Ideas for new champion abilities

only zhule·1/24/2018, 7:56:17 AM·1 votes·317 views

So i don't have a name for the champion, and maybe all these abilities on one champion is to much, but i think these would all be very interesting things to see on one or a few champions as the game progresses. I think these would mostly work best on a support champion.

  1. a single target ability that gives a champion a "shield" for 1.5 seconds. The shield negates and reflects the first source of damage from an enemy champion, doing 50/75/100/125/150% damage to the enemy champion. Secondary effects like stuns / slow / knockups/ etc... are negated by the shield, but are not applied to the attacking champion. Spell is great of saving an ally who is about to die to some high damage ability; Zoe's paddle ball, 4th attack from Jihn, Caitlyn's ultimate, etc.., it allows your ally to engage without risking hard CC. But the small uptime means that one can't be careless since the enemy could easily use a lower damage ability to pop the shield or simply not engage for the duration, similar to how Sivir spell shield works.

  2. Champion tethers to an ally for 5-6 seconds, while tethered if either would be stunned / knocked up / rooted, instead get a debuff that slows them by 50-30% (50 and rank 1, with a decrease of 5% per level) and lowers their damage output for 50-30%. If either champion would be slowed, their movement speed can not fall below their allies base movement speed. While tethered champions get bonus 10-15% movement speed and share the highest movement speed among them. To keep it fair, perhaps the tether auto breaks upon negating one stun / slow, thus preventing abuse cases where champions eat multiple stuns / slows with minimal negative effect. The ability is great to engage with since it gives bonus movement speed and negates the first attempt at a stun or slow. It's also great to disengage since the bonus movement speed and negation of slows/stun means that the enemy has a much harder time catching you.

  3. An ultimate that does a flat amount of magic damage, but causes the enemy champion to "bleed" for true damage upon moving. The basic idea being that the spell is no designed to kill it's target outright, but it can if they are low enough, it is designed to punish champions who either chase their target or attempt to run away from a fight. The damage based is done in ticks, with the amount of damage dealt being based off how much distance the champion has covered between ticks.

  4. Ability that takes effect every .5 seconds, with a max duration of 5 seconds. Each tick of the ability does a certain amount of damage and removes a flat amount of mana/energy/rage. Ability is cancelled if target casts a spell or uses an ability. The purpose of the spell is to force enemies to use spells or abilities at times when they don't want to. Even if you remove the second effect, you are left with a spell that makes the enemy choose between using an ability they want for later or taking a fair amount of damage over the following 5 seconds. The effect is less amazing against resourceless champions; but for those with a resource bar, it means you have to way the risk and reward of using up some of your resource to negate a %%%%% of damage.

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