Riot: Let's talk about your supports.

Ralanr·2/5/2016, 2:12:12 AM·9 votes·2,405 views

Now the support role is incredibly varied, but at the same time I feel it isn't. While each support has great strengths and weaknesses, I see only two categories of support.

Tanks:Blitzcrank Alistar Braum Leona Malphite Maokai Nautilus Shen Sion TahmKench Taric Thresh

Casters: Annie Bard Brand Fiddlesticks Janna Karma Lux Lulu Nami Morgana Sona Soraka Syndra Zilean Zyra

(Note: I know not all of these have the support category in their typings, but I've seen them played support to reasonable success. Sion support is fun as hell).

Now I know that these supports can go into more focused categories (poke, anti-engage, etc) but I still see these two kinds of supports: Tanks and Casters. I think we could use a third kind of support, champions who lead through morale and courage.

The Warlord http://moly.hu/system/statements/original/statements_264501.jpg?1378587685

A class of support that thrives in the fight with their ADC, buffing them through their actions or helping them get the kill (like a melee poke support). Kayle honestly feels a bit like a warlord, though Aatrox lore makes him the perfect example of this.

Just an idea I had when responding to a thread about a hopeful Noxian champion next.

47 Comments

PixTron2/7/2016, 7:47:00 PM4 votes

DAYYYUUUUUMMMM!

Imma all for dis! I hope Riot adds this in throughout mid S6, because that'll make the entire Botlane so much more interesting.

Conversations about Supports before: "So what do you main?" "Oh support, really." "That must be horrible with all the whiny ADCs calling you a shitbag, which sup?" "Thresh, really, and sometimes Braum."

After: "So what do you main in League?" I'm a fucking Warlord.

Nuff said. <3

gemini3332/8/2016, 11:06:07 PM2 votes

My concept isn't exactly the warlord type you imagined, but she definitely functions by giving her allies morale/courage. The theme is about using a flag to bring hope to comrades, in exchange for losing personal dueling potential while doing so. She is a fighter/support, with lots of versatility due to her dual role identity, but lacking aspects that might make her more dominant in a one specific role (such as a champion focused primarily on support or dueling). I'll try to post it tonight after classes.

St0rmln2/5/2016, 3:16:46 PM2 votes

Jarvin 4 plays a great warlord support.

Sluiceway2/9/2016, 4:17:24 AM2 votes

I used to play Gangplank this way before his rework, maxing his Raise Morale to buff my adc's damage output (and my own too, of course) to win trades as well as using parrrlay + relic shield for gold, and I still sometimes play Nunu, J4, Wukong, Poppy, Mordekaiser, Kennen, and Gragas as brawling-focused supports (only in AI games though, because I think at least half of this list would be considered troll picks in pvp). Maybe you would find one of them to your liking. If you do try any of these in pvp, please let me know how they fare.

warpenguin5552/9/2016, 3:24:40 PM2 votes

The Warlord

Support/Tank So my reasoning as to why Support doesn’t appeal to players is that you are not supposed to kill anybody. So why not make a support that not only is allowed to kill, but is encouraged to fight along side the ADC(like you said) and potentially kill?

Melee attacks

Passive- Rallying Call- Warlord inspires the allies champion, granting movement speed and bonus AD whenever an ability is cast on them. All nearby units gain this effect when Warlord kills an enemy.

Q- 2 Pronged Attack- Physical Damaging spell that does bonus damage if an allied ability hits the champion after.

W- Lead by Example – Passive: When the warlord kills a unit, the nearest allied champion is granted half the gold. Does not work on monsters

Active: Targeted Allied champions attacks charge up the Warlords next basic attack and grant the Warlord movement speed. The Warlords next basic attack deals bonus damage based on the amount of basic attacks the Ally used(canceled autos don’t count). Can be self cast for the reverse effect where Warlords basic attacks power up the next auto attack from an ally.

E- Turning Tides- Warlord plants the lance into the ground and kicks the target in a direction dealing Physical Damage, using the lance for a boost. The Warlord always ends up behind the initial position of the target. About 12 seconds in is what I have imagined for this ability

https://www.youtube.com/watch?v=FoMmnj_SX6I

R- Continuous Beatdown- Warlords spear digs into the enemy, slowing them. Each auto attack does 5% more damage than the last and refreshes the slow as long as it is from a different allied champion.

Like it?

FlameHalbrdOkido2/8/2016, 5:58:58 PM2 votes

Kinsho, the Ionian General,

mostly clad in slightly tattered dusty robes with a moderate amount of ceremonial armor, graying hair in a top knot and beard

has 8 large shogi pieces or shogi-like pieces (1/3 the size of a human head) of energized wood (but they could be mechanical) that float around his neck like a giant wooden bead necklace.

AA: punches outward, or thrusts an open palm forward, this motion send a energized shogi piece to the target, after a sec a new sphere forms around his neck

Passive ideas

1.) allied champions with active shogi pieces on them have 5% increased MS when moving toward the location of other shogi.

2.) the nearest allied champ with a shogi is granted 3% of his AD or AP for 5 sec every 10 sec

3.) link the passive to gaining/ loosing energy shogi, or gaining strength based on how many shogi are near by: The Ionian General starts each game with 8 shogi pieces and they max at 10. Everytime he uses an ability it uses energized shogi pieces. Shogi regenerate every 10 sec.

4.)If the General is killed, all shogi not on allied units will instantly disappear, and allied shogi will have their current lifespans cut in half.

Abilities

1.) skillshot: he shoots out a shogi piece, if it hits an enemy champion, or nothing at the end of its range, it grants sight for 6 seconds in a 250 unit radius around them. The shogi piece last 6 on the ground or on enemy champ.

if it hits an ally unit (champion or tower) it hovers over them for 8 minutes. If an ally or enemy champ walks over a shogi piece they will pick it up. After the duration the sphere returns to him.

  1. Tether/on unit cast: if he targets an enemy with an active shogi piece, it creates a tether, allied units with active shogi damage dealt to the target as long as the tether holds is amplified by 4%

if the tether holds the entire duration, he deals 10% of the total damage dealt to the target again, then that shogi piece will leave the enemy and return to him.

(basically he is telling them who to attack)

3.)Toggle ability: on - he begins charging and his shogi spin around his neck, every second charges he loses a bit of his Mana/Energy, but gains a % of Tenacity up to 40%. While toggled on the amount of Tenacity is active, but if he clicks on an ally champ, he transfers all the shogi containing the Tenacity to them for 3 seconds. If he takes CC while toggled on it will consume the gained Tenacity and place the ability on CD.

Toggled off: he stops charging, the Tenacity gained is maintained but inactive.

(basically he charges Tenacity and can give it to an ally to go berserk)

4.)AoE Buff: he sends the remaining shogi around his neck (or an ally's: From ability 3) to a target area within a radius of the cast origin, creating a circle, within this circle all enemy AoE damage is decreased by a % equal to 5 x # of spheres used). The AoE last 8 sec until recast, when the shogi return to the General. (Or it could just completely neutralize all AoE abilities in the area and stop new one from happening, but thats OP like Yasuo's Windwall)

(basically saying go here, to be stronger, this is where we make our stand)

5.)AoE CC: after a brief cast time he causes all shogi within a certain area to pulse knocking enemy units away 250 units. If a sphere is on an enemy it knocks them down.

(basically he is saying where the enemies can or can't go for a few seconds)

6.) he sends all available nearby shogi to the area or allied unit last effected by an ability strengthening and increasing the duration of the effect. (Basically the General knows that some things sacrifices have to be made for the greater good, he puts all his strength in one spot for one final great move.)

Themes: Coordinates, area control, target selection, team order, game shogi

I envision this guy to play like a true strategist /tactician unlike Swain who is basically a health tank mage. the 1st passive allows the champs on his to almost always have a numbers advantage. Its not so much about the speed as it is getting your members together sooner for a more advantageous fight. When playing as this champ, grouped charges are encouraged and possible, even if your top laner is far away they can rush to your team at a moments notice. Its as if they know that the Ionian General has a plan and needs all the members to execute it. The second passive idea maybe a bit lame and seem like just a dumb passive buff, but there is meaning to it, if you stick by this guy you will be stronger, you are stronger as a team, as long as you stick by the Ionian General you can fight it out. The 3rd passive is an undeveloped idea, is now a type of resource passive connected to how many shogi he can have active on the map at one time, it is a gating mechanism, to limit his strength and staty-ness. The 4th passive isn't so much a passive as it is a mechanic that needs to be on him for balance reasons its really more of a note. For the 1st ability idea (it could theoretically be combined with the 2nd ability into one). Basically he is pointing out who they should go after and granting sight so he can make plans based on where the enemies are . part 2 (the tether) is when he is saying definitely take this guy out. An due to the 1st passive idea, allied champs would be able to move faster towards the enemy target. the allied part of the first ability is really something that you want to do at the beginning of the match for everybody, so if a fight starts they can rush in to help, its an ability that you want to always have on all allies if possible, it also allows them to run faster to towers for protection or to protect the tower. The allied part of of the second ability is for use in the heat of fight mostly at the beginning so the ally can build up the defenses: The General plans ahead (can also be used to help a tower protect itself). Ability 3 is basically an allied CC reduction, but it can be stopped if an enemy catches him off guard. When fully charged it basically gives the General, the opportunity to start a team charge, or give it to an ally to let them keep going if CC'ed. The 4th ability is basically him marking allied territory and daring enemies to cross the line if they haven't already, basically he is saying this is where we make our stand, and fight it out, this ability will allow a team to better protect a dragon or baron, or perhaps steal one. It allows the General to better control an area, espcially since within this area allied champs will also have increased MS when moving to one of the sides of the circle. Ability 5 is one of the strongest yet, it can stop an enemy from jumping on and taking out an ally by knocking them clean off if the ally. It also works very well with the 4th ability because it can knock enemies further into, or out of the circle. The 6th ability is his let fix it quick, or get the objective done quick ability, since he must sacrifice All current spheres to make one strong push for a certain objective.

I was trying to go for a real tactician feel with this guy. Like the kind that can look at the map and have thoughts, like ok, I want that guy here with this happens, and when the enemy comes into gank we will be ready. The player should always be planning in terms of where allies are, where they will be, and where the enemies are. The Ionian General would still have support mechanics but I want the player to act like the captain of the team and give the allies a sense of direction and purpose to really work like a team. Games with the Ionian General with it will have a more structured feel to it, this champion should really pull a team of solo'ers together, and it will be hell for the other team if they dont pull it together, which might make killing the General a priority.

Champions to watch our for due to Thematic and Kit Similarities:

Swain: titled master tactition - solution make a better tactition that forces riot to change Swain's title to something more fitting or just call this concept the Ionian Warlord, or General, or Silver Warlord

Syndra: uses spheres and spacital warfare (changed spheres to shogi pieces now) Oriana: uses a sphere, and shares a few too many ability similarities - solution: change spheres to another shape or element, change the way abilities are activated, or used, (changed abilities and uses Shogi now)

Janna: Passive - solution if 1st passive is chosen, just move it from the main passive to an ability.

FlameHalbrdOkido2/8/2016, 9:12:30 AM2 votes

ok you got me thinking about a concept and i dont like you for it Ralanr (I wanted to be done making concepts, im frustrated yet happy at the same time) I usually spend weeks on a concept but since this is your idea i could just give you my basic ideas for the warlord support, if not ill just drop it.

also it does kind a lean toward the caster side, but it has a very unique feel to it.

Nikushimi Zero2/7/2016, 8:33:27 PM1 votes

The Aatrox thing I never understood cause his kid doesn't really go with his lore imo.

If I could redo Aatrox I'd give him a second passive that works as a buff for nearby allies.

The buff would have to do with the amount of health he has used (for his revive mechanic) and give buffs based on where it is at. These buffs would be called "Fervor" and "Blood Lust". Fervor grants bonus attack speed based on the percentage of health Aatrox has saved up. Blood Lust would grant additional damage in the form of magic damage based on the percentage of health Aatrox has saved up as well as heal allies for a percentage of the amount of magic damage they do.

So it would work off of Aatrox's own skill in battle to bolster is teammates. His R could also grant a short buff after activation to allies within a medium range. The buff would be low to medium attack speed and movement speed bonus.

I think that would be pretty cool. Possibly have a passive for his W that gave nearby allies bonuses based on which mode his sword is in. Idk. Just my thoughts.

The Deckowner2/8/2016, 1:28:50 AM1 votes

the problem is u already has an adc, kinda pointless to have an ad support.

Arakadia2/8/2016, 6:36:07 AM1 votes

This idea sounds cool, but wouldn't really solve anything most likely. If they buff allies through spells, you would lean into the caster section. If you buffed allies by presence, you would want to survive long and be more tanky. I really like this idea and would think it'd be pretty cool to have cooler name then support and tank. Warlord, as you said, Dominator, Guardian, Infiltrator, Scout, Ranger, Warlock, Witch, Lich, Doppelganger, Juggernaut, Walking Stronghold, Sneaker, GodStrucken, etc.

FlameHalbrdOkido2/8/2016, 6:02:47 PM1 votes

Again I don't like you Ralanr, making me go through all that conceptual work and idealization. Just take the idea off my hands, it's all ur fault :)

FlameHalbrdOkido2/9/2016, 3:07:51 AM1 votes

heres a pretty good example I happened upon from a friend a long time ago, I think that it makes dynamic use of player created terrain/ minigames, and it is a a really well completely done and iterized version of a Warlord support

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/wqNtJf4k-kuro-guardian-of-the-shrines

warpenguin5552/9/2016, 4:00:40 AM1 votes

sure ill make a kit for this. Could be fun

TNHA Baritone2/5/2016, 2:21:08 AM1 votes

I'll give you two different perspectives (I'm currently with the last one obviously)

What I first thought: You're going to fuck up bot lane dynamics even more with this. Its bad enough I have to deal with Poppy supports. I don't need Garens in the bot lane


After I gave it consideration: I could see it work out but Riot would have to make sure that these Warlords aren't overpowering or out damaging their Marksmen, and then they would have to not be useless meat shields. I'd be interested in seeing how it might turn out.

FlameHalbrdOkido2/9/2016, 8:32:16 PM1 votes

Also Ralanr I updated Kinsho, pls tell me what you think, you can have the kit if you want, and just do what ever you want with it.

Neamean2/5/2016, 3:56:25 AM1 votes

With this item item 3050 everybody is pretty much a warlord but most of them don't really benefit from it. You only get it for the better stats for your carry not you.

resumed2/5/2016, 4:01:03 AM1 votes

there's so many supports!! i think boiling them down to two groups washes over the differences

there's utility supports like bard, peelers like zyra, traditional supports like soraka, tanks like braum, and the "fuck you thats my kill we all know im the real carry" supports like brand

you can mix matchem too!

Taric is both tank and traditional

TahmKench is both tank and utility

Nami is both utility and traditional

Sona is both traditional and peeler

Lulu is both utility and peeler

but what i most feel like you're describing is a poppy or leona support which have strong engage potential, and are very fun to play!!

LankPants2/5/2016, 6:33:59 AM1 votes

I don't agree that Thresh is a caster. I think he fits in better with the tanks overall.

FloRaider422/5/2016, 11:52:17 AM1 votes

I can't really imagine a support like that to work without making the champion OP in any other lane.

FlameHalbrdOkido2/6/2016, 1:40:19 AM1 votes

There are warlord type personalities or characters or champions, and then there are warlord mechanics and gameplay. Sure we have _characters _ like Poppy, J4, and Kayle, but their play styles are not very supportive in terms of how they use their courage and moral.

First I want to point out right away that my image of a support warlord maybe different from your's. When someone mentions support through raising moral and courage, I think of mechanics like raising an ally's AD, or AS, or MS, Armor or Magic Resist. The character is important, but it is not what makes a champion a warlord support. Basically they would focus on buffing allies and creating and protecting zones where their allies are made stronger. They should be focused on making their allies and zones where their team has the advantage not so much dealing damage themselves.

There are a few champion abilities that would make a good warlord support. Shen's ally AoE dodge Poppy's dash blocking AoE Sivir's MS ult Lulu's ult, W, and E Nami's passive and E

Taric is a pretty good example of one,mechanically just not in character. Sona is pretty much the perfect warlord support MECHANICALLY, but not in character as well. After reviewing J4's kit I am convinced that he would make the perfect warlord support if his shield were castable on an ally and if his passive was more support oriented.

BastionKross2/7/2016, 8:31:18 PM1 votes

Like others have said Sona mechanically fills this role, and the description basically describes Taric.

The problem there is that both champs buff allies with auras, and Riot can't balance auras. Maybe they're allergic, I dunno.

You could do something like Kalista or item 3050 does where you choose one champion and buff the hell out of them. The trouble then becomes "Oh, well if the person I'm bound to isn't making them plays, then both of us are SOL".

You could do something like Lulu where you have abilities that can buff an ally or disable opponents. Old Karma used to do something similar. But then you run the very real risk of them going to a solo lane and being completely toxic like Soraka Janna used to do instead of supporting.

So I don't know how you'd pull something like that off.