AP Champion general concept.

Elite4Runner·3/3/2015, 12:55:10 PM·1 votes·604 views

Something that all champions start with is a base/scaling AD score and 0 AP that does not scale without runes and masteries. This actually kinda annoys me because it literally makes EVERY champion viable with an AD build, even pure mages. On the other hand, there are champions that make very little sense to build AP, for example Riven Riven. It can still be done with items like Nashor's Toothitem 3115 and Lich Baneitem 3100 but I find this incredibly limiting, .. but that's a slightly different subject.

My idea would require a change in the way a champion's stats start and scale throughout the game. I have not done the math to balance this idea, but here's the general idea The champion would start with 0 AD that will not scale per level, but will start with 80 AP (This is just a number I made up atm, but would obviously require some balancing) and they will gain AP per level. I'm sure I have already lost some support of this idea, but hear me out. The first argument would likely be that if they have no AD their auto attacks wont do any damage. This is where the passive comes in. I've definitely noticed that Riot likes to take passive item effects and give champions this as their passive, so we will do the same thing.

The simpler solution would be to use Nashor's Tooth's Unique Passive that grants a percent of the champion's AP to each auto attack. Auto attacks will still use the bonus AD granted from runes, masteries, items, buffs, etc, as normal, (maybe even greater than 100%, again depending on how the champion is balanced). This will ultimately make this an auto attacking champion that becomes more efficient to build AP than AD.

The other idea would be to use a passive more like Spellblade from Lich Bane. I actually like this idea better. This champion would generally have weaker auto attacks but would be able to deal more damage per auto attack immediately following an ability. This means the champion will need to have very low cooldowns. Starting with such a high base AP means this champion will very likely end up with very high AP late game. My thought for this means that damage dealing abilities would need to have lower AP ratios than the average mage. Alternatively a majority of their abilities could be buff/debuff effects, dashes, or crowd control on a low cooldown.

A completely different option would be to make this champion less of an auto attacking champion and more of a true mage. Keep the lower cooldowns and grant higher AP ratios making abilities the only source of damage. I honestly don't even like this idea because it would really just be like making a stronger version of the true mages that we already have instead of encouraging the player to build an AP champion like they would an AD champion.

Anyways, that's my general idea. I'd love to hear your ideas for how to balance this sort of champion without using Nashor's Tooth or Lich Bane as their passive. Something original could even be incorporated into an item if it's not already in the works.

4 Comments

Bergk3/3/2015, 2:18:12 PM2 votes

The reason attack damage scales on everyone is because everyone has the ability to attack to some extent, even if they're not good at it. Heimer throws wrenches, he obviously cannot carry as well using his attack damage as someone who has guns or bows... but Heimer can still attack just like everyone else. Ability power however is more for the magical or technological. And not everyone has magical/technological abilities. Here's an illustration: You can give a Wizard a gun, bow, or sword and he/she be able to use it, but not as well as someone trained for it. But even if you gave a "muggle" the Elder Wand, he/she still will be unable to preform magic.

Squeekems3/3/2015, 6:15:39 PM1 votes

I like the out of the box thinking. The auto-attack that every champion has in the game is crucial to early game fighting.

Take a look at item 3091Wit's End. Maybe you could come up with a passive like that to create an anti-mage mage like Kassadin. He is a champion with one of the weakest early-game in the game in my opinion.

Elite4Runner3/4/2015, 5:05:24 AM1 votes

I agree with both of you. I actually kinda forgot to mention that their auto attack would also scale statically by level. For example, level x 10 +25% AP + 100% AD (for if someone builds AD) or something like that. Either way, the auto attacks would be relatively weak early game, but always available, just scaled mostly from AP instead of AD. Just to do the math on what I suggested earlier, at level 1 with no runes or masteries, no items Level 1 x 10 + .25(80) +0 = 30 damage/ auto attack Still the weakest auto attack damage start game, but late game some AP builds hit 800 AP 18 x 10 + .25(800) + 0 = 480 damage/auto That's fairly substantial. Any attack decent attack speed makes this champ a monster. Also I would assume that at least one of their abilities would deal a significant amount of damage as well. If they want to build AD they will likely have about 200 AD late game (Again just adding up random numbers) 180 + .25(120) + 200 = 405 damage/auto Decent, but the downside to this build would be that none of their abilities would scale off of AD, which is really what I'm aiming for.

To reiterate my initial intention, maybe even simplify it. ANY champion can be an ADC because all champions have AD. Add more AD, Attack speed, crit chance, and you have an ADC. This is still possible with this champion, but it is an ATTEMPT at making the same thing possible as an APC. There may be a better way, and I honestly hope that there is because I kind of doubt this idea will make it into the game.

Elite4Runner3/22/2015, 9:26:59 PM1 votes

So I kinda have to admit that I had already identified a champion that kinda does this, but I also kinda forgot about it. Azir