Innate: Whenever Milo kills an enemy, he turns his victim to gold for 5 seconds. Milo or an allied champion can strike the golden unit to destroy it and claim 7 gold. The bounty for the kill goes to Milo regardless of who claims the bonus gold.
Enemies killed while alchemized by Rising Sun will yield the bonus gold without triggering Alchemy.
COST: 50 / 60 / 70 / 80 / 90 mana
Passive: Milo alchemizes the ground as he walks, leaving behind him a golden trail that lasts for 5.25 seconds, provides sight and slowing enemies upon it.
Slow: 6 / 9 / 12 / 15 / 18 %
Active: Milo puts fire in his steps, igniting the alchemized ground beneath his feet and any new trail created within the next 5 seconds. Enemies caught in the blaze are dealt magic damage every half second.
Active: Milo glides forward, dealing magic damage to all enemies in his path. If Milo damages an enemy, he can activate Gold Rush a second time at no cost to cover more ground but deal no damage. Gold Rush will apply Trailblazer. The cooldown begins upon first activating the skill.
Active: Milo punches the ground, creating a large circular patch of gold that lingers for 7 seconds. After 1 second, Milo gains the ability to activate Rising Sun for 6 seconds before this skill goes on cooldown.
Active: Milo alchemizes all enemies standing upon golden ground; dealing high magic damage and stunning them for 1.5 seconds.
Magic Damage: 200 / 325 / 450 (+ 60% AP)
Fool's Gold now grants a flat amount of AD plus a percentage of his current gold, instead of a percentage that scales with rank.
Alchemy (Innate): Milo turns slain enemies to gold.
Trailblazer (Passive): Milo leaves behind a trail that slows. (Active): Milo sets his trail ablaze, dealing magic damage.
Fool's Gold (Passive): Milo gains 0.75 / 1.25 / 1.75 / 2.25 / 2.75 % of his current gold as bonus attack damage.
Gold Rush (Active): Milo dashes forward, dealing damage. Milo can cast the skill again if he damage an enemy.
Twilight (Active): Milo creates a large circle of gold on the ground and gains the ability to cast Rising Sun.
Rising Sun (Active): Milo stuns all enemies nearby standing upon alchemized ground.
I'm pushing Milo's theme toward something more similar to Frozone from the Incredibles - essentially, an ice-themed mage whose focus is more on mobility than crowd control (and is gold-coloured).
Alchemical Converter (Unique Trinket)
Passive: Milo gains bonus attack damage equal to 1.5% of current gold.
Active: Milo illuminates all golden trail and golden units, granting sight.
Milo turns the ground to gold underfoot, leaving a trail that lasts for 3.25 seconds.
Additionally, whenever Milo kills an enemy or neutral monster, he turns his victim to gold for 5 seconds. Milo or an allied champion can strike golden units to destroy them and claim 7 gold. Killing an enemy turned to gold by one of Milo's abilities will grant the bonus gold without triggering the transformation.
Active: Milo blasts the target area with gold, dealing damage to all enemies in a small radius and leaving behind a patch of gold. Fool's Gold can be cast during Gold Rush.
Active: Milo unleashes a volley of of golden flecks in a cone before him for 1.25 seconds, damaging enemies at 0.25 second intervals and applying stacks. Milo can move during Fool's Gold but the facing-direction is fixed. At 3 stacks, targets are turned to gold: stunning them for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. Minions, but not monsters, are stunned for 3 seconds instead.
Gold Rush uses a stock system. Milo generates charges every 14 / 12 / 10 / 8 / 6 seconds and can hold up to 2.
Active: Milo sweeps forward in an arc, damaging all enemies he passes through and leaving behind an arc of impassible terrain. The speed of the dash scales with Milo's bonus movement speed.
Rising Sun (Active): Milo stuns all enemies nearby standing upon alchemized ground, dealing magic damage.
Slayers that damage enemies behind the front-line.
Slayers that bombard the enemy front-line.
Slayers who utilize burst and/or damage.
Slayers who deal persistent 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 annex and hold territory.
Specialists who take down structures.
Specialists who secure jungle objectives.
Speciliasts who obstruct and deny.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
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 substantial rework 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 small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
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.
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 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 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 damages.
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.
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.
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.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
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 Wall of Pain ability that grants Karthus more power where he wants it.
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 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.
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
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.
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?
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.
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
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.
"Assuming direct control." - Arbiter the Custodian of the Void
Arbiter is a master manipulator and strategist, interacting with the battlefield through proxy agents such as other champions and minions. Arbiter's top-down approach provides a unique enchanter experience.
"You think flattery will save your life?" - Ao Shin the Storm Dragon
Ao Shin's core directive resembles Singed, in the sense of having a trailing body that interacts with those behind him. However, Ao Shin is a Warden, and using his power of the winds to protect his allies as much as he uses it to devastate his enemies.
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.
"Too few people stop to appreciate things." - Clockblocker
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.
"Ssssh, we're hunting razorfins." - Finn the Tidehunter
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.
"I am Iceborn and you gotta deal with it!" - Jeddica the Ice Breaker
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.
"(Unintelligible.) Hehehe." - Mowgli the Changling
Mowgli is a derivative of Heroes of the Storm's Murky, a champion that challenges the basic mechanics of respawn times, respawn location and bounty. Mowgli's the answer to a brick wall - keep throwing yourself at it until you break through. He's small, squishy and highly disposable - but he keeps coming back!
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.
"I would hit you with my Ugly Stick, but I think it'd be an improvement!" - Nostrilla the Bogey Shaman
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.
"The drums of war never stop." - Thane the Thunder Warrior
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".