Imagine if there was a Capture the Flag League mode

5D Paragon·7/9/2015, 6:29:39 PM·34 votes·1,616 views

permabanning leblanc

25 Comments

ChaosThief7/10/2015, 1:13:54 AM11 votes

*Disables mobility while holding the flag, unstealths as well

YOU HAVE NO POWER HERE

AMYS GRAVE7/10/2015, 1:20:33 AM8 votes

The flag disables all champion abilities and summoner spells while holding it and all autos become melee.

missinggrave7/10/2015, 12:05:46 AM7 votes

Map: Twisted Treeline

Main objective: -Flag inside base, in place of nexus. Must retrieve two flags and return them to your base with your own flag in order to win. The flag gives carrier a 25% slow, and replaces all abilities with a two abilities ((summoners may be used normally )). The first ability temporarily gives a speed boost on a 7 second cooldown, and the other gives the option to drop the flag. Upon the flag being dropped, either team has the ability to pick the flag back up. If an ally picks up an allied flag, there is a 5 second collection time in order to return it to base (( not a channel, simply stand near the flag )). If a champion picks up an enemy flag, there is a 2 second collection time if it is a new holder, but the original holder has a 5 second delay before they can pick it up again.

Other Objectives: -Altars (( see alterations )) -Speed altar in center, replacing health relic. -Vilemaw, granting standard buff upon defeat along with a new buff (( see alterations )). -Jungle camps with a single monster and new buff (( see alterations )).

Alterations: -Lane turrets deal normal damage, with dramatically lower health. Base turrets deal lower damage with substantially lower health, but have a substantial slowing laser that can affect up to two champions at any given time. -Minions spawn as normal, but do not go past the final turret. Once the final turret is destroyed in its respective lane, it will walk into a designated minion waste facility and then stop spawning. This removes left over minions from spawned waves and removes the risk of minion blocks later in the game. -Jungle camps are replaced with a single goblin monster in each camp, granting a 10% movespeed buff when hit with smite. When killed with or without smite, they grant 45 gold. They have a short respawn time, have a small health pool, but slow the target until killed. -The alters now also removes debuffs granted when picking up a flag, held for standard time and unlocked at standard time. One alter lowers the slow, while both alters lowers the cooldown on the move speed bonus ability and allows the team to collect flags in 1 second (( normal flag dropping delay permitting )). -Vilemaw now deals more damage, but has a smaller health pool and spawns earlier. The vilemaw buff now also grants the ability to use...well...abilities with a 10% increased cooldown when holding the a flag. -Death Timers are now increased to accommodate for a longer period of time to capture a flag and encourage coordinated play.

Tips: -Use tanks to hold the flag, as they are less likely to die as quickly with it on them. -Smiting the goblin for the speed buff and then using the speed boost with the flag afterwards is an easy way to keep your momentum going. -It's always smart to have at least one mobile assassin on your team. They can sneak around to grab a flag, quickly kill a flag carrier, and even use their abilities to capture a flag with the Vilemaw buff! -Remember, base turrets can only slow two champions at a time. Assuming even both turrets are still up around the flag, there's at least one team member who can capture the flag safely. -Don't worry about defending turrets too much, they're lowered durability only makes them a nuisance for the enemy team. Instead, focus on making a safe lane for your teammates to carry the flag on in case of emergency!

Flying Buntcake7/9/2015, 6:35:11 PM5 votes

Up vote because I think this would be an actual FUN game mode.

bluddragon7/10/2015, 12:59:47 AM1 votes

Eve just stealths in and takes it. Would need pretty heavy balancing.

MVDuneCats7/10/2015, 1:59:12 AM1 votes

Make it Fat Princess mode. Then we can rage at our team about who didn't feed her, for a change.

Bemapon7/10/2015, 7:27:38 AM1 votes

Permaban leblanc, Have an Ekko with summoner 12 item 1314 come in, grab the flag and ult back to base.

MrEly7/10/2015, 6:49:59 PM1 votes

This actually sounds like a good idea for a game mode, even if it were just a temp game mode.

dramatic banana7/10/2015, 9:34:58 PM1 votes

Carrying the flag disables stealth and use of abilities. But then the build for everyone would be Homeguard boots plud 5 zephyrs and summoners are ghost tp Hecarim Rammus

shadowstorm327/10/2015, 11:05:56 PM1 votes

Shaco intensifies

ZombeezyJeezy7/10/2015, 11:23:55 PM1 votes

Sion top ban.

BakedLotion7/11/2015, 12:58:59 AM1 votes

RekSai ult to tunnel at your flag base.

or u ca just chain tunnel l0l

ZacAttackX7/11/2015, 6:13:44 PM1 votes

That would be rather fun. Riot has probably thought about that Idea already, have they did it...nope :(

Fertsa7/12/2015, 5:25:02 AM1 votes

If the flag counts as an objective. Rammus item 2053 OK.

Kholdstare137/9/2015, 7:29:05 PM1 votes

If there was a CTF mode, the flag would grant either grant a debuff crippling (silencing mobility spells the way a root does) the champion, or it would force-drop in place when using such an ability, allowing you to dodge if needed but need to go back for it.

Still need to worry about MS buffs like Rammus Zilean Jayce Hecarim etc.

RetroRage967/9/2015, 8:46:27 PM1 votes

-30% Movement Speed -300 Range on Movement Abilities, or inability to use them.

LeBlanc Jameś7/9/2015, 10:10:28 PM1 votes

i want this