New Ideas for TFT Champions (Long post btw bear with me xD)

OmegaCaliber·8/13/2019, 9:23:28 PM·1 votes·953 views

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 Sylas 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 Jhin 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 Kayn 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 Azir 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 Nasus 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 Renekton 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 Xerath 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 Fizz 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 Nautilus 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 Nami 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 Teemo 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 :)

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