New Ideas for TFT Champions (Long post btw bear with me xD)
Hi everybody, here below I made up some concepts of potential future champions and group synergies for teamfight tactics. Of course, the idea of adding more champions in TFT will change the game - either for the better or for worse - but I just wanted to let my imagination take course and see where I would get with it! And I know as well that perhaps the numbers might be very overpowered or the opposite but it's just to give a rough estimate on the power of the champion. Thank you for reading and let me know what you think ;)
Sylas - Tier 3
Traits - Noble, Sorcerer
Health - 600, 1300, 2200
Mana - 100, Starting Mana - 0
Attack Damage - 60, 100, 190
Attack Speed - 0.60
Range - 1 Hex
Armor - 20, Magic Resist, 25
Ability - Hijack
ACTIVE: Sylas steals a random enemy's ACTIVE ultimate ability and casts it freely. The stolen ability deals the same original damage but scales with Sylas' Star Level.
Jhin - Tier 4
Traits - Ranger, Assassin
Health - 650, 1350, 2000
Mana - 0, Starting Mana - 0
Attack Damage - 70, 130, 195
Attack Speed - 0.65
Range - 4 Hexes
Armor - 20, Magic Resist, 20
Ability - Whisper
PASSIVE: Jhin's hand cannon, Whisper, is a precise instrument designed to deal superior damage. It fires at a fixed rate (Attack Speed cannot be increased but gaining Attack Speed converts the bonus to Attack Damage instead) and carries only four shots. Every 4th shot critically strikes and deals (15%/25%/35%) Bonus Missing Health Damage. Just like graves in TFT, Jhin won't have to reload. (Jhin can still crit with the other shots).
Kayn - Tier 5
Traits - Demon, Assassin, Shapeshifter
Health - 850, 1600, 3000
Mana - 125, Starting Mana - 0
Attack Damage - 70, 150, 270
Attack Speed - 0.65
Range - 1 Hex
Armor - 25, Magic Resist - 25
Ability - Umbral Trespass
ACTIVE: Kayn infests an enemy champion he has recently damaged, becoming untargetable for 2 seconds. When Umbral Trespass ends, the target takes (300, 600, 900) physical damage. After the effect ends, Kayn transforms into either his ultimate assassin state, or into the darkin 'Rhaast' (Depending on whether the target is originally melee or ranged) for the rest of combat; disabling this active ability but gaining a passive based on which form he transformed to. Ultimate Assassin bonus: Kayn deals bonus magic on hit. Darkin Rhaast bonus: Rhaast heals for a percentage of damage he deals.
New Trait: Ascension Ascension Bonus (2/4): One random allied champion is chosen to be "The Ascended" at the start of combat (chooses 2 champions at (4) Ascension). When that champion casts their ability, they will become 'Ascended' for the rest of combat granting bonus maximum health, armor and magic resist, and changing their ability.
New "Ascension" Champions -
Azir - Tier 5
Traits - Ascension, Sorcerer
Health - 800, 1500, 2750
Mana - 50, Starting Mana - 0
Attack Damage - 60, 130, 240
Attack Speed - 0.75
Range - 3 Hexes
Armor - 20, Magic Resist - 20
Ability - Arise!
ACTIVE: Azir summons a Sand Soldier nearby lasting 6 Seconds to attack nearby targets for him, replacing his basic attack against targets within the soldier's range (1 Hex but the attack pierces enemies 1 Hex behind them). Their attacks deal (100, 250, 400) magic damage to enemies in a line. Sand Soldiers cannot move. (Azir still gains Mana from Sand Soldier attacks since they are still basic attacks, does not apply on-hit effects but apply spell effects).
Ascension Change: Every 2nd cast of Arise!, Azir sends his soldiers in a line (each soldier dashes to the farthest enemy from them), dealing (200, 300, 400) Magic Damage to enemies along their path. Enemies only take damage from 1 dash, they won't take damage from multiple Sand Soldiers. Additionally, Azir gains 10% Attack Speed per Sand Soldier active.
Nasus - Tier 3
Traits - Ascension, Brawler
Health - 600, 1400, 2500
Mana - 150, Starting Mana - 50
Attack Damage - 55, 110, 180
Attack Speed - 0.55
Range - 1 Hex
Armor - 25, Magic Resist - 20
Ability - Spirit Fire
ACTIVE: Nasus unleashes a spirit flame at location covering a radius of 2 Hexes (Meaning three consecutive hexes and then in a circle), dealing 100/300/500 magic damage. For the next 5 seconds, enemies in the area have their Armor reduced by 15/25/35 (Armor cannot be reduced less than 0) and are dealt an additional 40/100/200 magic damage each second.
Ascension Change: On cast Nasus becomes empowered in the sandstorm for the rest of combat. While the storm rages, he deals (3/6/9%) of nearby enemies' (1 Hex away) maximum Health each second as magic damage. Enemies damaged by the storm have their Attack Speed reduced by 15% for 1 Second.
Renekton - Tier 1
Traits - Ascension, Brawler
Health - 550, 950, 1800
Mana - 75, Starting Mana - 0
Attack Damage - 50, 90, 175
Attack Speed - 0.60
Range, 1 Hex
Armor - 20, Magic Resist - 20
Ability - Ruthless Predator
ACTIVE: Renekton slashes his target twice, dealing 180%/210/260%AD physical damage and stuns them for 1 second.
Ascension Change: On cast, Renekton transforms into the Tyrant form; gaining 35 Attack Damage and 15% Attack Speed. Additionally, whenever Renekton casts Ruthless Predator, he follows up with a spin of his blade dealing (125/275/450) Physical Damage to enemies 1 hex around him and healing him for (30/60/100) Health per enemy hit.
Xerath - Tier 4
Traits - Ascension, Sorcerer
Health - 650, 1200, 1700
Mana - 100, Starting Mana - 0
Attack Damage - 50, 100, 150
Attack Speed - 0.55
Range - 3 Hexes
Armor - 20, Magic Resist - 20
Ability - Rite of the Arcane
ACTIVE: Xerath ascends to his true form, becoming rooted in place and gaining (3/4/5) Arcane Barrages which fire in moderate succession. These barrages deal (200/350/500) Magic Damage to one enemy.
Ascension Change: On Cast, Xerath now gains (6/10/20) Arcane Barrages which fire in fast succession. Every barrage also reduces the targets Magic Resist by 7.5 for 2 Seconds.
New Trait: Deep Sea Deep Sea Bonus (3): The farthest enemy gets drowned underwater for the first 5 Seconds of combat.
Fizz - Tier 3
Traits - Deep Sea, Assassin, Yordle
Health 650, 1300, 2000
Mana 75, Starting Mana - 20
Attack Damage - 55, 110, 170
Attack Speed - 0.80
Range - 1 Hex
Armor - 20, Magic Resist - 20
Ability - Playful / Trickster
ACTIVE: Fizz hops into the air, landing gracefully upon his spear and becoming untargetable. From this position, Fizz either slams the ground or automatically chooses to jump behind the target he was attacking if there isn't an enemy in that spot. Upon landing, Fizz deals (275/390/510) Magic Damage to enemies 1 Hex around him.
Nautilus - Tier 2
Traits - Deep Sea, Brawler
Health 700, 1500, 2250
Mana 100, Starting Mana 25
Attack Damage - 60, 100, 150
Attack Speed - 0.50
Range - 1 Hex
Armor - 35, Magic Resist - 30
Ability - Riptide
ACTIVE: Nautilus slams the ground, causing the earth to explode around him in a set of three explosions (1 Hex around Nautilus and then two following that). Each explosion deals (100/200/400) Magic Damage to each enemy and Disarming them for 0.5 Seconds. Enemies that happen to walk into other explosions after they already took damage, will not take damage.
Nami - Tier 2
Traits - Deep Sea, Wild
Health - 600, 1100, 1800
Mana 100, Starting Mana 0
Attack Damage - 50, 80, 130
Attack Speed - 0.60
Range - 2 Hex
Armor - 20, Magic Resist - 20
Ability - Ebb and Flow
ACTIVE: Nami unleashes a stream of water that bounces back and forth between allied and enemy champions (maximum bounces 3/5/7), healing allies and damaging enemies (Max range between targets to bounce is 2 Hexes). Heals (75/125/200) Health for allies and deals (125/250/400) Magic Damage to enemies.
The following is kind of a joke so take it with a grain of salt ;)
Teemo - Tier 5
Traits - Yordle, Demon
Health - 666, 1666, 2666
Mana - 150, Starting Mana - 0
Attack Damage - 66, 166, 266
Attack Speed - 0.66
Range - 6 Hexes
Armor - 35, Magic Resist 30
Ability - Satanic Ritual
ACTIVE: On cast, Teemo randomly sacrifices 6 other allies (cannot activate if there aren't 6 other allies active on the board), and transforms into Satan Teemo. Satan Teemo has 6666 Health, 666 Attack Damage, 1.00 Attack Speed, 66 Armor and Magic Resist. Basic attacks will blind the enemy for 2.5 Seconds, causing their attacks to miss.
Welp, if you read this far, thank you very much for the interest! I know this was a long post but I'm glad you took the time. Let me know what you think of these ideas in the comments! Might make some more TFT concepts in the future :)