Minion Shop (Minion Rework)

Bradyo·5/30/2017, 6:03:21 AM·3 votes·1,026 views

As you know, minions are a core part of League Of Legends; however, Riot can improve the minion experience by adding a minion shop full of minion that are available for hire. Here is how it works:

  • The Minion shop will be a tab next to the "All Items" menu ( See https://gyazo.com/58e13fadd84ce6fdbc21d3e582579a65 ) and is accessed the same way the item shop is accessed; furthermore, it can only be used in the fountain. Every player has the option to hire minions for a certain lane. Once a player hires a minion type, they are no longer allowed to hire another minion type until another does so. This will prevent single teammates from being greedy and not allowing other teammates to hire minions.

  • In the shop, you can hire different types of minions that will choose a designated lane, chosen by the hirer. 1 minion will group with the designated lane (Top, Mid, or Bot Lane). This will happen for 15 consecutive lanes for a total of 15 Minions. These minions have a 1 lane delay but will group with the next available lane wave after the delay is over.

  • Only one type of minion can be hired at a time. This will help balance the minion shop. To further balance them, they will have a cooldown for rehiring. This will make it so people can't spam one type of minion and stack lanes with them.

  • Every 5 minutes of the game, the minion's stats will scale slightly. So, the longer the game, the more power these minions will have. The cost of the minions will also increase every 5 minutes of the game to compensate for the scaling of the minions.

  • Rework: Siege (Cannon) and Super Minions will now be added to the Minion Shop. In place of Cannon Minions, every 2 will have 1 more Caster Minion and 1 more Melee Minion to compensate. Their stats will be slightly increased from the other minions and they will be in the front of the group ( See https://gyazo.com/a7421c0be4623408e8f6e73f5f2c29ae ). And, whenever you destroy an inhibitor, each member of the team will receive 100 gold extra and the ability to hire Super Minions.

Now that I've laid some groundwork for how these minions will work, here are some example of minion types:

Siege (Cannon) Minions:

* Weapon: Cannon
* Health: 750 (+3% per 5 minutes)
* Attack Speed: 0.800
* Range: 300
* Armor: 10
* Magic Resistance: 10
* Attack Damage: 36 (+3% per 5 minutes)
* Movement Speed: 325
* Bounty: 40 Gold (+3% per 5 minutes)
* Cost: 375 Gold for 15 waves
* Cooldown: 5 Seconds to rehire (Basically No Cooldown)
* Description: These minions will basically stay the same. The only difference is that they are in the minion shop and have to be hired in order to use them in lane. Once they get into lane, they will use their cannon to destroy enemy minions

Super Minions:

* Weapon: Mechanical Fist
* Health: 1500 (+3% per 5 minutes)
* Attack Speed: 0.694
* Range: 170
* Armor: 30
* Magic Resistance: -30
* Attack Damage: 190 (+3% per 5 minutes)
* Movement Speed: 325 - 350
* Bounty: 48 Gold (+3% per 5 minutes)
* Cost: 750 Gold for 15 waves
* Cooldown: 180 Seconds to rehire
* Description: Once you destroy an inhibitor you gain the ability to call Super Minions. They are only deployable in the lane that the inhibitor was destroyed on. Even if the inhibitor respawns, you are still allowed to call Super Minions on that lane. Other than this, they will function the same.

Jungle Minions:

* Weapon: Mini Sword
* Health: 490 (+3% per 5 minutes)
* Attack Speed: 0.875
* Range: 125
* Armor: 10
* Magic Resistance: 10
* Attack Damage: 30 (+3% per 5 minutes)
* Movement Speed: 325
* Bounty: 25 (+3% per 5 minutes)
* Cost: 350 Gold for 15 waves
* Cooldown: 90 Seconds to rehire
* Description: These minions go along with the group as normal until they find the perfect breaking point in which to go into the jungle ( See https://gyazo.com/67a66369b12e24f0465ef7c63d0dbf8d ). Once they are in the jungle, they will search for enemies to ping or teammates to help. If they find teammates, they will help them clear out camps in the jungle.

Ward Minions:

* Weapon: Ward Gun (A Ward With A Secret Gun In It)
* Health: 300 - 450
* Attack Speed: 0.680
* Range: 600
* Armor 5
* Magic Resistance: 5
* Attack Damage: 20 (+3% per 5 minutes)
* Movement Speed: 325
* Bounty: 20 Gold (+3% per 5 minutes)
* Cost: 300 Gold for 15 waves
* Cooldown: 60 Seconds to rehire
* Description: These minions have the ability to spot invisible wards and invisible traps. They are equipped with one ward each. They will check the coastal brush for any wards or traps while simultaneously placing down a ward ( See https://gyazo.com/3909cac8caa07f9b3dc90f9462386a18 ). If they find an enemy ward, they will destroy it. Once that is done, they will go to lane and fight in the back line with their ward guns. If there aren't any sufficient spots to place down a ward, they will immediately go to the back line to fight. While they are alive, their ward has an infinite lifespan but can be destroyed by an enemy (similar to a Control Ward). Once they die, their ward will self-destruct

Shield Minions:

* Weapon: Fists when their shield is destroyed
* Health: 550 [200 Health Shield + 350 Health Minion] (+3% [To the minion's health and not the shield] per 5 minutes)
* Attack Speed: 0.630
* Range: 110
* Armor: 0 [Shield: 20]
* Magic Resistance: 0 [Shield: 20]
* Attack Damage: 24 (+3% per 5 minutes)
* Movement Speed: 325
* Bounty: 35 Gold (+3% per 5 minutes)
* Cost: 400 Gold for 15 waves
* Cooldown: 120 Seconds to rehire
* Description: These minions are there to protect you. They come to lane with a shield and stay in the front line to dodge skillshots. Skillshots do 25% less damage and Basic Attacks Do 10% less damage to these minions and they both scale (+.5% per 5 minutes). Skillshots can, however, pierce through the minion but don't do damage to the minion if the minion has his shield up. Once their shields are destroyed, they are pretty weak and easy to kill.

Heal Minions:

* Weapon: Hands that cast spells
* Health: 250 - 400
* Attack Speed: 0.660
* Range: 500
* Armor: 0
* Magic Resistance: 0
* Attack Damage: 18 (+3% per 5 minutes)
* Ability Power: 30 (+3% per 5 minutes)
* Movement Speed: 325
* Bounty: 24 Gold (+3% per 5 minutes)
* Cost: 275 Gold for 15 waves
* Cooldown: 45 Seconds to rehire
* Description: These healing minions go into lane as the back line the hit basic attacks that deal 5 on-hit bonus magic damage to enemy minions. Once they encounter a champion under 15% health. They will use their first ability called, "Subservient Heals." This heals the champion 1% (Max 3%) missing health over 6 seconds. This also stacks from multiple heal minions (Max of 5 stacks). This ability has a 15-second cooldown. While the ability is on Cooldown, it will use its second ability called, "Never Obeying the Powers of Evil" (or Nope for short). This is a bolt that is shot out at enemy champions, slowing them for 1% (Max 5%) of their movement speed and doing 15 Ability Power + (50% of their ability power). This has a 10-second Cooldown and is only used if Subservient Heals is used first.

Repair Minions:

* Weapon: Hammer Of Bilgewater
* Health: 525 (+3% per 5 minutes)
* Attack Speed: 0.725
* Range: 1.30
* Armor: 5
* Magic Resistance: 5
* Attack Damage: 27.5 (+3% per 5 minutes)
* Movement Speed: 325
* Bounty: 32 Gold (+3% per 5 minutes)
* Cost: 450 Gold for 15 waves
* Cooldown: 75 Seconds to rehire
* Description: These minions bring a toolbox and their trusty hammer to lane. They find the further tower and go to repair it. They focus entirely on repairing the tower. They can only repair the tower for 100 (Max 150). This, however, takes 45 seconds to complete. If you don't protect them, they will die. If a repair minion comes out to the furthest tower and sees that it is currently being repaired, the repair minion will drop their toolbox and go straight to the front-line of the fight to attack enemy minions. 

I think this should be tested in the PBE servers first. This idea isn't trusted enough to be in the actual game, but with a few tweaks, it could potentially be an update in the upcoming years.

I'm sure there are plenty other ideas for minions that I could think of, but I want to get a basic concept of the types of minions you could hire at the shop. If you have any suggestions as to how this could be altered, or if you have any feedback, let me know ;) I will keep updating this thread so stay tuned!

18 Comments

Nano Foto Casa5/30/2017, 10:31:33 AM3 votes

This isn´t a bad idea, but this would evolve LoL into Starcraft. It would bring a lot of variety to the game, but making it more complex.

In soloq they could be interesting, but imagine competitive teams. They would make such a great use of them that it could unbalance games even more. They could snowball easier and the game will be over in 10 minutes, there won´t be any possibility that the other team is coming back

FlameHalbrdOkido5/31/2017, 12:08:19 AM2 votes

I this is a great idea, that being said its almost too great. On top of the decision making challenges league already offers I feel like this is adds too much burden of knowledge especially on beginning players, it adds a lot more to have to think about

I still like the idea tho and think it would be a decent addition to another game mode such as ARAM where you don't have to do as much thinking

This idea alone could even be its own game mode but I don't see it being added to the regular games

CrazFight 5/30/2017, 6:07:44 AM1 votes

... minions don't need to be changed.

Just no.

FistMyViJanna5/30/2017, 6:11:13 AM1 votes

Yah plus 50 gold for one Super minion? thats insane. I could get baron buff and just have a whole waved of empowered super minions. seems busted

Bradyo5/30/2017, 9:01:24 AM1 votes

Update 1:

I added a cooldown for hiring minions. I also added minion stat scaling.

Kâtie5/30/2017, 3:18:04 PM1 votes

This will just add more parts to the game, possibly breaking it. Minions are fine and balanced right now, no need to try to fix what is not broken.