Possible insprations for future additions to TFT

Yatogami Shiro·7/5/2019, 6:35:37 PM·1 votes·824 views

So upon playing roughly 100 games of TFT I randomly came up with some ideas for new units and items and I thought to myself that I might aswell post them onto the TFT Board so that people and maybe the developers could read them and give feedback on how well-thought those ideas are. So as mentioned in the title these ideas are meant to serve as a sort of inspiration for possible additions to TFT in the future. They might not be as logical or technically balanced as they could be but that is why I am posting them here, so that they can be discussed about and possibly updated and improved. I have also seen that for example the "Ascended" Origin that I came up with was also an idea of some people that I saw on reddit and it ironically was pretty similar to what I came up with for this Origin.

So in the following I will list the ideas that i had and I would kindly ask for criticism to be constrictive and I will regularly check on this Thread for possible discussions.

I hope this can serve as a little pool of ideas for TFT [galio-happy]

UNITS

Beserker : 2** Sion (Imperial / Beserker) (Spell: Q - After charging for a short duration, Sion hits up to 3 enemies in front of him and stuns them) (Class) 4**** Tryndamere (Blademaster / Beserker) (Spell: E - Tryndamere spins through enemies, dealing damage) 1* Olaf (Glacial / Beserker) (Spell: R - Olaf becomes immune to crowd control for a short duration)

Effect:	1: 	20% Chance to ignore lethal damage for 2
		seconds (once per Battle)
	        3:	50% Chance to ignore lethal damage for 2
		seconds (once per Battle)

Ascended : 2** Xerath (Sorcerer / Ascended) (Spell: W - Xerath deals damage to up to 7 enemies, while the enemy in the center receives more damage) (Origin) 5***** Azir (Elementalist / Noble / Ascended) (Spell:W - Azir places one soldier at the start of battle adjacent to an enemy that attacks it in his stead, hitting up to 2 units in a line, additionally, on hitting full mana he is able to move the soldier) 3*** Nasus (Wise / Ascended) (Spell: R + one Q - Nasus deals damage over time to adjacent enemies for a certain duration and his next attack deals more damage) 2** Renekton (Blademaster / Ascended) (Spell: R - Renektion deals damage over time to adjacent enemies and his next attack stuns an enemy unit)

Effect:	2: 	30% Chance to increase HP and attack speed for 3
		seconds on cast 
	        4:	60% Chance to increase HP and attack speed for 3
		seconds on cast 
			

Ravager: 1* Nocturne (Demon / Ravager) (Spell: W - Nocturne blocks the next incoming spell) (Class) 3*** Fiddlesticks (Artifical / Ravager) (Spell : E - Fiddlesticks throws his raven that deals damage and silences to enemies it bounces to -- only bounces to adjacent targets) 4**** Hecarim (Phantom / Ravager) (Spell : W - Hecarim steals a small amount of health from the enemy and heals off of that) 2* Nautilus (Phantom / Ravager) (Spell : R - Nautilus targets one enemy , sending out waves from the ground on each field between the target and him, damaging all enemies taht get hit by the waves and knocking up the targeted enemy)

Effect: 2: 	Ravagers gain +2.5% Attack Speed for every adjacent enemy
	    4: 	Ravagers gain +5% Attack Speed for every adjacent enemy

Artificial: 3*** Fiddlesticks (Artificial / Ravager) (Spell: E) (Origin) 2** Orianna (Artificial / Robot) (Spell: E+W - Orianna shields an ally and after a short delay, the shielded ally emits a shockwave that deals damage to adjacent enemies) 1* Maokai (Artificial / Treant) (Spell : E - Maokai throws a sapling that blocks a field which then explodes and slows the enemies attack speed for a short duration) 4**** Zac (Artificial / Brawler) (Spell: R - Zac erupts his body, knocking back enemies) 5***** Shaco (Artificial / Assassin) (Spell: R - Shaco creates a clone of himself which only has 50% of all of his stats) 2** Malphite (Artificial / Brawler) (Spell: W - Malphite's Autoattacks deal AoE damage and enemies affected deal less damage to him with attacks)

Effect:   2: 	Artificials gain 5% more mana with each attack.
		        Additionally, if 2 or more spells are cast within 
		        1 second of each other, they are 20% more effective	 
	      4:	Artificials gain 7.5% more mana with each attack.
		        Additionally, if 2 or more spells are cast within 
		        1 second of each other, they are 35% more effective
	      6:	Artificials gain 10% more mana with each attack.
		        Additionally, if 2 or more spells are cast within 
	               	1 second of each other, they are 50% more effective

Treants: 4**** Ivern: (Treant / Elementalist / Guardian) (Spell: W - Ivern creates a bush around an ally, making it untargetable for a brief duration) (Origin) 1* Maokai

Effect:   1:	At the start of battle, Treants enchant 1 field that deals
		        damage and roots an enemy or heals an ally for 50% of
		        their HP if they step on it
	      2:	At the start of battle, Treants enchant 2 fields that deal
		        damage and stun an enemy or heal an ally if they step on it

Wise: 4**** Zilean (Wise / Guardian) (Spell: R - Zilean marks an ally for a certain time, reviving it if it dies within the time it is marked) (Class) 2** Ryze (Wise / Sorcerer) (Spell: E - Ryze damages one enemy and certaily will hit that enemy with the next cast as well, making the damage spread to adjacent enemies) 3*** Nasus

Effect: 3:	  After casting, Wise will create a shield for themselves
		  that blocks 300 damage (stackable)

	

Total additional featured:

+1 Noble +1 Imperial +1 Glacial +1 Demon +1 Robot +2 Blademaster (Maximum increased to 8 , increasing chance for triple striking) +2 Sorcerer (maximum increased to 8: increased spell damage) +2 Elementalist (maximum increased to 6: increased potency of Elemental -> slightly increased health, autoattacks act like "daisy's") +2 Phantom (maximum increased to 4: 2 Units except 1) +2 Brawler (maximum increased to 6: increased health for Brawlers) +2 Guardians (maximum increased to 4: also adds slight spell damage resistance)

Total new featured:

3 Beserker 4 Ascended 4 Ravager 6 Artificial 2 Treants 3 Wise

ITEMS

Serrated Dirk: Armor Penetration

Combinations:

         	+B.F. Sword:	 Duskblade (First Attack in Battle deals bonus damage)
		+N. large rod:	 Mercucrial Scimitar (Wearer breaks free from only the first movement impairment)
		+Recurve Bow:	 Stormraizor (Wearer gets bonus armor penetration on critical strike)
		+Chain Vest:	 Black Cleaver (Grants armor reduction with each consecutive hit)
		+Giant's Belt:	 Edge of Night (Wearer blocks first spell in Battle)
		+Negatron Cloak: Maw of Malmortius (Wearer gets a shield when below 50% health)
		+Spatula:	 Spectral Cutlass (Wearer is also a Ravager)
		+Tear o.t.g.:	 Muramana (Attacks deal more dmg depending on mana)
		+Serrated Dirk:	 Lord Dominiks Regards (Wearer ignores enemy armor)
		+Oblivion orb:	 Mortal Reminder (Wearer Reduces enemy spell damage -- Single Target)

Oblivion Orb: Magic resistance Penetration

Combinations:

                    +B.F. Sword:	 Lich bane (Next attack after casting deal bonus damage)
		+N. large rod:	 Deathfire Grasp (Percentage of bonus spell damage of wearer gets converted into bonus attack damage)
		+Recurve Bow:	 Nashors tooth (Spell damage of next cast increases depending of attacks made before cast)	 
		+Chain Vest:	 Righteous Glory (Wearer gets movement speed when running towards enemy units)
		+Giant's Belt:	 Liandry's Torment (Wearer deals more damage the longer the battle goes on)
		+Negatron Cloak: Wits end (Grants magic resistance reduction with each subsequent attack -- Magic equivalent to "Black Cleaver")
		+Spatula:	 Mejai's Soulstealer (Wearer is also a "Wise") 
		+Tear o.t.g.:	 Abyssal Mask (Slightly reduces Mana generation for adjacent enemies) 
		+Serrated Dirk:	 Mortal Reminder (Wearer Reduces enemy spell damage -- Single Target)
		+Oblivion orb:	 Void Staff (Wearer ignores enemy magic resistance)

4 Comments

ShadWooo7/5/2019, 8:28:35 PM2 votes

I for one think that the initial units/comp bonuses/strats options we got is actually very well selected and very well done. And I would prefer if Riot wasn't adding new champion to TFT each 2 monts as it happens in SR...

But if something then what I miss here is more enchanting. I swear it is coincidence that I am Soraka main, but I think Soraka icould be added and wouldn't screw the game. Either make her 5cost unit (opposite of Karthus) or 1gold and make her heal just 1/2/3 units. Sona is AOE so that is not good idea, Yuumi is in TFT as item so that also won't work. Janna, Nami, Zilean are other champions that could work.

Yatogami Shiro7/5/2019, 6:37:22 PM1 votes

Layout got kind of screwed somehow , hope this is still readable , otherwise I can adjust it and repost it so that it is clearer to read.[zombie-brand-facepalm]