Brand | |
The Burning Vengeance | |
A new Ablaze effect for Pillar of Flame to make it more appreciable. This page also features a retired rework wherein I pushed Brand more in the vengeful spirit direction that his original lore featured. | |
Project Type | BALANCE CHANGES |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Ezreal | |
The Prodigal Explorer | |
This rework aimed to address the identity issues with his Rising Spell Force and Essence Flux. This project was retired due to satisfaction with Riot's rework. The change to his ultimate's damage diminishment was also later patched-in by Riot. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | IMPORTED THEME |
Project Status | RETIRED |
Fizz | |
The Tidal Trickster | |
A tweak to Chum the Waters that is intended to be power-neutral by increasing the counterplay that enemies have while also compensating Fizz with increased utility, while also hopefully being a fun change. Riot has since attempted to make a similar balance change with the aims of adding counterplay, but I have not retired this project as I feel mine is still a better solution. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Galio | |
The Colossus | |
Similar to Kai'Sa, I think that Galio's new kit is great fun - but the direction that Riot failed to capture any of the original champion's theme. I gave the new Grand Entrance kit to Aatrox, and I'm currently working on new kit for Galio that I hope better serves his original gameplay scope while also being compatible with his new lore - he's made of magic-absorbing rock, after all. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | REVISITED THEME |
Project Status | WORK IN PROGRESS |
Gangplank | |
The Saltwater Scourge | |
A small tweak to his Silver Serpent economy to make it least famine-until-20-minutes, then feast. I also proposed a change to Trial by Fire, but I may remove this as my design philosophy around having auto-activated one-use effects and planning them around minions has changed - I'm not pro being able to waste. | |
Project Type | BALANCE CHANGES |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Garen | |
The Might of Demacia | |
Garen's Courage has been reworked many times over the years, but it has never succeeded in feeling interesting. Inspired by Fiora's Vitals, I hope this suggestion proves to be the Courage that Garen deserves. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Heimerdinger | |
The Revered Inventor | |
This rework pushes Heimerdinger in a similar direction to the builders of other games, such as Gazlowe and Torbjorn - i.e. throwing down turrets aggressively rather than building a nest. The gameplay is imported from Lex Luthor from Infinite Crisis. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | IMPORTED THEME |
Project Status | COMPLETED |
Illaoi | |
The Kraken Priestess | |
This rework is inspired by one of my favourite Heroes of the Storm kits - Orphea. This rework hits all the same beats but redistributed. Similar to Draven, her ability to be oppressive now requires constant input from the player and its more clear how her enemies can enforce a downtime period. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | IMPORTED THEME |
Project Status | WORK IN PROGRESS |
Irelia | |
The Blade Dancer | |
This is an adaptation of my own Poppy rework, which was inspired by the way Thor utilizes his Hammer to propel himself. This project was retired on both occassions as I am satisfied with Riot's reworks. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | CURRENT THEME |
Project Status | RETIRED |
Jayce | |
The Defender of Tomorrow | |
This rework was part of my Shapeshifter project, wherein I attempted to address the scaling issues that most shapeshifters face by either removing the multiple forms, moving the form-swap to a non-ultimate active, or turning the form swap into a temporary power spike (similar to Gnar). | |
Project Type | CHAMPION RELAUNCH |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Karma | |
The Enlightened One | |
Karma's original theme of harmony and duality was mostly abandoned in her VGU. Choosing between mending and harming is a popular gameplay trope and it's a shame to lose it. This theme could also be explored on a new champion and cut all ties to Traditional Karma. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | REVISITED THEME |
Project Status | COMPLETED |
Kennen | |
The Heart of the Tempest | |
This rework was inspired by Zeus from Smite, at least as Zeus was when I created this project 5+ years ago. I wanted to empower Kennen's Ranger attributes, which is where I felt he was more distinctive as a champion. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | IMPORTED THEME |
Project Status | COMPLETED |
Wolf | |
The Eternal Hunter | |
Unlike in my Kindred Rework, Lamb and Wolf is how I would relaunch the two-character champion: a two-player champion. Wolf fulfils the role of Support in the bot-lane due, but what better way to sustain the duo than to reap their enemies. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | ORIGINAL CONCEPT |
Project Status | WORK IN PROGRESS |
Kled | |
The Cantankerous Cavalier | |
This rework was actually my prediction of Kled's kit from his reveal, with the exception of Bear Trap on a Rope that I predicted would be like Zac's Stretching Strikes (before Zac received that ability). I really like the kit I came up with - in particular the change to the Courage system and the leap-frog dash, which I also gave to Jax. I added the directional draft from Kled's live kit and adjusted some of the ability names to match, too. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Kog'Maw | |
The Mouth of the Abyss | |
I created this rework after Kog'Maw's first rework and while the revert was active on the PBE, as I felt my proposals kept what was incredibly enjoyable about his rework while also addressing how right-click-and-forget his gameplay was. Kog'Maw is one of my favourite champions and I adore that he is wholly viable (and distinct) as both a Marksmen and a Mage - so my changes also attempt to preserve those features. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
LeBlanc | |
The Deceiver | |
This was proposed as an alternative to her previous Shadow of the Rose, with the same intent of 'deception'. With the release of Neeko, it is unlikely that LeBlanc would ever receive such an addition and she was later reverted to no longer have Shadow of the Rose, too. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | RETIRED |
Lee Sin | |
The Blind Monk | |
This rework was inspired by a scrapped rework of Lee Sin. Other modifications were made with the desire to have his two-part abilities not be comparable to 2 whole abilities, each. They should allow for skill expressive with correct execution - not just allow him to do twice as much as other champions. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Lucian | |
The Purifier | |
These minor changes were first proposed fairly close to Lucian's release. I took pride in being competent at landing trickshots with his Piercing Light, and felt that the changes they made to make it less likely to miss robbed him of skill expression. It's been so long now that such a change would probably be unwelcome, but I still think it'd be more interesting to add more room for skill expression rather than noob-proofing. The additional change to his innate was added during an era where Rangers who didn't build critical strike chance were under performing, and I added similar crit interactions to other Rangers. | |
Project Type | BALANCE CHANGES |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Lulu | |
The Fae Sorceress | |
The primary goal of this rework was to make her W and E abilities more distinctive, rather than two targeted spells with minimal visuals. I also wanted to make Pix a more prominent character, rather than a glorified extension of her Q. I later developed my Sabotage rune path, and so the modifications to her innate are unnecessary. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | CURRENT THEME |
Project Status | WORK IN PROGRESS |
Lux | |
The Lady of Luminosity | |
The goal of this change is to remove some unnecessary frustrations that Lux imposes on her enemies, as well as establishing a more unique identity for the ability in a world where everyone primes it to detonate immediately. | |
Project Type | BALANCE CHANGES |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Sejuani | |
Fury of the North | |
This rework was part of my Mounted Champion Overhaul project. The goal of Sejuani's changes was to make Bristle more prominant as a distinct character. The new ultimate ability was created in respoinse to the Tank Update reveal wherein Riot wanted to make her ultimate more distinct from Ashe and Lissandra, and I still think it would be a good addition. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Seraphine | |
The Revolutionary | |
This rework has to achieve two things: (1) create a kit that is thematically distinct from Sona and (2) create a kit that ties in thematically with her lore. I would also like to address her gargage silhouette and animations. Her appearance within K/DA can remain an alternate fantasy, rather than the champion being created to support the sale of product. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | CURRENT THEME |
Project Status | EARLY CONCEPT |
Persephone | |
The Enchantress | |
Inspired by the scandal that was Seraphine's release - this champion theme explores that scandal as a deliberate design choice. Seraphine used depression to sell a product; Seraphine knew that Hextech was powered through the subjugation of a sentient species and deliberately did nothing. Someone who manipulates the story for personal gain. A sociopath. | |
Project Type | ORIGINAL CONCEPT |
Project Theme | ORIGINAL CONCEPT |
Project Status | EARLY CONCEPT |
Shaco | |
The Demon Jester | |
This rework dials-up Shaco's 'House of Mirrors' thematic. Some elements were inspired by my entry-level experience with Mesmers from Guild Wars (I never really progressed out of the starter zone). | |
Project Type | CHAMPION RELAUNCH |
Project Theme | CURRENT THEME |
Project Status | WORK IN PROGRESS |
Skarner | |
The Crystal Vanguard | |
The 'Major Rework' was inspired by his story, 'Dreamsong'. Kit changes are intended to make his magic and fighting style feel ancient. The 'Minor Rework' was a response to the then-announced Tank Rework and intended to address issues with his E ability, by merging it with his ultimate ability and giving him a new E. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Sona | |
The Muse | |
This rework applies developer insights from Jinx's production - put all the stances onto a single button, and then give them an actual kit. The kit was inspired by Lucio from Overwatch as it ticks all the boxes of Sona's current kit with minimal additional mechanics/complexity. Some adjustments may be made in the future to absorb some of Seraphine's elements, as I've started a new champion-blending project for the sound-based supports. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | IMPORTED THEME |
Project Status | COMPLETED |
Soraka | |
The Starchild | |
Additions to Soraka's kit were inspired by Auriel. Soraka's always been a healer that's been encouraged to be on the front line (i.e. Starfall in almost all its iterations), but in her current state she's a little too delegated to the backline. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | IMPORTED THEME |
Project Status | COMPLETED |
Syndra | |
The Dark Sovereign | |
This rework turns her Transcendent passive into a unique levelling experience for Syndra. Inspired by the talent system from Heroes of the Storm, Syndra players can control their power-progression on a game-per-game basis. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | CURRENT THEME |
Project Status | WORK IN PROGRESS |
Thresh | |
The Chain Warden | |
Improving the identity of Thresh's souls. Namely, granting Ability Power doesn't feel valuable when his shield doesn't scale with AP and his ultimate only deals damage once. The change to Thresh's ultimate is inspired by Willbachbakal's Wall of Pain change. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Tristana | |
The Yordle Gunner | |
A small tweak to her Explosive Charge that was made during PROJECT: Critical Strike. While it's no longer true that critical strike rangers are underperforming compared to other rangers, I still feel like this change makes the ability more interesting. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Twitch | |
The Plague Rat | |
I came up with this rework prior to AP-Twitch becoming a thing as I (apparently) rightfully identified that Twitch's theme wasn't being well-served with his current damage distribution. Riot opted to make it an alternate build, which I disagree with. Both AD and AP Twitch current play the same - they both want to build stacks and detonate. At the moment, AD Twitch doesn't deal damage with that playstyle - which is bad design. It's the same principles as Master Yi's rework. The adjustment to Contaminate was purely because the ability doesn't live up to its name, as it stand (which was the stated reason it's no longer named Expunge). | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Udyr | |
The Spirit Walker | |
The goal of this rework is to shore-up the difference between his Tiger Stance and Phoenix Stance in a way that boasts distinct gameplay, rather than just enabling a distinct item-build. As with the League's other monk, I've proposed that Udyr should also use energy. The project also details a visual upgrade. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Vel'Koz | |
The Eye of the Void | |
This rework was created as a response to the Mid-Year Mage Update, wherein a common goal was to address a design issue where Vel'Koz's abilities are too similar in their cast-style/function. I do not personally consider this to be a huge issue, but I like the changes I came up with. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Viktor | |
The Machine Herald | |
This rework is purely to indulge my own preferences. It is one of my pet-peeves when 'steel is superior to flesh' and body-modification themes only substitute human parts with identical mechanical parts - what's the point?! Artanis from Heroes of the Storm contributed his ultimate ability and also inspired me to allow Position Reverse to still do something if it only hits one target, although the initial effect was 'how do I reallocate power to make Urgot's old ultimate fair as a basic ability'. | |
Project Type | CHAMPION RELAUNCH |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Xerath | |
The Magus Ascendant | |
Xerath is an example of a rework where developers focused too much on creating something that will engage new players and forgot about his existing players. Xerath used to play more similar to Vel'Koz - someone who could vaporize any enemy he catches within a moderate, but telegraphed range. However, his rework pushed him entirely in the direction of being an artillery mage - which was his visual thematic. I was personally hurt by this rework, and so am motivated to return Xerath to his former glory. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Yorick | |
Shepherd of Souls | |
Yorick's ultimate now behaves like Nazeebo's from Heroes of the Storm, rather than being a horrifically overbearing-and-permanent champion summoned unit. The alternative would be to make the Maiden function entirely like a minion - joining the wave when summoned and only assisting Yorick via the Call For Help mechanic. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Domination | |
Eliminate Prey | |
Minor tweaks as well as one new keystone. | |
Project Type | BALANCE CHANGES |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Inspiration | |
A Beacon of Hope | |
All keystones replaced with one new lesser rune. | |
Project Type | REWORKED |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Precision | |
Become A Legend | |
Minor tweaks as well as one new keystone. | |
Project Type | BALANCE CHANGES |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
Resolve | |
Live Forever | |
One new keystone and two new lesser runes. | |
Project Type | BALANCE CHANGES |
Project Theme | CURRENT THEME |
Project Status | COMPLETED |
“ | This rework was a collaborative work. Some elements were inspired by Nova from Heroes of the storm. |
— Project description | |
The following is a collaborative rework by LoL Custom Content Discord. The goals of this rework:
- To better fulfil the Sniper fantasy - one shot, one kill.
- To keep her Sniper fantasy distinct from Jhin - she is not elaborate or extravagant.
- To make her more resonant with the Piltover aesthetic and her position as Chief of Police, rather than cheap steampunk fanservice.
Abilities[]
One in the Chamber
Caitlyn gains 50% (+40% critical strike chance) (+50% bonus attack speed) bonus attack damage.
Caitlyn's hextech rifle must cool-off after each attack, which has a base timer of 1 second but takes longer proportional to the attack damage modifier. Caitlyn's attack speed cannot be improved by any means.
Headshot
Active: Caitlyn fires an empowered round in the target direction, damaging the first enemy hit.
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If Headshot strikes a champion, subsequent Headshots will deal 20% more damage. The bonus damage stack up to 5 times (multiplicative), but all stacks are lost if Headshot misses.
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Sniper Nest
Active: Caitlyn grapples up the target terrain or edge of the map and establishes a nest, immobilizing herself.
While nesting, Caitlyn's attack range is increased to 900 as well as gaining Camouflage and vision on both sides of her nest. Caitlyn is briefly revealed whenever she attacks or casts either Headshot or Piltover Peacemaker, and is permanently revealed if she receives damage.
Reactivate to drop-off the terrain in the target direction.
Detection Matrix
Active: Caitlyn fixes a device to the target terrain that, after a brief delay, becomes camouflaged and projects a trip-laser forward perpendicular to the terrain. The laser cannot pass through terrain. Detection Matrix will not cast unless a valid target is selected.
Detection Matrix holds 3 charges and Caitlyn may only have 3 traps active at a time. Caitlyn restores all 3 charges each time the recharge time completes.
Detection Matrices have 1 health and can be killed by 1 basic attack.
Piltover Peacemaker
Active: After a brief delay, Caitlyn locks onto the target enemy champion and channels for 1 second, gaining true sight of the target.
If the channel completes, Caitlyn fires a homing projectile toward the target, executing the first enemy champion hit if they are below 200 − 605 (based on level) (+80% bonus AD) health health while dealing the same amount as physical damage if the target is not within the threshold for execution.
If the channel is interrupted due to the target becoming invalid, the cost is refunded and the ability is put on a 5 second cooldown. If the channel is interrupted by an enemy disable, the ability goes on full cooldown.
Other changes:
- The projectile (after channeling) will no longer fizzle if the target dies or becomes untargetable, and will continue until it reaches their current location.
Hextech Rifle
One in the Chamber: Caitlyn gains 50% (+100% (+ 50%) critical strike chance) (+50% bonus attack speed) bonus attack damage. Caitlyn's rifle must cool-off after each attack, which has a base timer of 1 second but takes longer proportional to the attack damage modifier.
Ace in the Hole: Caitlyn's critical strikes deal no additional damage, but instead ignore 40% of the target's armor. This stacks additively with armor penetration.
Caitlyn's attack speed cannot be improved by any means.
Headshot
Active: Caitlyn fires an empowered round in the target direction, damaging the first enemy hit.
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If Headshot strikes a champion, subsequent Headshots will deal 20% more damage. The bonus damage stack up to 5 times (multiplicative), but all stacks are lost if Headshot misses.
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Sniper Nest
Active: Caitlyn grapples up the target terrain or edge of the map and establishes a nest, immobilizing herself.
While nesting, Caitlyn's attack range is increased to 900 as well as gaining Camouflage and vision on both sides of her nest. Caitlyn is briefly revealed whenever she attacks or casts either Headshot or Piltover Peacemaker, and is permanently revealed if she receives damage.
Reactivate to drop-off the terrain in the target direction.
Detection Matrix
Active: Caitlyn fixes a device to the target terrain that, after a brief delay, becomes camouflaged and projects a trip-laser forward perpendicular to the terrain. The laser cannot pass through terrain. Detection Matrix will not cast unless a valid target is selected.
The first enemy champion to cross the trip-wire is slowed for 2.5 seconds and revealed for 4 seconds.
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Detection Matrix holds 3 charges and Caitlyn may only have 3 traps active at a time. Caitlyn restores all 3 charges each time the recharge time completes.
Detection Matrices have 1 health and can be killed by 1 basic attack.
Piltover Peacemaker
Active: After a brief delay, Caitlyn locks onto the target enemy champion and channels for 1 second, gaining true sight of the target.
If the channel completes, Caitlyn fires a homing projectile toward the target, executing the first enemy champion hit if they are below 200 − 605 (based on level) (+80% bonus AD) health health while dealing the same amount as physical damage if the target is not within the threshold for execution.
If the channel is interrupted due to the target becoming invalid, the cost is refunded and the ability is put on a 5 second cooldown. If the channel is interrupted by an enemy disable, the ability goes on full cooldown.
Other changes:
- The projectile (after channeling) will no longer fizzle if the target dies or becomes untargetable, and will continue until it reaches their current location.
Visual Upgrade[]
Development[]
- Unused Abilities
- Headshot (Innate)
- Caitlyn can hold her attack commands to line-up the shot, which takes (1 ÷ Attack Speed) seconds to complete. If Caitlyn completes the channel without losing sight of her target, the attack is guaranteed to critically strike for 160% (+100% Critical Strike Chance) damage. Caitlyn can release the shot at any time, but will deal no bonus damage unless the channel complete.
- Trip-Wire Traps
- Active: Caitlyn creates a trip-wire between two pieces of terrain, up to 900 units perpendicular in both directions to the target location. Trip Wire will not cast unless there is valid casting input.
- Active: Caitlyn lays a fixed-length trip-wire at the target location perpendicular to her facing direction, that arms after a brief delay. Alternatively, Caitlyn throws a device to the target location that projects a perpendicular trip-wire in both directions. Depends on whether there should be one or two 'hitching posts'.
- Active: Caitlyn places a hitching post at the target location and may reactivate the ability within the next 3.5 seconds to place a second hitching post nearby, forming a trip-wire up to 900 units in length. The trap arms after a brief delay.
- Change Log
- July 7th
- Attack speed reduced to 0.625 from 1.0.
- Sniper Nest is now targeted instead of a skill shot.
- Sniper Nest cast range reduced to 125 from 725.
- Added Version 2
- One In The Chamber crit scaling increased to 100% from 40%.
- Caitlyn's RNG crits now pierce armor instead of dealing bonus damage.
- Detection Matrices slow improved to 40-99% from 35%.
- Detection Matrices no longer reduce the target's armor.