The True Tank Update

I Feast Tonight·7/28/2017, 2:32:41 AM·8 votes·822 views

This is, by far, the longest League project I have ever done. My suggestion is to read the summary below and look at the subjects you are interested in. Also, in all the champion change suggestions, I have a special explanation. Tank Update Imagine there are a number of pillars that hold League of Legends up. If any one of these pillars fall, there is more than enough stability that League won't come crashing down, however, when a player encounters this pillar, they cannot place something on the roof where the pillar used to lay or they risk putting a hole in the roof. The only way to take care of this missing pillar is to analyze the concept behind it and rebuild though, as you will soon see, sometimes one can misinterpret the material. The tank pillar fell. True, there are some pieces still holding fast, but they are small and few. The first step to rebuilding it is to analyze what unique attributes tanks provide more than just not dying. The first thing that pops into one's head is crowd control, however, this is wrong. True most current tanks crowd control everyone to death, but this makes their gameplay "just dump cc". That's not very fun to play or play against. They actually need a reason or a way to force the enemy to target them, even for just a brief moment. The example of a balanced tank I give is Sion (this does not mean his statistics are necessarily balanced, only his concepts). His Q-Ability, Decimating Smash first has to be properly placed. After that, you- the enemy, have three options: try finishing the enemy before Sion can knock you airborne, disengage, or use your hard crowd control to stop him. His W-Ability, Soul Furnace, gives him a damage absorbing shield which he can then reactivate, (if he still has it), after three seconds to deal high damage. You can actually avoid this high damage by momentarily focusing Sion just enough to get rid of his shield. You don't even need to deal a lot of damage. In this update, I have taken all the champions listed as "tank" that did not already have this quality and gave it to them. For a few, I have suggested mere balance ideas. In addition, I have some other ideas for other things below the champion list. Most important of these non-champion suggestions is the items. Tanks should not be statistically erased due to the tank pierce needs.

Champions Aatrox Aatrox ⦁ Q-Ability, Dark Flight: Make the damage modifiers both attack damage and maximum health. ⦁ E-Ability, Blades of Torment: Make this damage increase by 1% for every 100 maximum health Aatrox has. Make this blind all targets struck for 1 second. Also, make this interruptible by hard crowd control and silences. ⦁ Explanation: Current Aatrox has extremely little to encourage him to build tanky even though he is categorized as one, so I have given him a reason in both his Q and E abilities. These now gain more damage based on his maximum health. Also, to be a viable tank, he needed a little more "target me", so I made his E ability that way. I have enhanced its fear factor by giving it a blind but made it interruptible by hard crowd control just like his Q. Alistar Alistar ⦁ Q-Ability, Pulverize: Make the cooldown 3 seconds. However, every basic attack he receives increases it by 1.5 seconds. ⦁ W-Ability, Headbutt: Make this deal 80/120/160/200/240 (+5% of his own current health) magic damage. ⦁ R-Ability, Unbreakable Will: Make this an ally-target ability, even on himself, that makes that unit take 30%/45%/60% reduced damage for the next 6 seconds. ⦁ Explanation: Current Q is nice to have in the middle of a fray, but does not say "hit me", so I have given it a tiny cooldown that basic attacks can prolong. He also has no real reason to build tanky, so I have changed his W ability from an ability power modifier to a health one. His R ability was not viable for a tank what-so-ever. The changed one can save a target from tons of damage. Amumu Amumu ⦁ E-Ability, Tantrum: Take away basic attacks reducing cooldown. Instead, when Amumu casts Tantrum, give him a damage absorbing shield equal to 5% of his maximum health for as long as it's on cooldown. While this shield persists, it has a subcooldown of .5 seconds (only dealing 50% damage). ⦁ R-Ability, Curse of the Sad Mummy: He channels up to 3 seconds. While he channels, he can freely move, basic attack, and cast abilities. After this ability is released, it stuns all nearby enemies for 1-2.5 seconds and deals 80/100/120 (+30% ability power)-200/250/300 (+75% ability power) magic damage based on the time channeled. If receives hard crowd control or a silence during this time, the channel ends early, still doing its effect. ⦁ Explanation: First, you may have already noticed something I call a "subcooldown". It is something I designed that lets you recast a weakened form of the ability while its on cooldown. As a side note, cooldown reduction is not very strong on champions with this interaction. Current Amumu not only had the high defense low offence problem, but also made things extra hard for himself by having little reason for building tanky and having a reason for enemies to avoid him. My suggestion here takes off the "hit me and you die faster" and puts in "don't hit me and you die faster". His E still deals damage but no longer reduces cooldown when basic attacked. Now, he gains a tiny shield and while this shield persists, he can spam the ability. His ultimate would also be an ability that makes him a target. In doing this, he also must do things smartly to gain full benefit from all his abilities instead of plopping r, then use e. Blitzcrank Blitzcrank ⦁ Passive-Ability, Mana Barrier Iron Barrier: When any ally champion in range come below 80%/60%/40%/20% of their maximum health, they gain a damage absorbing shield equal to 5% of Blitzcrank's maximum health for 7.5 seconds. This has a 200 second cooldown and a 4 charge limit. ⦁ E-Ability, Power Fist: Make all attacks tether Blizcrank to the attacked enemy for 6 seconds. Upon applying this ability, all tethered enemies also receive the damage and effect. If Blitzcrank comes under hard crowd control, all tethers break. If a tethered enemy comes out of range, it snaps. ⦁ Explanation: Current Blitzcrank has no reason to build tanky but every reason to build damage. My suggestion here changes his passive from a self-defense tool based on mana items (which often come with ability power) to a real support ability based on health. His current play-style is Q, E, R with possibly a W before Q... That's it. His E change here lets him shake things up once in a fight. He can attack multiple enemies to tether them to him and use his E on all of them at once. All he needs is a little patience. Braum Braum ⦁ Passive-Ability, Concussive Blows: Make each hit that charges Concussive Blows up, deal bonus magic damage equal to 4% of Braum's current health. Also, if an enemy is effected with at least 1 stack of Concussive Blows, each basic attack on Braum that they deal lowers it by 1 stack. ⦁ Explanation: My changes just encourages enemies to target him at the same time as give him a little more damage for building tanky. Enemies who basic attack Braum can save themselves from a stun. Chogath Cho'Gath ⦁ Q-Ability, Rupture: Make the time enemies are knocked up equal .5 seconds +.1 for every 10% current health Cho'Gath has. ⦁ W-Ability, Feral Scream: Make the time enemies are silenced equal 1 second +.1 for every 5% current health Cho'Gath has. ⦁ Explanation: With these changes, Cho'Gath gets a little more attention from enemies, especially in a poking environment. The duration of his crowd control depends on his current health. Darius Darius ⦁ Passive-Ability Hemorrhage: Make each stack deal 5 per level physical damage over the course of 5 seconds. Replace the bonus attack damage from reaching 5 stacks on an enemy to give him +3% maximum health for 6 seconds. ⦁ Q-Ability, Decimate: Take off the heal. ⦁ W-Ability, Crippling Strike: Add a health modifier of 1/2/3/4/5% and increase the cooldown to 25 seconds. ⦁ E-Ability, Apprehend: Instead of giving strait-up armor penetration, make this reduce the armor of all affected enemies for 10 seconds by 3%/6%/9%/12%/15% + 3/6/9/12/15. Enemies can end this reduction early by basic attacking Darius. One-third of the entire reduction is lost on a particular unit every time he or she basic attacks Darius. ⦁ R-Ability, Noxian Gullotine: Make this deal 100/200/300 true damage with a 200 second cooldown. If this kills the enemy, it resets the cooldown. Champion kills and assists also increase the damage of this ability up to 200 additional true damage, (+20 on assissts; +25 on kills). Make each stack of Hemorrhage on an enemy make this deal 60 extra damage. ⦁ Explanation: Current Darius is not a true juggernaut even if a few statistics like base health scale a little better through the game. All this does is make him statistically strong since his starting statistics are average. Also, his current play-style is land Q. Enemies don't even want to target him because he'll heal it all back in an instant but they must to get rid of him. These changes balance him to be a juggernaut and a viable tank as well. I have juggernauted his passive based on champion level and moved his heal to that ability in the form of bonus health. I have taken the heal off his Q. His W ability is now another reason for him to build tanky, but has more of a time-use as he must wait to use it for full damage. His E ability makes him a viable tank that works well against other tanks. It also gives him a more complex play-style. He now shreds the armor of hit enemies. They can reduce and even stop the shred by hitting him a few times. His R now has a more stable interaction across all upgrades. It also gets to juggernaut status by killing enemy champions. DrMundo Dr. Mundo ⦁ W-Ability, Burning Agony: Make each fire ball deal 20/25/30/35/40 (+1% maximum health) mixed damage. Upon hitting an enemy with a fire ball, it marks them for up to 5 seconds after the last applied mark. He can apply up to 3 marks on an individual at a time. Each mark causes the target to receive +5% damage. Enemies can basic attack Dr. Mundo to remove a mark from themselves. Placing him under hard crowd control will remove all 3 marks from everyone. ⦁ Explanation: Dr. Mundo was the definition of a lopsided tank. In a 1v1 situation, he would dominate because he is the only one to target. In a 5v5 situation he would be dominated. They don't want to target him because of the whole tanky thing, and on top of this, he gains damage the lower health he is. I needed an ability that would give him nothing in a 1v1 situation but everything in a 5v5 situation. These changes are to his W ability. I have taken off the tenacity and made nearby enemies suffer if they don't hit him. He now marks them, making them take extra damage. Garen Garen ⦁ Passive-Ability, Perseverance: Nerf this and make monster damage reduce effectiveness by 50% instead of putting it on cooldown. ⦁ E-Ability, Judgement: Instead of reducing enemy armor upon dealing 4 tics of damage, make it taunt enemies for all additional spins they are hit with, (minimum of .5 seconds). ⦁ Explanation: With the changes to his passive, he can find another home in addition to top lane. I nerfed it though to allow me to replace his Black Cleaver effect in his E with a taunt. The armor shred was already too much, but the nerf on his passive compensates. Gnar Gnar ⦁ Passive-Ability, Rage Gene: Make his mini-Gnar form cause him to lose a percent of his maximum health to gain attack damage and make his mega-Gnar form cause him to lose a percent of his attack damage to gain even more maximum health. ⦁ Explanation: With my changes, playing and fighting Gnar feels more like a dualism effect. On one side, he is squishy and deals high damage. On the other, he is tanky and deals low damage. Hecarim Hecarim ⦁ Passive-Ability, Warpath: Make this give him movement speed equal to 3% of his maximum health + 15% of his armor and magic resistance. ⦁ Q-Ability, Rampage: Make this deal 30%/35%/40%/45%/50% of his attack damage. This should have a 6 second cooldown, but if he hits an enemy, the cast for the next 10 seconds have 4 second cooldowns. If he hits yet again in this 10 second time, it turns into a 2 second cooldown. Hitting enemies consistantly refreshes the 10 second effect. Cooldown reduction works on the currently set cooldown (6, 4, or 2 according to the number of times you have recently hit an enemy). ⦁ W-Ability, Spirit of Dread: Make this a toggle. While toggled on, make this cause nearby enemies to receive +3.5%/4.5%/5.5%/6.5%/7.5% damage (twice as effective when above 50% health remaining). While toggled off, make this heal Hecarim according to 3.5%/4.5%/5.5%/6.5%/7.5% of the damage all nearby enemies receive (twice as effective when below 50% health remaining). These effects are only half as effective on nonchampions. Having this toggled for best use (on while above 50% health or off while below 50% health) uses mana per second. ⦁ E-Ability, Devastating Charge: This should give him +50% movement speed for 5 seconds. Anytime during this boost, his next basic attack should gain range to equal 300 units and deal 50/75/100/125/150 (+10 per level) bonus physical damage and push them back 500 units. He would go along with them but stay the same distance away. ⦁ R-Ability, Onslaught of Shadows: The spirit rider damage and landing spot should each deal 50/100/150 mixed damage. The enemies in the landing spot should be feared for 1.5 seconds. The cooldown should be 200 seconds (-10% movement speed from Warpath). ⦁ Explanation: You have probably already noticed that my suggestions include turning Hecarim into a juggernaut. His concept is a high-mobility sustain tank. Warpath is the primary ability set for giving him his mobility. The current ability gives him DAMAGE for BONUS movement speed and is already only effective as he builds into late game. In fact, any way you get him fast or encourage him to build speed either ends in SUPER MEGA beginning or extra strong late game potential. I seized this opportunity to encourage him to build tanky. Also, Spirit of Dread currently only lasts for 6 seconds. This makes for some funky playing that only REALLY helps for 6 second fights. Changing this without making him a juggernaut proved statistically difficult and awkward, especially when trying to put his tank change in. As an extra bonus, juggernauting him allowed him to equalize his mana/other statistics balance. After such strong reason for making him a juggernaut, it only seemed fitting for the rest of his kit to follow through. I have tried to remain true to his already exsisting concepts with only a transformation to a juggernaut. Illaoi Illaoi ⦁ Passive-Ability, Prophet of an Elder God: Make tentacle health equal 1 (+1 per 1500 health) bars. Melee attacks would deal 2 bars of damage. Ranged attacks would deal only 1. Make them deal 50 (+50% attack damage) physical damage. They should have a 20 second cooldown (not affected by cooldown reduction) and stack up to 3 in storage. Left-clicking on a wall would spawn a tentacle in the selected spot. ⦁ Q-Ability, Tentacle Smash: Make the tentacle slam have a little smaller size. Make it deal 50 (+50%/55%/60%/65%/70% attack damage) physical damage. ⦁ W-Ability, Harsh Lesson: Instead of this making her next hit deal extra damage while calling nearby tentacle help, make it restore health equal to 30 (+3%/4.5%/6%/7.5%/9% of her maximum health). This would still call nearby tentacles to slam down. ⦁ E-Ability, Test of Spirit: Take away the cursing effect if the enemy walks out of range. Take away the duration reduction caused by damaging Illaoi. ⦁ R-Ability, Leap of Faith: Make this spawn 2/4/6 targetable tentacles around Illaoi for 5 seconds. During these 5 seconds, Illaoi's W-Ability, Harsh Lesson, has a 2.5 second cooldown (still effected by cooldown reduction). ⦁ Explanation: Illaoi is not a true juggernaut. She has no juggernaut abilities. These changes form her into a strategic juggernaut. Enemies want to target tentacles like before but without the "I'm going to get you anyway" factor. She now decides where tentacles spawn. Q is no longer nearly escapable. Healing was taken off her passive and moved to her W, replacing damage in the process. I have made her E make sense by making a win/lose situation instead of a lose/lose (if playing against her). Lastly, her R is no longer an ultimate's ultimate. It also has a clear juggernaut interaction because with this, tentacles created from the ability no longer depend on champions hit. Instead, it increases with upgrades. All these changes put more emphasis in destroying her tentacles. This creates a unique factor when contemplating the role of a tank: instead of targeting her, target her tentacles. JarvanIV Jarvin IV ⦁ W-Ability, Golden Aegis: While this shield persists, he causes all nearby enemy champions to receive +10% damage. ⦁ R-Ability, Cataclysm: Receiving damage while the wall is up reduces the duration it stays. 2.5% current health loss equals .1 second less time. ⦁ Explanation: These changes just make him targeted a little more. He deals more damage while he has his shield but Cataclysm stays shorter when he is attacked. Kayn Kayn ⦁ W-Ability, Blade's Reach: This should be interruptible by hard crowd control and silences. ⦁ Explanation: The change to Blade's Reach, allowing it to be interruptible, is his reason to be targeted. Also, this interaction does not carry to his shadow-assassin form because, in that form, he does not stay to channel the ability. Kled Kled ⦁ Passive-Ability, Skaarl: Make the following Kled's specifics. Kled and Skarl share maximum health equally. Activating Skaarl puts it on a 100 second cooldown. While Skaarl is away, Kled has a courage bar (100) that fills by dealing damage to champions or structures (1 courage for every 1% of the targets maximum health you deplete). Killing minions and monsters also fill the courage bar (3 for small, 6 for large). ⦁ W-Ability, Violent Tendencies: This should deal 1% less damage for every 2% he is slowed. ⦁ R-Ability, Chaaaaaaaarge!!!: This should shield him by up to 150/225/300 (+7.5% maximum health) for 2 seconds after impact and deal up to 150/225/300 (+75% attack damage) (+22.5% of the target's maximum health) physical damage. It also pushes the victim back (Kled comes along with) 200 units. ⦁ Explanation: These changes make Kled capable of dying and makes his enemies want to slow him. The more he is slowed, the less damage he deals. In addition, his ultimate would be more balanced. Leona Leona ⦁ All Abilities: The time the her crowd control lasts is 1% shorter for every 1.5% she is slowed. ⦁ Explanation: These changes make her enemies want to slow her in order to reduce her crowd control. Malphite Malphite ⦁ Passive-Ability, Granite Shield: Give him ability power equal to his current shield. ⦁ Explanation: This change gives him damage for having his shield. To play against this, enemies should get rid of the shield. Maokai Maokai ⦁ Passive-Ability, Sap Magic: Dealing the special basic attack should heal him equal to 6% of his maximum health and deal magic damage equal to 6% of his maximum health. If he is above 90% health, he forgoes his heal to double his damage. If he is below 10% health, he forgoes the damage to double his heal. ⦁ Explanation: These changes make Maokai deal significantly more damage if he is significantly high on health and heal significantly more if he is significantly low on health. It also stops the current juggernaut-like process that is occurring. Nasus Nasus ⦁ Base Statistics: Lower his attack damage from 59.18 (+3.5 per level) to 50 (+3.2 per level). Lower his health regeneration from 9.01 (+0.9 per level) to 7 (+0.7 per level). ⦁ Passive-Ability, Soul Eater: (Rework) Nasus's basic attack tethers him to his target for up to 10 seconds. (10 second cooldown after it ends.) If Nasus comes under hard crowd control or a silence, or if the enemy comes out of range (400 units), the tether breaks. While Nasus is under a movement speed slow, this ability's strength is reduced by the percent slow he is under. While Nasus is over half health, he deals damage equal to 1.5% of his maximum health per half second. While he is under half health, he heals equal to 1.5% of his maximum health. ⦁ R-Ability, Fury of the Sands: Make this give him +12/16/20% maximum health and +22/33/44% tenacity and slow resistance for 15 seconds. It also decreases Q cooldown by 10/15/20%. Nothing else. ⦁ Explanation: The tank change encourages enemies to stun Nasus to break the link that can end up doing high damage, however, it only damages if Nasus is above 50% health remaining. The other odds and ends make him an actual juggernaut by weakening his early game statistics to slightly under normal champions and improving late game potential. Also, as a juggernaut, he should be required to play well to "fit the bill". Nunu Nunu ⦁ Passive-Ability, Visionary Ice Shield: (Rework) Upon casting an ability, he and all nearby ally champions gain a damage absorbing shield equal to 4.5 (-.5 for every nearby ally champion)% of Nunu's maximum health for 6 seconds. This has a 3 second cooldown. ⦁ Explanation: This gives Nunu an ACTUAL passive ability. He already has a "target me" ability- his R. Poppy Poppy ⦁ Q-Ability, Hammer Shock: Make the duration the unstable ground last 4 seconds and damage every second. Each tick deals 10/20/30/40/50 (+10% attack damage) (+2% of the enemies maximum health) physical damage (double damage for the actual hit). The area would slow enemies in it by 40%. ⦁ W-Ability, Steadfast Presence: Make the passive give her +20% attack damage if she is above 50% health remaining and +20% armor and magic resistance if she is below 50% health remaining. ⦁ R-Ability, Keeper's Verdict: Make this shove the enemy in the same direction in was sent. ⦁ Explanation: Current Poppy Q is right on the verge of being strategic. This gives it the last push by making the unstable ground last longer and a large amount of the damage residing in it. The passive of her W is where I have given the tank change. If she is above 50% health, she gains extra damage. If she is below 50% health, she gains armor and magic resistance. Her current R is not a good ultimate. It has little use. My suggestion is to push the effected enemies in the direction she sends the skill shot. The reason I don't think this change is not too much is: 1. She has to wind it up. During that time, she slows herself, can't cast abilities, and crowd control stops her. 2. It's a skill shot that stops at the first enemy champion hit. 3. It deals low damage and makes them untargetable. (Currently, its lack of a fear factor does not scare enemies enough to stop Poppy, but this change will if she has positioned herself well.) Renekton Renekton ⦁ Passive-Ability, Reign of Anger: Make Renekton lose 15 fury for each basic attack received by champions, but gain 10 fury for each basic attack he deals in addition to the current way (via abilities). Make him also generate 20 fury per turret shot received. ⦁ Explanation: Renekton's changes makes him generate fury faster, but enemies can target him to reduce it. Sejuani Sejuani ⦁ Q-Ability, Arctic Assult: Make it have a 3 second cooldown, however, make it cooldown 4% slower for every 1% slow she is under. ⦁ Explanation: Her somewhat recent changes open Sejuani up to a beautiful interaction with a tank viability update. To play against her, you hit her, wait for her passive to end, then slow her. Her Q would have a tiny cooldown but would increase based of how much she is slowed. Shen Shen ⦁ Passive-Ability, Ki Barrier: While his shield persists, his last basic attack reduces his target's armor and magic resistance by 25%. ⦁ W-Ability, Spirit's Refuge: Instead of making allies standing in range immune to basic attacks, make it reduce their damage input by 50% and for 3/3.5/4/4.5/5 seconds. ⦁ Explanation: Shen's changes make his shield a scary thing to tanks and give his W ability actual use- and a cool one might I add. His shield causes Shen to reduce the armor and magic resistance of his last target and his w now reduces damage input by a percent. Shyvana Shyvana ⦁ R-Ability, Dragon's Decent: Instead of pushing enemies back, make this taunt enemies for 1 second. ⦁ Explanation: Her changes make enemies hit with Shyvana's R ability taunted rather than pushed back. Singed Singed ⦁ R-Ability, Insanity Potion: (Rework) Singed casts this ability on any ally champion, including himself. In doing so, he gives himself and the target a damage absorbing shield equal to 75/125/175 (+2.5% of Singed's maximum health) for 6 seconds. While Singed's shield persists, the target is undebuffable and has +20% movement speed. ⦁ Explanation: Current Singed R just gives a slight statistical buff. These changes allow him to really lay in the fear. He gives his target and himself a damage absorbing shield. (He can target himself.) While his shield remains, the target is undebuffable and gets a movement speed boost. Sion Sion ⦁ Base Statistics: Lower his base health from 542.64 (+73 per level) to 530 (+70 per level). ⦁ Passive-Ability, Glory in Death: Instead of turning his abilities into a movement speed boost and receiving damage per second, make him reanimate for 7 seconds, (after a 1.5 second delay), bringing all his abilities off cooldown after dying in the process. Abilities, like his ultimate, resume their current cooldown after death... or rather redeath. ⦁ Explanation: Sion is currently conceptually perfect, however, juggernauts should be weaker than others beginning game and he should really get to his juggernaut status by last hitting things for maximum health. Also, his passive is a little bland for glory. Changes to this would allow him to more fully utilize this ability. After all, he has to die and take time to reanimate first. This change to Glory in Death is not geared as much for balancing him as it is for making him more fun and unique. (Compare it to the villain update on Garen's ultimate.) Skarner Skarner ⦁ Passive-Ability, Crystal Spires: Fallen turrets should also turn into crystals. Furthermore, enemies should not be able to repossess crystals while an ally Skarner is in the same crystal range. The crystals should provide Skarner +11-18% armor and magic resistance, +11-18% movement speed, and extra mana regeneration equal to 5.5-9% of his maximum mana per 5 seconds. Also, a cool effect would be that some champions have special visuals when capturing a crystal while out of combat. Azir could command a soldier to dig, Yorick, Sion, Nasus, and Skarner could dig. Things like that. ⦁ Q-Ability, Crystal Slash: This should deal 40%/50%/60%/70%/80% of his attack damage as physical damage. While the damage absorbing shield from Crystoline Exoskeleton persists, Crystal Slash deals +25% damage and if he hits an enemy champion, it increases the duration of Crystoline Exoskeleton by 1 second. This should have a 4 second cooldown. ⦁ W-Ability, Crystoline Exoskeleton: This should give him a damage absorbing shield equal to 12%/14%/16%/18%/20% of his maximum health for 8 seconds. While he has this shield, he gains +50% movement speed. ⦁ E-Ability, Fracture: This should go 600 units in .75 seconds. Upon hitting an enemy, it should deal 100/125/150/175/200 magic damage and apply a 50% slow for 1.5 seconds. Basic attacking affected enemies should deal 100/125/150/175/200 magic damage and snare the enemy for 1 second. If he has the damage absorbing shield from Crystoline Exoskeleton on, it snares for 2 seconds. ⦁ R-Ability, Impale: This should suppress his enemy for 1.5 seconds, dealing 150/200/250 mixed damage upon activation. While the shield from Crystoline Exoskeleton persists, the suppress time countdown goes 50% slower. ⦁ Explanation: Most of these changes are statistical, to make him build like a juggernaut. Some of these changes however, bring him closer to the concept of the "territorial juggernaut". Furthermore, all his abilities link to his shield, making him pretty scary when he has it. These changes include more damage with his Q, more crowd control with his E (now snares), and longer grab with his R. TahmKench Tahm Kench ⦁ Q-Ability, Tongue Lash: Make this continue lashing out (only dealing 25% damage) every second, (does not stop movement) for 4 seconds in the direction he chose. If he is placed under hard crowd control or a silence, he stops. If he currently has a damage absorbing shield, it deals 50% damage instead of 25%. ⦁ Explanation: These changes give Tahm more sustain in a strategic way. His Q now continues lashing in his target direction. If he is placed under crowd control, he stops. If he has a damage absorbing shield, the damage increases. Thresh Thresh ⦁ W-Ability, Dark Passage: If Thresh's shield remains for the entire 4 seconds, his next basic attack will polymorph his target for 1.5 seconds. ⦁ This change just makes enemies want to get rid of Thresh's shield from his W if he gets it. Trundle Trundle ⦁ Q-Ability, Chomp: If the enemy basic attacks Trundle 2 times after being affected by this ability, they gain the attack damage back. Make the attack damage sap last 10 seconds. (If they gain it back Trundle does not lose the bonus attack damage.) ⦁ R-Ability, Subjugate: Make the tankiness sap stronger, however, while Trundle is under hard crowd control, he does not keep sapping. (It continues once the hard crowd control passes.) ⦁ Explanation: These changes make the thievery of statistics even stronger, but enemies can temporarily target him to stop it. Udyr Udyr ⦁ E-Ability, Bear Stance: The timer for each unit until Udyr can stun the unit again should equal 3 seconds after the stun ends (+1.5 per basic attack received). ⦁ Explanation: This change makes his E a little more useful in a sustain fight. He can stun more frequently but enemies can focus him to prolong it. Vladimir Vladimir ⦁ Q-Ability, Transfusion: Make hard crowd control restart his mega siphon count. ⦁ Explanation: This change allows enemies to actually play against him, using crowd control to do so. Volibear Volibear ⦁ R-Ability, Thunder Claws: Make this deal 50/75/100 magic damage up to 5 nearby enemies in a chain with each basic attack. If he is above 30% health, it deals 150% damage. If he is above 60% health, it deals 200% damage. If he is above 90% health, it deals 400% damage. ⦁ Explanation: This change gives him more damage with his R the higher health he is. Warwick Warwick ⦁ Passive-Ability, Eternal Thirst: Warwick's basic attacks deal bonus magic damage equal to 1.5% of his current health and heal him equal to 1.5% of his missing health. ⦁ Explanation: This change helps Warwick more in extreme circumstances but less when he is not. To play against him, burst him to half health and switch to a squishy. MonkeyKing Wukong ⦁ Passive-Ability, Stone Skin: While Wukong is above 90% health remaining, he gains 8.5 (+.5 per level) attack damage for every nearby enemy champion. While between 30% and 90% health remaining, he gains 4.25 (+.25 per level) attack damage and 4.25 (+.25 per level) armor and magic resistance for every nearby enemy champion. While under 30% health remaining, he gains 8.5 (+.5 per level) armor and magic resistance. ⦁ Explanation: Current Wukong's abilities don't work well with each other. Champions should have abilities with cohesion, like Zed W Q. Abilities with no clear cohesion are alright, like Tristana W E. The problem I have with Wukong is that his abilities take each other's effectiveness away. However, the only change I have made is to his passive. This ability now gives him damage with high health and defense with low health. It also packs in the group benefit seen currently. Zac Zac ⦁ Passive-Ability, Cell Division: Every time he uses an ability in combat, a piece of himself flies off and lands randomly in a 400 unit range of himself. They remain there up to 10 seconds. If Zac runs over it, it heals him equal to 5% of his own maximum health and applies the cooldown factor in his Q and W abilities. If some other ally champion runs over it, both Zac and the ally are healed equal to 2.5% of Zac's maximum health. If an enemy champion runs over it, they are slowed by 25% for 2 seconds. ⦁ Q-Ability, Stretching Strike: This should have a 10 (-3 per glob) second cooldown. It should deal 50/70/90/110/130 (+50% ability power) magic damage, deal a 50% slow, and ground enemies hit for 1 second. As he uses it up to 10 times, it builds the duration by .2 seconds, only refreshing by receiving hard crowd control (only if Zac has at least 5 stacks). This has a visible indicator. ⦁ W-Ability, Unstable Matter: This should have a 10 (-3 per glob) second cooldown. It should deal 3%/3.5%/4%/4.5%/5% of his maximum health (+50% ability power) as magic damage. As he uses it up to 10 times, it builds in damage by 8/12/16/20/24, only refreshing by receiving hard crowd control (only if Zac has at least 5 stacks). This has a visible indicator. ⦁ E-Ability, Elastic Slingshot: This should have a 30 second cooldown and gives 2 globs at the landing spot instead of just 1. He immobilizes himself as he charges up his full range, (600/700/800/900/1000 units), over the course of 3 seconds. While he winds up, he can be stopped by hard crowd control, grounds, or silences. Upon finishing his leap, he lands on a 200 unit radius area to deal 50/75/100/125/150 (+50% ability power) magic damage. When he does so, he taunts the enemies he lands on for 1.2/1.4/1.6/1.8/2 seconds. ⦁ Explanation: These changes make him the real strategy tank he should be. Zac and his enemies play a territory game with his blobs while making strategic decisions completely based on timing. Lastly, Zac opens himself up to amazing combos. Enemies can play against these combos if they strategize quick enough. These changes take off the death animation but put in a stronger reward system for gaining particular pieces of ground. His Q and W have a sort of passive strategy of purely trying to out smart your opponent. It now gets stronger to a point the more Zac uses it, but enemies can smash his plans to pieces by placing him under hard crowd control. His E now taunts enemies upon landing.

item 1006 Regeneration item 1004 The health and mana regeneration should be calculated according to max health or mana. Every champion would have regeneration equal to .75% of the max per second. Things that give health or mana regeneration would increase by giving +X% of the max per second.

Tank and Tank Pierce Itemsitem 3153 Blade of the Ruined King: +40 attack damage; +25% attack speed; +12% life steal; +Royal Decree * Royal Decree is a unique active that makes a target champion (1000 unit target range) unable to debuff you for 4 seconds. Durring these 4 seconds, you steal 20% of their movement speed. This has a 200 second cooldown. ⦁ item 3071 The Black Cleaver: +400 health; +40 attack damage; +20% cooldown reduction; +Rage; +Cleave * Cleave is a unique active that tethers you to a target (600 unit range) enemy champion for up to 6 seconds. If the target comes out of range, the tether snaps. While tethered, you steal 9% +9.5 (+.5 per level) of the target's armor and magic resistance. This has a 200 second cooldown. ⦁ item 1416 Bloodrazor: +50% attack speed; +Giant Razor * Giant Razor is a unique active that releases a skill shot that affects and stops at the first enemy champion struck. It sends the enemy back 2000 units, dealing 15% of their maximum health as physical damage in the process. This skill shot is 100 units wide and goes 400 units. This has a 200 second cooldown. ⦁ item 3035 Last Whisper: +10 attack damage; +Last Whisper * Last Whisper is a unique active that causes your basic attacks to ignore 45% of their armor for 4 seconds. This has a 200 second cooldown and a visual for both when it is off cooldown and while it is in use. ⦁ item 3034 Giant Slayer: +10 attack damage; +Giant Slayer * Giant Slayer is a unique passive that causes every 5th basic attack to deal 8% of the target's maximum health as physical damage (5 second cooldown). ⦁ item 3036 Lord Dominik's Regards: +50 attack damage; +Last Whisper; +Giant Crusher * Giant Crusher is a unique passive that causes every 5th basic attack to deal 16% of the target's maximum health as physical damage (5 second cooldown). ⦁ item 3033 Mortal Reminder: +50 attack damage; +Last Whisper; +Executioner ⦁ item 3135 Void Staff: +60 ability power + 30% magic penetration +The Void * The Void is a unique active that turns a target enemy champion in a 500 unit radius untargetable but immobilized for 1 (+.1% of their bonus health) seconds. If the Void Staff user leaves a 500 unit radius of the target, the effect ends. This has a 200 second cooldown. ⦁ item 3001 Abyssal Mask: Make Abyssal Mask build from Haunting Guise and Negatron Cloak. +300 health +60 ability power +55 magic resistance +Eyes of Pain +Aura

summoner 11 Jungle summoner 11 ⦁ Elemental Dragons - There would no longer be the different types of dragons sitting there to be defeated, instead, the dragon buff can be selected by each champion once they receive it. Once they have chosen each buff, they cannot change it. The elder dragon would be unchanged. ⦁ Infernal Drake - Instead of plus 8%/16%/24% attack damage and ability power, make it plus 2%/4%/6% damage output to champions for each enemy champion in a 600 unit range. ⦁ Mountain Drake - This would give a buff to the user when in the dragon or baron pit, or in a 500 unit range of ally or fallen turrets. The buff would reduce incoming damage by 10%/20%/30%. The champion must have been in range of a source for 5 seconds for it to take effect. ⦁ item 3711 Tracker's Knife- In addition to its current active, this would passively allow you to see an odor left by enemy champions 6 seconds ago. Of course, that spot with the odor would have to be in your current range of sight. Being in this scent would increase your movement speed by 15%.

8 Comments

Arakadia7/28/2017, 8:36:20 AM4 votes

You randomly nerf a bunch of champions like Vladimir without any compensation. Vlad Q has enough counterplay and can be very difficult to use if the enemy watches the 3rd Q bar. A shit ton of the champions you proposed changes to aren't even tanks.

And why are you making so many changes for the sake of changes? Bloodrazer doesn't need an active.

To be honest a bunch of your ideas are real bad and show you don't know what your doing to that champion. You make games extremely snowbally, removing the variance and strategy elemental dragons provide, and allow the enemy to scale harder by letting them chose the dragon. If I kill one dragon, its much more likely I'll get the next and it will help me snowball cause I picked the dragon that helps my team.

Your Kled changes are extremely awkward, unfun, and totally remove his identity. Its clear you don't play Kled. And then you buff Udyr's alreay cancer stun.

⦁ R-Ability, Thunder Claws: Make this deal 50/75/100 magic damage up to 5 nearby enemies in a chain with each basic attack. If he is above 30% health, it deals 150% damage. If he is above 60% health, it deals 200% damage. If he is above 90% health, it deals 400% damage. ⦁ Explanation: This change gives him more damage with his R the higher health he is.

You have a bunch of explanations for what it does by not WHY. WHY ARE YOU GIVING VOLIBEAR MORE DAMAGE THE HIGHER HIS HEALTH IS? There is no reasoning to it.

And then you make a really fucking massive rework without a goal. You chose mages, bruisers, juggernauts of all kinds, fighters, skirmishers, assassins, and tanks. You'd disrupt the balance so much cause your changing so much at once. This isn't a tank update, it's got some focus on a tank but it's got a crap ton of change for the sake of change.

UltraInventor7/28/2017, 5:11:14 AM2 votes

This really is huge, but it is awesome! I like almost all of your ideas. They are pretty big though, and I would personally prefer (if they do these changes) if they did one or two of the champions at a time, rather than 10 of them in a single moment.

Big Lincoln7/29/2017, 3:30:29 AM2 votes

no to everything involving juggernauts, you don't know what defines them, especially the wacky shit where they lose power if you hit them

UltraInventor7/29/2017, 3:17:53 AM1 votes

I think the skarner changes are pretty nice myself. The passive has a little too much change though in my opinion. If he just had the same statistical boost he gets around the crystals AND fallen turrets become crystals too, that would be plenty to make him viable again. His w is really nicely changed, so is his q. But I do not think his R needed changed. These are great ideas. Though it seems somebody else not only disagrees, but even proves himself to be toxic. I am glad I have never met the person, I would not appreciate bumping into him.