Random Ability Ideas Dump #1
Here are some ideas for abilities, designated by role. If damage ratios or durations seem too powerful or weak, then RIOT can change them if they want to.
Each ability will have a brief strategy for how to use it. Some may go further in depth, and some may be more shallow.
Status:
All newly introduced statuses will be detailed below:
Exposed: Increases damage received by x%, as true damage
Damage:
These abilities are meant to be a central ability in the kit that enables a mage to mage. It is the cornerstone ability of a kit, that all other abilities could possibly revolve around.
Ability 1 Cooldown: 9/8/7/6/5 seconds Mana: 70/80/90/100/110 Range: 700 Fires a projectile in target direction. Upon contact with an enemy champion, explodes, dealing 65/75/85/95/105 (+60% AP) magic damage to all enemies, and also fires a cone of flame in direction of projectile, dealing 6/7/8/9/10 (+10% AP) magic damage per second for 3 seconds. This ability does not deal damage to minions or monsters unless they are within the explosion radius or the burn cone.
This ability should be a primary damage dealer, both in teamfights and in lane. Pretty straightforward. Just position the cone correctly to deal as much damage as you can.
Ability 2 Cooldown: 14/13/12/11/10 seconds Mana: 100/110/120/130/140 Range: 600 Fires a projectile that deals 20/30/40/50/60 (+55% AP) magic damage to all enemies that it passes through. This ability can be recast up to 3 times within 6 seconds for no additional cost. Consecutive hits onto enemy champions will deal 70% damage and apply a 20% slow for 1 second.
This ability can be used in conjunction with item passives such as liandry, rylai, or luden's echo for wonderful results, and should be a good way of dealing consistent damage at a consistent rate.
Ability 3 Cooldown: 12/11/10/9/8 seconds Mana: 90/100/110/120/130 Range: 800 Throw a thing that deals damage in an aoe for 20/25/30/35/40 (+40% AP) magic damage. Can recast within 3 seconds to drag back the thing towards your champion and deal 30/35/40/45/50 (+45% AP) (like Orianna's E, Command: Protect). If dragged back and it hit an enemy champion, it heals you for 20/25/30/35/40 (+35% AP) health.
Meant for a midlaner that's good at waveclear and holding lane for extended periods of time, while having sustain, but requiring careful positioning to acquire all benefits.
Harass:
These abilities are meant for any type of champion to deal consistent damage while staying safe on their own.
Ability 1 Cooldown: 13/12/11/10/9 (-15% AD/AP) seconds Mana: Ideally none Passive: Every x seconds, the next autoattack you fire is empowered, dealing an additional 15/20/25/30/35 (+15% AD/AP) x damage, and burning them for an additional 15/20/25/30/35 (+15% AD/AP) true damage.
(If this ability is to be shifted to a champion that is ranged, it won't deal burn damage and will instead increase the range of the auto attack by a set amount, probably up to a range of 750)
Ability 2 Cooldown: 20/18/16/14/12 Mana:80/85/90/95/100 Range: 850 Fires a projectile in target direction. Upon hitting an enemy champion, it deals 25 true damage, and 40/45/50/55/60 (+50% AD/AP) Attack/Magic damage. If it misses, it will rebound towards the user and pass through all enemies, dealing 50/55/60/65/70 (+100% AD/AP) Attack/Magic damage instead. Upon contact with an enemy champion, the projectile will explode, with the entire radius dealing damage.
This ability should be similar to Ahri's Q, Deceptive Orb, but instead of aiming to hit an enemy champion with both abilities, the focus should be on hitting them on the way back instead, requiring careful positioning.
Utility:
These abilities are meant to provide some sort of crowd control, mobility, or otherwise status related benefit towards you or your team.
Ability 1 Cooldown: 15/13/11/9/7 seconds Mana: 80/90/100/110/120 Slices in target direction in a cone shape, dealing 40/50/60/70/80 (+65% AD) damage and Exposes all enemies hit for 3 seconds, increasing damage received by 30%.
A simple ability that augments the damage of other abilities in a kit and from other allies.
Ability 2 Cooldown: 14/13/12/11/10 seconds Mana: 80/90/100/110/120 Range: 400-600 units Charges up a projectile that increases in range and width over 2 seconds before being fully charged. Releasing the projectile early deals 30/40/50/60/70 (+50% AP) magic damage to 60/70/80/90/100 (+70% AP) magic damage all enemies it passes through, and silences them for 0.5/0.75/1/1.25/1.5 seconds. Fully charging the projectile will stun enemies for the first half of the duration instead of silencing them, and will deal 65/75/85/95/105 (+75% AP) magic damage.
An ability that would do wonders in teamfights and laning phase alike, this ability is meant to be used as both an engage and a disengage.
Ability 3 Cooldown: 10/9/8/7/6 seconds Mana: 90/85/80/75/70 Range: 600 Fires a projectile towards target direction. Upon hitting an enemy, it deals 20 (+50% AP) magic damage, and snares them for 1 second. If an enemy was hit, the cooldown for this ability is reduced by 50%, and the next cast within 5 seconds will deal an additional 20 (+25% AP) magic damage.
This ability is used as an escape, engage, or a lengthy fight. A versatile ability that has both cc and damage rolled into 1. I would recommend placing this onto an immobile champion.
Ultimates:
Abilities that would be ideally used as ultimates. Descriptions that describe how the ability can be utilized are described below.
Ability 1 Cooldown: 150/125/100 Mana: 200/150/100 Range: 550 Channels for 1 second, then propels self in target direction. If an enemy champion is hit, you become untargetable for 3/4/5 seconds while retaining the ability to move and cast abilities, and a ring is formed around the champion for 3/4/5 seconds. If the champion is hit with 6 damaging abilities while they are within the ring, or they exit the parameters of the ring, they are dealt 100/200/300 (+80% AD) (+80% AP) Adaptive Damage after a brief delay after conditions are met. If you exit the ring, then the ring instantly dissipates, but you gain a 15/30/45% movement speed bonus.
This ability is great for skirmishes, where multiple parties are helping you deal damage with abilities towards a singular target. By locking down a single champion, you can practically guarantee your team a kill if they decide to stay in the ring. However, it's best to couple this ability with crowd control of some form to truly ensure there will be no escape from this ring. However, if you miss, be prepared to face the consequences of having dashed 550 units towards an enemy without gaining untargetability. In a pinch, this ability can be used as an escape over walls, towards another enemy, or can be used as a means to engage a teamfight, initiating onto a tank, and making your way towards the backline.
Ability 2 Cooldown: 200/180/160 Mana: 300/250/200 Range: 2000 Upon cast, massive ruins spring up from the ground in target location for 5/6/7 seconds, creating a zone. Enemies within this zone have 10% reduced movement speed, 15% reduced attack speed, deal 10% reduced damage from abilities, heal 10% less from all sources, and are dealt 5 (+AD) attack damage every second. Allies within this zone have 10% increased movement speed, deal 10% bonus damage as true damage from all abilities, gain a bonus of 25 attack damage, and receive 5% reduced damage from all sources, and are healed 10 (+10% AP) health per second.
This is the ultimate teamfight ability. Creating a massive zone where all enemies will be compromised in every way while buffing allies in every way is a great way to increase the chances of winning a teamfight. However, since this zone is not immobile, be sure to use careful positioning and communication to ensure you can milk out all of the benefits that come with this ability.
Passives:
Unique passives unique to each champion, these are central towards how a champion is played.
Passive 1: Dealing magic damage towards an enemy champion adds a stack of Storm. Upon gaining 3 stacks of Storm, a raincloud will appear, augmenting the damage that enemies receive from abilities for 3 seconds, refreshing itself if another stack of Storm is applied.
This ability can be used in a duo lane, as well as alone in a midlane, provided all abilities are landed.
Passive 2: Range: 550 Dealing damage to an enemy fires an additional projectile towards the location they are at, dealing 5-20 (+10% AD) (+10% AP) x damage.
Good with liandry's.
That's all for now.
If an ability heavily influences an ability that makes it into the game, plz give me that champion so I can actually experience it firsthand kthx