Game Mode Concept: Selection ARURF

Ned0Gromp·5/8/2019, 11:50:43 AM·2 votes·856 views

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New Game mode Concept: Selection ARURF.

Step 1: Accept that this mode is not intended to be balanced, but rather fun.

Step 2: Accept that your character will die in this game mode. Repeatedly. No seriously, REPEATEDLY. You will get at teleport spell with 30-second cooldown instead of recall and there will be teleport pad that allows you to teleport to it without incurring recall to back at the cost of +2 seconds to teleport. Also, you can’t take teleport as a summoner spell for this game mode. There’s no reason for it and you could be using something like Ignite.

Step 3: Choose three character models: Provides base statistics.

Step 4: Choose one Passive Ability for each character model.

Step 5: Choose one Q Ability for each character model.

Step 6: Choose one W Ability for each character model.

Step 7: Choose one E Ability for each character model.

Step 8: Choose one R Ability for each character model.

Queue for Game: match with 5-9 random people (Obviously, you can queue with friends).

Champion Logistics: The first 10 of 30 combinations, and distributed at random among both teams. At the 9:50 minute mark, a 5-second counter will begin and then all characters will be insta-killed at the 9:55 minute mark and all players set to 5 second death timers. The next 10 of 30 combinations will be randomly distributed among both teams and both teams will revive at the 10:00 minute mark. The players have until they leave the shop pad to select their summoner spells for this run. This repeats until either one team loses, or all three sets have been played through. At which point, it will begin randomly selecting from all thirty combinations without any care for whether or not someone else has that character already during the current selection: Thus, multiple of the same selection can be on the field at once past the thirty minute mark.

Dragon Logistics: All dragons grant plus-two ranks of their normal buff for ten minutes or until reset, plus one additional set of all buff types permanently for the rest of the game. ~Water Dragons now have auto attacks that blast people backwards a bit and stun them for one second, while also having a Nunu ultimate at half health combined with an ability which is basically eight Nami ultimates all flowing outward in an unbroken circle simultaneously to knock up everyone around it. ~Infernal Dragons now have a fire-aura able to burn their entire pit, while also having a Brand ultimate at half-health combined with a Leona ultimate centered on themselves with an area the size of dragon pit. ~Mountain Dragon now have auto attacks that additionally cause a Taliyah Q that fires eight different directions and does not cause ‘worked earth’, while also having the ability the ability to perform Warwick ultimate at half health (Without healing) combined with Jarvan ultimate and anyone still inside when the arena dispels will be teleported back to the dragon pit in a similar fashion to Ryze ultimate and a large area around where the arena was created will be covered in Unraveled Earth from Taliyah E with the entire area being affect by a Rammus R. ~Cloud Dragons now gain the ability to unleash alongside every auto attack a single Yasuo ‘Gathering Storm’ tornado, while also using a reverse Janna R (Without healing) upon reaching half health combined with a Volibear Ultimate. ~Elder Dragons now spawn with four ‘drakes’ (wingless dragon-like quadrupeds). One drake causes knockback/stun, one has a fire-aura, one cause a Taliyah Q that fires in eight different directions and does not cause ‘worked earth’, and one . If the Elder Dragon dies, all drakes flee. For each Drake killed, the Elder loses one fifth of its normal armor and magic resistance but the elder dragon will activate the combo corresponding to that element. The Elder Dragon will use the same combo as when the other dragons reach half-health: but at 90%=Water, 75%= Fire, 60%= Mountain, 45%= Cloud. Then, at 30% health, the dragon will use Veigar Ultimate on whoever has the lowest Max-HP within range and then start firing Dark Matter at the closest enemy once per 2% Max-HP it has lost until dead, and can fire them with a 0.2 second cooldown= 35 Dark Matter within the first 7 seconds, guaranteed. (The dragon gains a buff- every 2% HP that allows one cast of dark matter, then the dark matter spell at 30% HP). But, it will grant the victorious team two super-minions with fire-aura and who cause >a 1-second stun, Taliyah Q that fires in eight different directions and does cause ‘worked earth’, and Yasuo ‘Gathering Storm’ Tornado every auto attack< in every lane.

Game Start: Gain buff, [Selective Riot Awesome Buff]: Awesome Buff Plus {1[death timer set to= 1 second +1/death +2/5minutes of game time]1; 2[50% of all damage dealt is true damage, sources of natural true damage deal +50% extra damage]2}; {3[after 6 seconds out of combat… gain purple buff until you enter combat= has the same effect as red and blue buff combined and grants camouflage for two seconds with an eight second cooldown]3}; {4[+100 move speed]4}; {5[All champions have a permanent Mejai’s sacrificial Soulstealing Buff= grants +5% damage dealt and taken per stack to a maximum of 25 stacks, Gain +4 divided among assisting players/assist (If three, first gets +2), gain +5 per kill, lose 10 stacks on death]5}; {6[gain a second inventory page, the items on this page are hidden from enemies but still apply their statistics]6};

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