Gangplank:
Can throw out black powder horns that leave trails on the ground that can be ignited later.
- ways of ignition: Q bullet, grinding sword on ground, black powder kegs behind or in front of player, the black power trails can be used to connect black powder kegs that are out of range of each other
Could send barrels rolling instead of toss-dropping them, rolling barrels do dmg on impact but can be exploded separately for a second round of dmg.
Could use his deadman plate the shoulder charge the player
Could accidentally throw out oranges that give the player hp
Could throw black powder barrels and orange barrels that look the seng.
He could send rudder wheels rolling
Could send out weaker pirates
Corki
Needs a wide spread gatling gun, and a narrow spread, he could fly upside down and cut the player with the blades
Could drop chaff that flys by the player that he can shoot to explode ( this is a flying stage right?)
Different types of middles: homing, semi homing, straight, curved (two could come from 2 different directions for a pincer attack) and random direction changer
Lissandra
Instant and delayed ice spikes from the ground
Mid sized ice snow flake shuriken
Hail
Freezing geysers
falling icicles
Annie
Could create slow moving mini suns that deal HIGH DoT if player gets caught in them
send out lines of fire like a flamethower (high, mid, low most likely in quick succession)
add some after effects to her shield: 1.) she blasts it apart after shielding for a bit releasing a circular wave of individual flames that spread out. 2.) she sends it toward the player (like smash 4 megaman leaf shield) and then possibly blow it apart either remotely or by hitting it with another fire attack 3.) she sends it towards the player EXCEPT theres a small gap in it that the player can jump inside effectively stealing the shield and making it their's for a few seconds or until the 1st instance of dmg which will blow it apart
could change shield so it always has a rotating gap
fire coulc change colors to signify different attacks: red it normal, blue deals more dmg and leaves flame on the ground where they hit that quickly die out, yellow leaves ashes on the ground that can be reignited it hit by another flame
Causes all current active flames on screen to fly towards the most recent location of the player
Tibbers should have a cool fiery charge, and a move where he starts pounding the ground dealing AoE dmg in a short radius
Aurelion Sol
creates stars in patterns that deal dmg upon creation after a short duration a beam of light will connect them that deals dmg creating a constallation
Comet of Legend becomes a dash (with a charge up) that leaves the rotating passive stars behind for a short duration before they shoot in the same direction
The stars should be targetable player could destroy them to deal bonus dmg for each star that is missing. After a short duration Sol will recreate the missing stars
Sol could shoot out the passive stars off towards the player and off screen after a short duration the stars will return in the reverse direction
Cho'Gath
stabs his tail into the ground after a short delay he rips it back towards him through the earth, this will pull the player towards Cho and if they get too close Cho will attempt to eat them
Fiddlesticks
Throws out his kama/hand scythe
throws bales of hay that leave piles that dmg and slow the player when they walk through them
can create a stationary scarecrow: these scarecrows don't move and block the players projectiles until destroyed. These scarecrows also spawn crows that roost on their arms. If Fiddle sticks uses Dark Wind, when the main crow passes a scarecrow the crows on them will fly with them as well. They player is dmg'd for each crow hit. Scarecrows can also be placed inside a pile of hay. Fiddlesticks himself can also jump into piles of hay (shell game perhaps?)
Sends out a huge spectral scythe that does an overhead chop with blade aiming both for the player and ending up behind them, then the scythe with back back towards Fiddle
Heimerdinger
throws a wrench
Rivet Gun: shoots once if it hits the player their mobility will be limited to certain number of units from the location they were shot for a few sec, if they get hit again they will be rooted.
Repulsor Ray: Heimer chucks a Homing Beacon to a target location after a short delay Heimer instantly shoots a laser to the device knocking down and dealing damage to the player if hit. Hitting the player creates a tether that deals DoT for 2.25 sec. While the player is facing Heimer they suffer a 30% slow increased by 5% per 0.25 sec and are Grounded. If they do not break the tether they will be knocked back after the duration. Homing beacon can be destroyed
Shield Generator: deploys a shield generator at target location. It sends tethers to all machines and Heimer. Shield Generator can be destroyed.
Damage Amp: creates a damage amp at a target location. Heimer's attacks that pass above it gain bonus damage. The Amp stores 20/25/30/35/45% of the damage from each ability it amplifies. After it has stored enough energy it will automatically release it in a 350 unit radius AoE burst, silencing the player.
Karthus
Should be able to enter his passive state more than once, or just upon dying once, but either way it should last longer than 7 sec.
should sing notes of his song whatever it is sending out ghostly musical notes. Every time the player is hit by a note Karthus stores a stack that reduces the time until he uses Requiem again.
sends out wavelengths of dmg'ing song
could be a stage related to rhythm. There could be spots where the player can hide (behind walls and such) from Karthus' waves of song