Building a Newer Better Blitzcrank
For the longest time, Blitzcrank has always been my favorite little game making/breaking pull bot. But for all that he is, a great many of us players have either felt he had little to no counterplay (who dodges anyway) or little to no follow up without a team behind him (or a full AP delete build). This is not to say I think he's in a bad spot, quite the contrary, he has a lot of scalings on his abilities offering several possible build paths and a fair few tools to his kit with his lockdown and (duh) Pull ability. What I do think, however, is that while the place he's in is "Okay" it could be much better, such as offering better play and counterplay. So, I thought I'd just jig up a rough idea for some tuneups the bot could possibly use. I don't know numbers or the possible after-effects of these changes so enjoy or don't, now on with the show.
P: Hextech Supercharger: Casting a spell grants a stack of supercharge, with each stack granting 10% attack speed and movement speed for 5 seconds, stacking twice. When at 2 stacks, casting another spell triggers Overdrive, doubling the bonus attack speed (40%) and granting an additional 30% decaying movement speed boost for 5 seconds before resetting.
Q: RocketGrab: Blitzcrank Launches his hand forward in a line, dealing physical damage to the first target hit. Targets hit are slowed by 50% and tethered for ~.75 seconds. After ~.75 seconds (or immediately for non-champions) he can reactivate this ability at no cost to rapidly draw them to his current position. Damage: 80/135/190/245/300 +(100% total AD) Cooldown: 20/19/18/17/16 seconds Cost: 100 Mana
W: Repair Protocol: Blitzcrank shields himself for a small amount for 4 seconds. If the shield remains unbroken by the end of its duration, Blitzcrank begins healing for the remaining amount over 2 seconds. Shield Amount: 100/125/150/175/200 +(10% of total Mana) Cooldown: 25/24/23/22/21 seconds Cost:75 Mana
E: Power Fist: Blitzcrank charges his fists, causing his next two basic attacks to deal modified damage with the second hit knocking his target up for .75 seconds. Basic attacks reduce the cooldown of this ability by .5 seconds. Modified Damage per hit: 115/130/145/160/175% AD Cooldown: 10 seconds Cost: 50 Mana
R: Static Burst: Passive: Blitzcrank's basic attacks deal bonus magic damage on-hit (disabled while on cooldown). Active: Blitzcrank releases a huge wave of static electricity, dealing damage and silencing all enemies in an area around him for .5 seconds. Passive Damage: 15/25/35 +(10% AP) Active Damage: 200/300/400 +(100% AP) Cooldown: 60/45/30 seconds Cost: 100 Mana
Probably a touch heavyhanded on somethings. By adding a delay to the pull (on hit) it gives the opponents a chance to react somewhat (cleansing the pull or somesuch) and allowing more power to be put in his other abilities. Riot's always going on about play vs counterplay right? Well, perhaps this could be a step in the right direction. Or not, I don't know. Comments welcome!