Krugs; double strength to Gromp, red/blue Buffs, and chickens. Buffs grant their buff and drop an 'Ivern candy' which can be picked up by any allied or player without the same type of buff. An extra buff candy drops for each allied Ivern for a maximum of four buffs from each camp if two Ivern are on one team.
Recall modification: if hovering mouse on the minimap, acts as if teleport to allied towers or spires but not minions or wards.
While on cooldown from teleporting, the champion can still recall to the fountain as normal.
Teleport can still be taken as a spell= more map mobility for more ganks.