Po is Runeterra's answer to the real-life being from folklore, the Sandman, Keeper of Dreams. Unlike his Earthly counterpart, Po, like Bard and Kindred, is decidedly more ambivalent. I'm inspired by the Discworld series' explanation for the source of inspiration to say that the Dream World exists as a separate plane of existence, perhaps the same realm referred to as The Glade, that the creatures of Runeterra, and particularly children, visit during their sleep. Po would thus be a caretaker of this realm, and as well as guiding dreams, he may also confiscate them. This is by contrast to tales of the Sandman, where Dreams do not exist without him.
In-game, Po rivals champions like Janna and Bard for the crown of possessing the highest utility and, like the aforementioned champions, sacrifices almost any appreciable damage. He's a relentless Catcher, so much so that even death scarcely slows him down. While exceptionally weak once collapsed upon, a good Po will make collapsing him a Magical Journey. Lacking any healing or targeted shielding, Po's usefulness to his Carry is entirely based upon his reaction time and aiming.
I will confess that I'm dissatisfied with the overlap between his W and E abilities. In fact, they were originally different versions of the same ability.
His ultimate, Dream Eater, is intended to be used as a kind of reverse-Monsoon - to condense a team fight, rather than disperse it. The ability can be used to trap enemies and pull allies to safety, but the enemy can harness both effects against Po to trap his allies and close the distance while immobilized. One play I hope to see Dream Eater pull-off is grabbing enemies that Flash over a wall - either slowing them down or, with sufficient AP, stunning them in place for an ally to make the long walk round (or wait-out a dash cooldown).
Lucid Dream:Po persists on the battlefield after death as a Lucid Dream, which can only move and observe. Po's health is steadily restored over his death timer, but sources of increased healing and collecting sated Dream Catchers will restore his health faster. Upon reaching full health, Po will respawn at the Lucid Dream's current location.
Dream Catchers:Po's basic abilities leave behind sated Dream Catchers, which he can collect to restore 30 - 370 (based on level)(+60% AP) health. These last for 10 minutes.
The health restoration during Lucid Dream is affected by heal effects.
If that enemy was a champion, their consciousness is knocked 500 units away from their body. The target player instead gains control of their champion's consciousness, which is only capable of seeing and moving, while the body remains vulnerable in place. The effect ends if the target is able to interact with their body (125 range) or after 3.5 seconds.
Upon the target returning to their body, a satedDream Catcher is created.
The initial knockback takes approximately 0.25 seconds, but is included in the maximum duration.
Crowd control reduction will reduce the maximum duration of the effect.
No sated Dream Catcher is created for non-champion hits.
TARGET RANGE: 800
EFFECT RADIUS: 100
COST: 90 Mana
Active:Po conjures a large Dream Catcher at the target location that catches the next hostile champion or epic-monster sourced projectile to pass through, blocking it. Dream Catchers last for 90 seconds.
Dream Catcher stores multiple charges, which is also the maximum number of Dream Catchers he can have on the field at any one time.
Charges / Limit: 1 / 2 / 3 / 4 / 5
Upon successfully blocking an ability, the Dream Catcher is sated.
The radius of this Dream Catcher
TARGET RANGE: 800
EFFECT RADIUS: 300
TETHER RADIUS: 650
COST: 30 Mana
Active:Po places a Dream Catcher on the target piece of terrain that projects a trip wire forward. Po may have 3 traps placed at any one time.
If an enemy crosses the trip wire, the Dream Catcher latches on to them, granting sight of the surrounding area and dealing magic damage every second while they remain within the trap's gaze. The vision is obstructed by terrain.
Magic Damage:2 / 2.5 / 3 / 3.5 / 4 % (+1% per 100 AP) of target's maximum health
Upon the tether breaking, the Dream Catcher is sated.
An alternate casting input may be required depending on how reliable the terrain creates perpendicular lines. Vector casting with both target and directional input may be required, even if the directional input is limited.
Toggle:Po begins channelling, drawing in air, creating a directional draft toward him that hastens or slows all units caught within the draft (both allied and enemy; champions and non-champions) as well as dragging immobile units.
Draft Strength: 150 / 225 / 300 (+10% AP) units per second
Dream Eater will trigger Dream Catcher's healing for each unique enemy champion that comes into contact with Po during the channel.
The flat movement speed reduction from Dream Eater is not affected by the movement speed slow cap, and can reduce an enemy's movement speed to 0. Ideally, it would be applied last (after Total Movement Speed increases).
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
Behemoth is a colossal champion, dwarfing even Galio. Behemoth is highly durable champion that falls somewhere between being a Juggernaut and a Warden, an incredible threat when left unchecked and a punishing enemy to bring down.
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
Fer'Rox is a relaunch of my previous custom champion, Ferox the Deathless Prince, who was made redundant by the release of Rhaast. Fer'Rox owes his roots to the melee carries of olde, and was inspired by the off-meta AD Kassadin build that was patched many years ago.
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
Leviathan is a skirmisher that excels at dealing damage while moving, crushing his opponents under his momentum and quickly re-positioning to places he's previously been. While not ranking particularly high on damage, he is relentless and slippery.
Libra is, similar to Traditional Karma, a duality-themed champion with abilities that support both a Controller and Mage playstyle. However, unlike the traditional implementation of a duality-theme, Libra thrives when maintaining a balance - with her strength diminishing if she focuses too much on one aspect over the other.
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
Role(s): EmptylordDisruptor EmptylordEnchanter
Po the Dream Weaver
Po is Runeterra's counterpart to the Sandman, a creature from folklore that puts people to sleep and brings them good dreams. Well, that's Sandman's story any way. Po is a champion with unparalleled utility.
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".
Ziz oversees the game from vantage point, and aims to never put herself in harms way - else perish due to her vulnerability. Her powers include foresight, mind control and ability mimicry, allowing her to manipulate battles to her desired out-come.