What abilities do you think would be cool to see on a champ some day?

Rundus1·2/2/2018, 7:48:57 PM·2 votes·476 views

I'm not asking for whole champs, just fun ideas. Like I think it'd be cool to have more diverse global abilities in the game. Maybe a targeted global stun on a 5 second delay. You mark them like a kindred mark but when it hits they're stunned for a short time. It'd be a fun way to help out other lanes without being too overbearing.

Another cool one might be a global terrain ability. Imagine a trundle pillar or something like it.

On that same note, imagine a terrain removing ability! Like being able to temporarily make some area of terrain passable for allies for a few seconds.

What do you guys think? Any fun ideas to share?

8 Comments

Captain Zyrin2/2/2018, 7:53:07 PM1 votes

I want a champion where u can dismount your pet and it becomes a summon Edit: also a champ who's combo or full move set q,w,e, and or R creates a dance

Terakali2/2/2018, 9:04:03 PM1 votes

The ability to pick an enemy champion and make the both of you invulnerable but also unable to do damage for a while.

NoisyMicrobe2/2/2018, 10:06:41 PM1 votes

Mordekaiser gets to get very temporary ghosts from minions and jungle creatures

Oleandervine2/2/2018, 10:08:55 PM1 votes

I want to see an ability that's a skill shot that ricochets off of terrain. Think Moira's orbs in Overwatch.

Hell, I wouldn't mind seeing a healer in game who could operate like Moira - deal damage in order to have the energy to do heals. It would be a very interesting way to balance a healer and give them a non-mana resource.

I'd also like to see abilities that do weird things with wards. Like cause your wards to deal a small AOE when you place them or something like that.

I'd also like to see a spell that's a mass AOE shield barrier. Something where the caster has to sit still and channel the zone around them, and have it have it's own HP bar so it can eventually be destroyed.

HeazonZ2/3/2018, 12:54:39 AM1 votes

Your last idea is basically bard’s tunnel. Bard

Terakali2/3/2018, 2:55:51 AM1 votes

Allshend, The Eye Above All

I don't like coming up with mana costs or stats for mages, so... Here you go.

Passive: Eye for an Eye - Whenever an enemy champion gets a kill, they are marked with Penance for 2 minutes. Stacks are fully refreshed on kill, but new stacks can only be added on from unique kills with regards to current stacks. For each stack of Penance on the target, Augen's first auto against them within 20 seconds deals 3-6% max HP magic damage. On takedown, Allshend removes all stacks from the target.

Q: The Branches and Leafs - Allshend fires a beam out to 800 units for 2 second, dealing up to 120/180/240/300/360 +120%AP magic damage based on how long they are in the way of the beam. Bushes and walls are replaced with Scorched Earth which deals 20/25/30/35/40 +20%AP magic damage per second to enemies atop it. Scorched Earth is treated as normal ground for all other intents until, 10 seconds later, the land turns back to normal. Has a 16/15/14/13/12 second cooldown.

W: Eye of Providence - Passively, Allshend gains 1/1/2/2/3 increased vision range on unit kill. This has a maximum increase of 250 units. Actively, Allshend ascends into the air, increasing his vision range to 1500 units and gaining the ability to see over terrain and into bushes. However, he is also revealed the enemy team. This lasts for up to 3 seconds. Any enemy champions marked by Penance which are revealed by this ability are revealed for the next 3-7 seconds based on how long this ability was maintained. Has a 30 second cooldown.

E: The Tower - Allshend summons a 300 unit wide tower in a target location. The location must be within 500 units of a visible enemy marked with Penance. The tower lasts for 6 seconds and grant a 20/30/40/50/60% movement speed buff to allied champions within 500 units. Tower is delayed by .5 seconds and deals 80/100/120/140/160 physical damage to anyone who is knocked away by the summoned tower. Has a 20 second cooldown.

R: Penance Stare - Allshend pauses for a second to mark a visible enemy champion. After 5 seconds (reduced by .8 seconds per stack of Penance) the mark triggers to stun the target for 2/2.5/3 seconds. During the stun, they take 20% increased damage, up to a maximum increase of 200/300/400 +50%AP. Has a 120/100/80 second cooldown.