Post augment ideas for your favorite champs!
I really want to hear all of your cool aug ideas for various champions. My favorite right now is ori so ive made a full kit for her and I also threw in a few for soraka because i thought they sounded cool.
Orianna:
- BallGame: Everymember of orianna's team acquires a ball that returns to them upon exiting normal range. All balls will move to the target location for command attack, all balls will instead shield their assigned champion upon ori casting command protect.
- rogueball: the ball no longer attaches to ori or her allies and instead gains unlimited range and all of her abilities gain 20% ap damage to enemies in an aoe near the ball. Command protect is now ground targeted and applies its shield to allies the ball passes through.
- unlimited winding: clockwork winding provides 10% ap damage on hit +10% per stack with stacks limited to 100% ap on hit, stacks decay at a rate of 1 per second
- B(all)omb: command: attack leaves a bomb under any enemy that the ball contacts which explodes in a small aoe a short duration later
- Speedball: Orianna can selfcast command: attack every 30 seconds to gain a shield that mitigates 80% of incoming damage and makes her immune to cc while rooting her for 4 seconds. During this time she can create a path (large range think ziggs ult) for her ball to travel after the shield period ends. Upon the end of the shield period the ball quickly traverses the path while damaging any enemies it passes through before returning to its previous position.
- Ballmageddon: Any time ori's ball passes through an enemy it spawns smaller balls that perform command: attack on nearby enemies.
- Disrupting Dissonance: command: dissonance removes any enemy ground spells it contacts. If it successfully removes a spell it damages and stuns the enemy caster.
- Energizing dissonance: command dissonance peforma a microstun on enemies and cleanses allies upon activation. It's cooldown is reduced by 10% for each stun or cleanse up to 50%.
- Double Dissonance: Anytime command dissonance is used it also activates at ori's location. Command dissonance gains increased size if multiple instances overlap.
- Command redirect: instead of blocking damage, comand protect instead redirects the damage to the nearest enemy. Everytime a shield is completely used command protects cooldown is lowered by 20%.
- failsafe: any ally who dies while carrying the ball can be revived using their own revive charge, additionally ori can cast command protect on an allys body to initiate the revival process using her own revive charge.
- Shocktitlewave: shockwave damage and cc scale with enemy size
- waveshock: shockwave nolonger has a charge time but its effect instead travels radially from the ball and instead of pulling enemies it stuns them enemies that are currently cc'd reduce shockwaves cooldown
- balance ball: ori gains bonus ad at a 50% rate but she also gains bonus ap equal to bonus ad
- bumperball: any time an enemy in melee range damages ori they are knocked back and their attack speed is slowed by 25%
Soraka:
- hindsight: if soraka or an ally were to take fatal damage they instead receive a personal wish that heals them to 20% health. Wish's cooldown is reduced by 20% upon hindsights activation. Has a per unit cooldown of 2 minutes.
- skyfall: changes sorakas q into what it was before he rework except it keeps the regen mechanic but it is changed to 2hps +5% ap per enemy hit
- secure salvation: soraka can blink to allies by right clicking them while they are below 40% hp, doing so will provide both her and her target with a shield. Shield has a per ally unit cooldown of 10 seconds.
- celestial: upon casting wish soraka becomes immune to damage and cc for 5 seconds and her spells require no resources and have reduced cooldowns
- communal infusion: astral infusion now draws its health cast from whichever group member has the highest current health *replenishing equinox: equinox restores 1/6th maximum mana to allied units every half second while it persists.
Somewhat tricky since his kit doesn't really lend itself to a mass PvE mode, but still, I thought his role as an extremely mobile character that can pick off priority targets could be dialed to 11.
Focused on a highly sustainable tank with massive area of effect capabilities.
Focus on making him a long-ranged mage that deals damage to enemies that are lined up rather than gathered in a ball like for Ziggs.
)
P - Harrier:
The Shield