New Champion Abilities
I love analyzing and thinking of new things that could be added to league. Some Ideas, though, are a bit strange. Others, while they look ok to me, have obvious problems with them that are apparent to everyone else. Yet others are actually workable ideas.
Tell me what you think of the following 4. Add your own ideas if you like. And for the love of all things holy, if you hate my ideas, tell me what is wrong with them.
Merchant (Passive)
<Champion Name> has two additional item slots, and begins the game with +100 gold.
Wandering Archmage (Passive)
Cooldown: 5 minutes (300seconds). Up to once every 5 minutes <Champion Name> may use either of his Summoner Spells even, when they are currently on cooldown. If a summoner spell is activated again, while on cooldown, the spell takes effect normally and the cooldown is not re-set. Instead, Wandering Archmage begins its own cooldown, and no Summoner spells may gain its genefit until this cooldown is finished. (They may still be cast normally, however.)
- this description is admittedly wordy, though I hope the intent of the ability described is understandable.
Lightning Stride (R)
Channel Ability. Upon first activation, <Champion Name> begins channeling, increasing the range of Lightning Stride by 400 units per second channeled. Upon second activation, <Champion Name> Teleports to the targeted location, dealing moderate damage in an small area around him, and slowing all targets struck for a 1.5 seconds.. Minimum Range: zero Maximum Range: ~2000 strike area: ~150 radius Mana cost: 25 per second channeled, plus 100 on second cast. Cooldown: ~50 sec.
Leadership (passive)
Allied minions within 500 range of <Champion Name> attack in the direction of <Champion Name>, rather than following their lanes. Allied Minions withing 500 range gain +1/2 <Champion Name>'s bonus movement speed. <Champion Name> gains X gold for every unit slain by a minion within range of Leadership.