[Champion rework concepts] Lee Sin, Aatrox and Kassadin

Kuroi86·7/5/2016, 8:17:43 AM·1 votes·837 views

Wonder how many Lee Sin fans I can tick off here lol.

Anyways. I've been pondering some mechanics changes for certain champions and I wanted to throw them out and see if I can get a discussion going or if they are rubbish. We'll see.

LeeSin Fairly heavy rework. Inspired in part by the rework Riot wanted to implement way back when.

Passive: Flurry- After using an ability, Lee Sin gains 20/40/60% (based on level) attack speed for 3 seconds. Auto-attacking enemy champions extends the duration of this buff by .5 seconds. This buff also restores 10 energy per auto-attack for the next 2 auto-attacks.

Q: Sonic Wave- Lee Sin fires a sonic blast in the target direction, dealing physical damage to the first enemy it hits and granting true sight of them for 3 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 3 seconds. Physical damage= 25/40/55/70/85 (+45% bonus AD)

Resonating Strike- Lee Sin dashes to the enemy marked by Sonic Wave, dealing physical damage, capped against non-champions. Physical damage= 75/120/165/210/255 (+135% bonus AD) (+8% of targets missing health)

>Make him actually have to go in for that damage.

W: Safe Guard- Lee Sin dashes to the target ally or friendly ward. If the ally is a champion, they and Lee Sin receive a shield that lasts 2 seconds Lee Sin gains bonus life steal. Lee Sin can self-cast Safeguard to shield himself. SHIELD: 40 / 80 / 120 / 160 / 200 (+ 80% AP) BONUS SUSTAIN: 5 / 10 / 15 / 20 / 25%

>Get rid of some excess fat in his kit.

E: Tempest Strike- Lee Sin Smashes the ground, marking nearby enemies with Tempest for 4 seconds. When Lee Sin attacks a target marked with Tempest they are slowed and the damage echoes out to all enemy targets within 350 range. SLOW: 20 / 30 / 40 / 50 / 60%

>Again cutting what I think is excess fat and streamlining things while potentially giving Lee Sin a reasonable tool for use in team fights.

R: Dragon Rage- Lee Sin roundhouse kicks the target enemy champion, dealing physical damage and knocking them back over 1 second. Enemies hit by the projectile enemy are knocked up for 1 second. This ability deals more damage the lower the targets health is, ranging from 100% taking min damage and 30% health taking maximum damage. Passive: If Sonic Wave is off cooldown this ability will apply Sonic Wave to the target and allow Lee Sin to use Resonating Strike. Min Physical Damage: 67/134/300 (+67% Bonus AD) Max Physical Damage:200/400/600 (+200% Bonus AD)

>Pretty sure we're all sick and tired of Lee Sin taking half of someones health with one kick. This makes him earn that damage.

Aatrox Not a lot of huge changes, mostly passive oriented.

Passive: God of War- Taking damage converts Aatrox' health bar to white health. White health drains off at a rate of 20% of Aatrox' maximum HP per second. Dealing lethal damage to Aatrox will not kill him until his white health has depleted.

Blood Well- Whenever Aatrox consumes a portion of his health, he stores it into his Blood Well. The Blood Well depletes by 2% per second if Aatrox hasn't dealt or received damage in the last 5 seconds. Blood Well has 4 levels of power, as Aatrox reaches certain levels of blood in Blood Well he gains minor buffs to his basic abilities. Blood Well is completely depleted upon death.

>Some Aatrox lovers may hang me for this, but I feel the revive passive with his AS tied into it really crippled him if you fell behind and lost your Blood Well. So I went with some ideas that would be impactful, but hopefully not too ridiculous. The God of War passive is actually based on the health wheel from EarthBound and ensures that even if an enemy team can rip through your health in under a second, you've still a couple of seconds left to try and make an impact in a team fight. The change to Blood Well is meant to give him meaningful (If minor) boosts to his abilities without losing your Blood Well being such a massive blow. You will always have the lvl1 buff, so you will always feel it's effect. But as you continue to fight you will ramp up your power by achieving up to lvl 4 Max.

Q: Dark Flight- Cooldown: 20/19/18/17/16 Passive: Dark Flight Cooldown is reduced by .5-2 seconds based on Blood Well level.

W: Blood Thirst/Blood Price Passive: Striking an enemy champion with Blood Thirst/Blood Price will slow them for 10%-40% (based on Blood Well level) for 2 seconds.

E: Blades of Torment Passive: Blades of Torment gains 15-30 flat AR Pen based on Blood Well level.

R: Massacre Passive: Aatrox gains 20%/40%/60% attack speed based on rank.

>Still wanted to give him some good old AS in his kit.

Kassadin Only two changes here. Hopefully to help make him more stabby stabby and easier to balance his ult.

W: Nether Blade Passive: When Null Sphere is active, auto attacks with Nether Blade increase it's duration by .5 seconds and restores shield strength equal to it's passive damage.

R: Riftwalk Passive: Exhaustion- Using Riftwalk drains Kassadin of strength, causing him to wait longer between casts or expend more energy to instantly cast his ability again. He can use Riftwalk up to 4 times before requiring rest. Resting between casts will allow his exhaustion to fall off and allow him to use Riftwalk again sooner. 1st cast= Lvl1 Exhaustion 1 second cooldown. 2nd cast= Lvl2 Exhaustion 4 second cooldown. 3rd cast= Lvl3 exhaustion 16 second cooldown. 4th cast= Lvl4 max exhaustion 64 second cooldown.

>Maybe I'm going the wrong direction with these iseas. But you never know until you try. Thanks for reading and I hope to hear some constructive critiques soon.

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