Tank rework including NEW STAT! (fan made)
With an assassin rework coming there is only one group un-reworked: tanks. (yeah i know and supports but those guys get new stuff every season.)
I had an idea for how to make tank champions more powerful without increasing their ability to be a damage dealer, since that would be like if the assassin rework made tank zed a thing (inb4 tank zed becomes a thing).
a new stat I cannot name (tank amp? guard? nodieplz?). basically it increases the amount of armor/magicres/health you get from items. IF YOU WANT TO SKIP THE STAT AND LOOK AT THE CHAMP REWORKS LOOK FOR THE 
I felt like it would make sense since tank items are equally powerful between champs, but ad and ap items have different amounts of effectiveness based on ad and ap ratios. a
will have more value on
than it would on
.
Often enough Rito James has been using things like damage based on your max HP (
)to make tanks with tank items more valuable, but i think that that ignores one of the main points of tank items: taking damage while surviving.
Thus the new (incomprehensable mumbling) stat makes tanks get more value from tank stats.
HOWEVER: before you say "oh this means that tanks will be utterly unkillable killing machines" this would also likely come with some nerfs to the damage of the tankier champs, but also increase the utility. i will talk about the main reworks after the stat is explained.
ALSO: yes tank items are huge and making them bigger is HORRIFYING. as such the base values will need to be nerfed. I don't know the numbers and if something like this would ever be implemented the numbers would have to be messed with. however, for the visual of this im gonna say that all base tank values are reduced by 25%.
Now, the stat would occur by Tiers. The tiers each have a different stat value. the stat itself is how much the Tank stats get multiplied by.
Tier 5: stat value=1. These champs are the ones who don't really build tank stats anyways other than
at the end maybe. (yes some people go full tank on these or get some tank stats but its not much.) These champs also have higher mobility.

Tier 4: stat value=1.25. These are the assassins and mages who build some tank stats in the form of
etcetera. These guys have less than they used too from the tank stats, BUT not much less. These are also usually the champs with low mobility OR have to be close by.


Tier 3: stat value=1.5. These are the more damage oriented fighters and some of the odd demi tank champs. these guys generally build things like
. These guys become slightly more tanky, but the nerfs don't start yet since the tankier champs will be FAR more tanky.



Tier 2: stat value=1.75. This is where the tank oriented fighters and fighter-tanks go, champs who build tankiness but also build damage, or build tankiness for damage. These are also the tanks you build
or
on.

Tier 1: stat value 2. a total of 1.5 times as tanky, however these guys lose a good deal of damage at this tier, but also gain some utility.

You may have noticed 4 important champs missing. well, they have their own tier:
Tier Q: stat value varies. These champs rather than have an across the board stat value have different increases for the different defences.
: Armor:2.25, MR:2.0, HP:1.75
: Armor:2.0, MR:2.25, HP:1.75
: Armor:1.25, MR: 1.25, HP:2.5
: Armor:1.0, MR:1.0, HP:2.0
What happened here? obviously corporate mundo made an incredible deal, trading away his defences for more health for his massive health regen.
really though, ramm and galio are the faces of their resistance, and mundo is mister big HP. i felt like skewing these defences in order to give some more character to these characters.
also vlad would be messed up if his HP amp was low, but op if his defences were high.
Also some items would need changes:
and
calculate based on the base value, rather than post amp. otherwise some champions would be utterly insane. also
and its upgrades give a flat value which is not improved by amp, since otherwise the item is worth less on a squishy team. also
hp % increase would need to be nerfed, because oh sweet goodness would jungle mundo be OP.

Whelp time for the champ reworks.
I felt like there where 5 champs which need reworks to some extent to better fit their identity and improve the quality of play.

Lets start with a champ i think is just OK right now.
.
I hear too often that this guy is too easy, takes no skill, etcetera. which is why I included him on the list.
The main points of his identity i want to maintain are his rolling rolling rolling rolling what, his high armor, and his spikiness.
Passive: Bonus damage on attacks UN-NERFED but only affects targets which have dealt him or a team-mate damage recently, or lower damage on scuttle and towers. This keeps his identity, but makes him more of a defender.
Q: basically unchanged except for damage down due to tank tier. EXCEPT:
While rolling rammus can now do a dash which knocks up minions and monsters, but does not end his powerball, allowing him to go through minion waves. if he hits a champ his powerball does end but he pushes the champ with him until it hits another champ or a wall (the dash does not wall hop that would be absurd) hitting another champ damages the other champ as well, while hitting a wall stuns, akin to a
dash. HERES THE THING THOUGH. he can only do the dash IF HIS MOVESPEED IS HIGH ENOUGH. meaning low levels if he puts nothing in movespeed he might not even spindash, but if he gets fast boots or
or
he can dash sooner. this is how he isnt stronger than poppy, but also adds flavor of having to ramp up speed. also you can miss OR get hit by someone (or have someone run into you) to prevent the spindash, big plus for not being mindless.
W: basically unchanged, lower damage, defenses altered for sake of tank amp stat. bonus monster damage to make him junglier.
R: this is what gets complained about the most. its point click cc, with an armor reduction no one really cares about. step one: good bye armor reduction. step two, not point and click anymore. its now a small cone, think naut sheilded auto. enemies in the cone are snared for a split second (less than naut passive), basically "what did you say? nah forget it he's not worth it.". UNLESS THEY ARE LOOKING AT HIM (like with a cass ult) at which point they see his rude gestures, and are taunted. bigger impact, more flavor, and avoidable. however taunt duration is minorly nerfed, especially due too....
R: Still earthquake, BUT, does less damage AND each pulse goes inwards from the edge rather than hitting everywhere simultaniously, and the waves are less frequent. and each wave also pulls champs in, just slightly. I love the idea that the earthquake is creating a slope towards him, which people have to avoid. OPTIONAL BONUS: if you are at the epicenter of the quake, as in right next to him, the quakes do split second snares, akin to the taunt. I don't want any ability to just be damage, thus the CC. IF NEED BE: no more structure damage. is flavor, but balance could be an issue.
Next on the Agenda is the pinballs MR cousin.

Galio is a big runic gargoyle, a protector type from demacia, and full of anti-magical power and magic wind. this i wanted to keep while also making him a bit more support AND a bit more mid-able
Passive: Vigilant Gaurdian: When galio takes <amount of damage> in <amount of time> give him and nearby allies a HP shield based on his MR.
Q: about the same, lower damage though, and interrupts spell-casting AND places vision debuff (like reksai's burrowed Q) on champs (it is shooting from his eyes).
W: Reactive Bulwark: passivly deals damage to champions who deal spell damage to him. (not scaling with damage done, small damage, not reapplied for dot, less power for DOT and AOE)
ACTIVE: gain a spell shield. when the shield is broken: deal damage to all enemies surrounding galio, based on damage prevented (not 100% of). only broken by magic damage spells. if timed out: heal galio for a percentage of his health. This factors into him buying
, and also gives him a way to trade with lane opponents mid.
E: Righteous Gale: same as before but WIDER and much less damage. throws enemy minions and deals bonus damage to them as well. this makes him seam more grand, gives him more team presence, and gives him an anti-pushing tool.
R: less damage done, snares when completed (short snare duration, think naut passive).
I feel this kit gives him a lot more utility and gives him a much bigger presence in a teamfight even without his ult.
And now to utterly rock the rework (notice me phreak)

Malphite is a rock. A big rock is heavy and hits hard, and a small rock is light but not as devastating. I wanted to replicate that with his shield, so i made him more of a mobile spammy fighter without it, but a big lumbering bruiser with it. this gives him some great escape potential, and thus makes him an incredible pusher, while at the same time being a devastating initiation. however this gives him some big counter play moments where a team fearing the dreadnaught malph will poke his shield down (not the easiest thing though) and turn him into a mobile bruiser. I see him being an intimidating presence toplane, similar too, but not as horrifying as nasus.
Passive: same as before with 3 differences: he moves faster with his shield down, his abilities work different depending on whether his shield is up, AND a portion of his max health is converted into part of the shield (less likely to just be 2 poked off by ADC.
Q: similar, damage lower, damage and slow increased when shield up, move speed increase and range increased when its down.
W: bonus armor is there when shield is up, activated portion is available when shield is down.
E: AOE bigger when shield is up, slow bigger when shield is up. Cooldown decreased when shield is down.
R: Damage and area and knock-up increased when shield is up, but range is much lower, being a big slow rock, but when his shield is down its range is normal and he gains movespeed after it is used.
Now for the Bae-Barian herself.

Sejuani is a good champ, but i feel her passive is so boring. sure, having more armor in combat is useful for a jungler, or even for a tank in general, but its so boring. Instead, I have an interesting idea for her passive, a combination of her old passive and mordes rework harvester.
Passive: Fragment of Eternal Ice. When sej does a basic attack on a champion they receive the "splinter of eternal ice." This splinter stays in the champ and interacts with her other abilities, as well as reducing the damage they deal to her. hitting a new champ will move the splinter to them. if sej is too far away or doesn't directly damage (not the w swinging nor the e) them it falls off.
Q: pretty much the same, lower damage, smaller knockup, but after using it grants her a movement speed boost when moving towards the "splinter of eternal ice".
W: similar, lower damage, either no HP based damage or lower HP based damage. BUT her swinging blizzard that follows the auto also occurs around the "splinter", no overlap, but this means that the running champ is now being dealt damage and dealing damage to surrounding units. hilarious if you kill them with the surrounding jungle creeps.
E: lower damage, splinter takes a bigger slow.
R: This is an insane change: every champion hit now receives a splinter. (lower damage). previous splinter bearer is stunned even if they aren't hit (though if they aren't and someone else is they lose splinter). for a period of time (I'm thinking 5-10 seconds) these splinters are maintained, meaning an absurd amount of swirling damage, slows, and movespeed.
And now, the only one left and all alone:

Amumu is alone but doesn't want to be, so i feel that that can be an important part of his kit, but his cursed touch is also important, meaning his passive is rather difficult to rework. however, I think this can be made to work by making him work differently.
Passive: Touch of the lone mummy: Damage dealt by amumu marks enemy champions. if a marked champion exceeds a certain distance from amumu, they are slowed and revealed on the map. this basically means that amumu will find his friends, and so will the rest of his team.
Q: the same, lower damage.
W: while this is being channeled slow the movement speed or marked enemy champions who are moving away, AND reduces the damage of those champs against champs who are not amumu. also reduced damage.
E: no reduction of damage taken, BUT range is increased for each marked enemy champion, turning into a devastating team pressence.
R: here is the big one: less damage, smaller range, BUT every already marked champ caught in the ult will then have another ult come out of them (no one can be damaged twice by the ult) basically causing the ult snare to spread similar to varus ult but instant.
Overall I mainly did this because i thought it would be fun to get written down, I don't expect Rito James to look at this and say "quick make this real" (though they have been known to use some fan ideas).
Also I know someone is going to say "oh these numbers are too high" or "oh these numbers are too low" none of these are genuine numbers, they are more placeholder than anything else, they get the idea across.
TL;DR: Hey look a tank rework. with a stat. funky.