Simple rework ideas on a few boring champs and abilities
This is purely my opinion on some changes that could be done in order to balance and make some champions more fun and fluid to play. There are many more that I don't touch in this post, as it took me way too long to even do this much and about some of them, I'm simply stumped. I suggest going into this looking for a specific champion that you want to see the thoughts of someone else about rather than just reading through it all, because its really long. There are also a lot of champions that are incredibly OP or broken in my opinion that I did not include here because all they need are number tweaks as far as I see it, so don't go looking for Yasuo/Riven/Fiora and the rest of the cast that are "Hard to play", "Counter them by CC", "You just don't know what to do against them". Of course I'm more than open for discussion about whatever you see here, or want to express yourself but don't really know how. I'm not going to deal with numbers as I don't consider myself competent enough to balance the game, these are just rough ideas to add some interesting gameplay to (in my opinion) boring champions. I will also not touch the basic passives of most champions as I don't feel like it :).
Alistar: E - Alistar tramples the groud and slows enemies nearby, the longer the enemy stays in range, the more slow is applies until it roots them. I think that the current E is just a dumb filler ability, so I changed it ever so slightly to keep with the theme and power of the champion.
Amumu: E - Amumu curles into a ball, becoming slowed and receiving extra damage. At any point Amumu can decide to stop and throw a tantrum, causing aoe damage based on the damage received.
Ashe: Q - Ashe stops for a few seconds gaining extra vision and attack range, her next few basics are going to be blockable skillshots. In my opinion this will allow ashe to play more defensively when needed and score those kills that she overwise might be unable to reach. W - Ashe shoots 1 arrow after another up to a total of something connected to her AS. As I see it, her current W is almost a 100% hit ability and a boring one, by making her shoot the arrow from left to right or right to left you can deal more potential damage, as you'll be able to hit the same person more than once, while also giving the other party a chance to dodge. E - Probably leave it as is, I don't really have an idea that will leave the thematic presence of her current E, and I don't think that it should be changed too drastically. R - Ashe shoots an ice arrow that grows in size the further it travels, the larger the arrow the more damage it does. A small arrow will only slow, while a large one will stun. I feel like the current R stun for longer for no real reason, the arrow stays the same but does more, so this is more of a visual aspect than anything else, the size will also affect the hitbox.
Caitlyn: R - Caitlyn will fire 3 bullets on a target enemy. The 1st bullet will slow the 1st champion it hits, the 2nd bullet will cause the champion hit to take extra damage from the next hit and the 3rd shot deals damage based on missing hp. The current R is very rarely used and has limited effect, by making her ult do a variety of things and not focus all the power in a single shot will give her more oppportunities to use it as well as it being usefull in more situations.
Cho'Gath: Q - Cho'Gath will stomp the ground and cause spikes come from his body in a line one after the other. This will make his Q much more managable, as well as predictable making it easier both for the use of Cho and the dodging for the enemy making it more of a mind game for some plays. W - Cho'Gath roars to the sky silencing everyone around him in a small range as well as rooting them for an extremely low duration. (Like 0.1 seconds) His current W feels weird, it feels like it should do more, but it doesn't, it is mainly a tool for him to come close and hit someone with his E. This change will make it much more situational, but feel more impactfull, especially when standing in the middle of the enemy team. E - Cho'Gath lashes with his spikes in front of him in a puncuring motion, causing the enemy to bleed and slow them. The slow inscreases with the duration. The slow and the bleed are removed upon healing of any sort, besides basic regen. To be honest, I have a hard time with his E, it is boring to the extreme, but it feels necessary, what I did here is just an idea that might work and might not. R - I really don't think his R needs any real change, this ability is what defines Cho and I feel like if anything it only needs some number changes which is not what I'm trying to showcase here.
Dr. Mundo: First of all, Mundo is an extremely lazy design right now, so I will try to liven him up a bit, while keeping his core intact, so the changes are not going to be big. Q - Each consecutive cleaver on the same target will cause a bit less slow, let's say 5%, but deal extra damage, stacking up to an amount. The current Q feels unfair, especially if you are a squishy target, being chased down by a relentless monster, especially if fed that you have no way to run from, the slow amount is just enough for him to catch up to almost every carry in the game and the damage is high enough to make you cry your soul. This change albeit small, will give the target more chance to run, while also shortening the amount of cleavers Mundo needs for the kill. W - Mundo sets himself on fire, slowly draining his health while dealing aoe damage. While active his cleavers and basics will apply a small burn while his Q and E will cost more hp to cast. Also, make it look different, he sets himself on fire he is not a fire magician of any kind. The W is generally fine, but I feel like it should be able to acomplish more, while also costing more. Right now after like 2 or maybe even 1 item mundo can simply overheal the damage he receives and his W with no consequences making it a second sunfire cape ( or the only one). E - Passively it will remain the same, expect when hurting himself will cause mundo to take extra physical damage in addition to getting extra MR, basically lowering his armor. As far as the active goes, Mundo hurts himself becoming enraged and dealing progressively more damage with basic attacks the more HP% he loses for the duration. I feel like Mundo should trade his hp for damage more often, his costs are laughable, but since they are HP, you can't increase them too much without give him some rewards, I think those will do. R - Mundo injects himself with a large amount of chemicals losing a certain amount of HP and gaining a large amount of regen and resistances which decrease overtime. The current R doesn't really reflect the name, which I think should be changed as well as having no real counterplay except waiting. A full build mundo is an insane power house if your only BOTRK holder is an ADC. This change will give him a boost upon using the ult which will become easier to deal with as time passes making it harder for both sides at different times.
Fiddlesticks: I have absolutely no idea how fiddlesticks managed to dodge a rework for so long, so here we go, basically a full rework. First of all, he is melee. Passive - Fiddlesticks has his trusty crows circling around himself dealing damage to nearby enemies and increasing his health and mana regen when not attacking. Q - While unseen by the enemy fiddlesticks gains the dreadful effect. Upon being seen by an enemy champion in a radius, he will be alerted of the enemy and his Q will become playable. Upon using it Fiddlesticks sends his crows to attack the target causing it flee in fear while gaining increased movement speed towards them. W - Fiddlesticks will strike the target in melee range with his sickle making them slow down, after the attack he can recast the ability in order to jump away from the enemy and take an additional chunk of their hp as he jerks away his weapon. E - Fiddlesticks sends his crows to attack in a wider range causing them to silence the champions they latched to for a duration. The crows will deal increased damage if compared to his passive. R - Fiddlesticks channels for a time and turning into a crow himself, flying to a certain direction in a close range after which he lands back as himself being surrounded by a massive flock of crows that act like the crows in his passive, dealing even more damage. The direction I took here is obvious. Crows. This is a big part of him which is not really seen in most 2 of his abilities. I shortened that to 1. In addition the extra movement speed and the small dash from his W, should give him an extra edge in the current meta where almost all the champs have dashes and can escape his ult.
Garen: Garen is another lazy design that I don't understand how he slipped past all the reworks, I don't think he needs a full one, but whatever Riot is doing with him is setting my brain on fire and making me scream, so I'll attempt somthing here. Q - Garen rushes forward, gaining additional movement speed and crushing the next enemy attacked with the flat of his sword causing them a microstun. Currently Garen silences enemies with his sword. WHY? HOW? Does he hit them on the jaw or something? The attack is clearly from above, it makes no thematical or balance sense, a melee champion that can sit on you constantly shouldn't have access to a silence that allows him to both chase and run. At least in my opinion. Oh right he also cleanses himself with that so maybe let him keep it. W - Just return to old garen W, what is this shield nonsense. And the damage reduction is for longer, as if he wasn't tanky enough. Now you see trinity force Garens running around because of this and his E. E - Garen slashes his sword in a wide arc dealing high aoe damage while gaining tenacity. Stacks up to 4 times, stacks can be used in succesion. R - Keep as is I think, surprisingly enough, even though its just another execution ability, it just feels integral at this point. Though I have an idea. R(Kind of a weird thing, so I'm not really sure about this one) - Garen chooses an ally, this ally takes reduced damage for the next 10 seconds(maybe less, maybe more, once again, not a number guy). Garen becomes faster when moving towards them and in close proximity to them as being able to block enemy target abilities on that champion.
Jax: This is just a basic attacking nightmare... Introducing gameplay into this champion is like trying to make caitlyn melee, but I will try anyway. Touching his passive will be like breaking an egg to hatch a chicken, it will take the Jax out of the champion, so I'll leave it there. Q - Jax leaps to target location and sweeps his weapon around himself, dealing small AOE and being microrooted. Yes, he can leap to anywhere now, but was it ever really a problem? Jax usually has something to jump so removing this small limitation while adding a root effect on himself, although extremely short, can make it a much more interesting ability while also allowing a good gank to continue rather than simply cosing him a trinket ward that is going to stay there for the next 2 minutes or so being a good spot for him to run to. W - Jax makes an attack towards a certain direction, damaging the first champion hit and applying a short stun. His current W is just a basic attack reset that deals extra damage, what I suggest is moving the stun from his E(which makes no sense), and add it to his w, making his E less loaded and also allowing the stun to be dodged, as albeit being a skillshot in a short distance, it can be blocked or even predicted. E - Jax enters a defensive stance, dodging and reflecting(for the sake of animation only, no dealing damage back to attackers) all basic attacks, while having increased tenacity and moving a bit slower. Upon activating the ability again, jax unleashes a strong AOE attack. Currently, his E, is way overloaded dealing both a stun, damage, and making him unable to take damage from basics. By making it be much more defensive and even slow him down, Jax will have to think a bit before jumping into 5 people. R - Reverse it. Make the resistances passive and lower the amount, make the damage active on the next few attacks instead of every third passively. This change is really small, but it makes fighting with jax much more consistent for both sides, the amount of damage you can live through will not change, so the enemy will not have to adapt to you suddenly being unkillable, but rather to the insane damage you are going to deal, making you a higher priority target, but also giving you room to do your thing and go in hard.
Kog'Maw: Kog is sitting in an akward spot with all the assasins around and him having no mobility, but, I don't think he needs any. Passive - Kog'Maw's abilities and basic attacks gain additional range, based on how static he is up to a cap. Basically, I think that since kog is so immobile, he needs to fully embrace it and become a true artillery. Although his current passive a good deterrent for a few enemies, most can run away after killing him, or fling him away just before his death. By changing it into something like this, it can allow to him stay further away from danger while still being able to dish out high amounts of damage. Now how to measure it? How long did he stand still the last time he did, let the buff remain for a few seconds until he stands still again, or maybe how much does he move, based on seconds since he last moment of stillness. Once again, these ideas are mainly creative and are not there ready with numbers and everything, that would insanely hard for me to do alone, accounting for all the items and code in the game, considering I don't even know how the game is coded. Q - Kog'maw launches a small blob of acid to a nearby location, dealing damage and reducing enemy resistances in the area. Yeah, almost no change, but come on. Only 1 enemy in an extremely close Range and the AP build is not viable anymore? At least let him hit a few. W - No changes, maybe reduce the initial range gain and let it scale better with the new passive or something. E - Kog'Maw spits vile bile in front of him in a small cone, upon hitting the ground it creates an area that slows enemies by a lot and clings to their feet for a few seconds. His E is his only real defense mechanism, so I think it should be more potent and easier to hit. Sometimes all someone needs to dodge his E completely is a single dash or jump and no matter how well you aimed, you now have someone sitting on your face hitting you with everything they can because you are an extremely high priority target. Making it something with a larger are, but being closer to kog himself and leaving a lasting effect will at least somewhat alleviate this weakness. R - Leave it as is. His R right is used both in chasing and defensively. I think its great, its a simple skill with a variety of uses and with the new passive it will be easier to use for harrasing as well as farming defensively, maybe even stealing objectives. What I think this "rework" will do, is make Kog'Maw a much higher priority target than he already is, while also giving him the tools to deal with it the best.
Malphite: Malphite is in a weird spot where he suddenly became AP instead of tanks, and to be honest, its not the fun type of AP(I know he could be built AP long ago, there were no real changes, but people only recently brought into the meta). Having a malph ult you with no ability to do anything about it, for some champions is devastating and even normals its just not fun, lets say you wanted to play an adc without mobility, like Jinx, Kog'Maw or Jhin and you encounter a full AP malph in the enemy team. You either flash, but your flash has a much longer cooldown than his ult or you just hope someone can shield and heal you enough, cause you are not going to survive the burst by youself. So I will be trying to keep his kit almost intact while saying that his AP ratios should go down a bunch. Passive - Just incorporate his w passive into his normal one, there is no real reason to have them separated. Make it level with his ult level or something. Q - Malphite takes a stone disk and throws it at an enemy, slowing them down(maybe even stunning them) and dealing damage. Just up his normal speed, how does he steal the enemy movespeed with a rock? He is a mountain, not a wizard of some sort. W - Malphite gathers stones in his fists, making him reach further, deal more damage and cause some of it in AOE around the target. Not really a big change, but it doesn't need to be, I want his kit to be almost the same, as albeit being a bit lazy it really fits a mountain. E - Malphite slams his hands on the ground creating a tremor that cause enemies to lose move and attack speed for a short duration. I see no reason for their AS to be slowed and their MS to stay, thematically its both or nothing, and I don't think it will make him broken, lower the numbers on his AS reduction and keep the MS reduction low. R - Malphite stomps hard on the ground, making a strong earthquake and knocking the stones in the target location towrds him, together with anyone standing there. Make it so the time it takes to knock them up is the same as now. Why is a mountain flying into people? The mountain doesn't come to the people, people come to the mountain.
Master Yi: Jax number 2, here we go. Q - Leave it. Surprisingly I have the least problem with his current Q. Its his only ability that requires actual skill sometimes, maybe even make the amount of targets scale with AS or MS. W - Master Yi swings his sword wildly around himself blocking and reflecting damage. Master Yi takes 50% less damage for the duration and reflects 25% damage back to the damage dealer if melee. Duration scales with AS. Master Yi is a very fast paced champion and making him stand still to take reduced damage and heal a bit feels wrong. This time I'm talking about numbers, not because I know what I'm doing, but to give an approximation of what I feel it should be like. As for the duration, you can make it really short to begin with and let it scale up to a cap, since AS is capped anyway. There is already AS scaling on Yasuo right now, so I don't think it will too much of a problem. E - Master Yi concentrates in order to attack and move faster for a short duration. Move his ult here and stop the reset nonsense on it, he doesn't need to be ulting 24/7. R - Master Yi dashes really fast in a certain direction, stopped only by walls and structures and limited by range. He slashes targets on the sides of his dashing sides knocking any enemy in front of him to the side and dealing extra damage to them. The dash Range is affected by MS. I feel like his curret R is way too lazy for an ult. What I did here is give him a tool, both for engaging and running away, that can deal high damage and break into enemy ranks. The dash needs to fast, its not sion ult, its a straight line fast dash. Over all, I tried to add some more gameplay to the character while keeping his spirit there.
Nasus: W - Nasus creates a ring that cripples and slows enemies that pass through it, the longer the enemy is in outer ring the higher the amounts of slow and cripple. The ring obviously needs to be small, or it will be way too broken, but I feel like his current W doesn't give a god enough credit, once again make the values much lower, but allow the player show some skill by catching more than one person in the ring and making them suffer, or maybe try to pick the wrong fight, thinking that if you lock them in they will run you can kill them, but they just stay inside and fight you. Gives some outplay potential to both sides. E - Nasus taps his staff on the ground creating a zone around himself that prevent the death of minions and monsters(including epic monsters). I really couldn't think of anything for the god that protects the gates to the underworld(Anubis), and the AOE resistances reduction feels wrong, so I threw this idea together, that will allow nasus to contest epic monsters without his team if needed and maybe even save a game or 2. I decided that the rest of his kit is fine, although somewhat boring, he is an endlessly scaling champion and overloading his kit with random stuff just to make him more fun to play will take the Nasus out of him.
Shaco: Shaco is a personal problem of mine, it was my favourite champion a long time ago, but quickly became forgotten because of how unpolished he feels. I'll try to add some more flavour for him, while keeping him as fluid and Shaco as possible. Passive - Shaco is a killer clown trying to make everyone happy. Once Shaco has killed a champion he collets their smile for his personal collection, but he has quite the temper, so he doesn't like it when others see what is going into it. When Shaco solo kills an enemy champion he gains a smile for his collection. Each smile will give him extra MS and damage towards the champion whose smile it is. This passive will allow shaco to thrive in some situations and perform his role as an assasin properly, although rewarding solo play is a bit wrong in this game, I feel like assasins get enough solo kills in a game, to allow him to capitalize somewhat on this. Q - Shaco dashses in a certain direction and becomes invisible while also sending a non-material illusion of himself in a random direction from his original location. This champion is supposed to be chaotic and something this Q will save you and other times it will not do much at all, which is what I feel like Shaco is all about, the element of surprise for both sides of the game. W - Shaco plants a toy box. The first toy box in a large radius will have that same radius as its range. In this range the toy box will alert enemy champions of a nearby box with an arrow pointing towards itself. In a much smaller radius it will surprise the enemy and cause them fear. Any other box planted in this radius will slowly jump around in random directions in a small radius around itself. In a radius of the same size, these secondary boxes will surprise enemy champions that step inside it. The big boxes duration is based on the amount of boxes in its radius(counts itself as well). The small boxes don't die until the big one is gone. Make the CD on the boxes relatively big and it will allow you to have a lot of boxes stay in an area for a really long time, but it will also take a lot of setup, making you always come back to it. E - Shaco throws a knife a line that damages the first champion hit. The champion is slowed and exposed for a few seconds. The first basic on the back of an exposed champion deals extra damage and further slows them. This is a small change, that will make his knife feel that much more important, it will also force a decision of whether to first use the E and then Q in order to hit their back, but risk not reaching them at all, or use Q, reach them, use E and risk not pulling of that backstab. R - Shaco splits himself into 2 perfect copies becoming invulnerable for a really short duration(0.5 or 0.25 seconds, like it kind of is now). The 2 Shacos are a perfect copy of each other taking double damage and dealing half the damage, but no matter which one dies first, Shaco lives in the body of the other one, even of both are destroyed Shaco will appear nearby with a sliver of health. This just feels better to me, I obviously might be wrong, but with all the revive effects in the game, I think Shaco can easily pull one himself.