This blog is more of a note-to-self. However, feedback is encouraged and welcomed as it will help me turn these abilities into prospective champions.
Mercenary: Whenever you kill an enemy there is a chance they will drop credits. Credits can be collected by you or your allies to earn bonus gold.
You can purchase and sell items from anywhere on the field and your companion will return to the store for you. Only one item can be purchased or sold in this fashion at a time.
Mana Battery: Whenever a nearby allied champion activates an ability that costs less mana than your current energy, you pay the cost instead. You will not regenerate energy while in combat.
Mana Burn: If you lack the mana to cover your ability costs, you will pay the difference with health. Abilities can be cast at any health value, but will not reduce health below 1.
Equivalent Exchange: You cannot die so long as you have mana. While at 1 health, excess damage is dealt to your mana pool and your health regeneration is halted.
Rearguard: You take 10% reduced damage from behind.
When your health drops below 25%, you release a shockwave that knocks all nearby enemies away. This cannot happen again for 60 seconds.
After using an ability, you ignore unit collision and cannot be slowed for 2.5 seconds.
Landing your abilities grants 5% spell penetration for a few seconds. This effect stacks.
Whenever you land an ability you gain X% bonus movement speed for a short duration. This bonus stacks. Additionally, you gain ability power equal to your bonus movement speed.
Wallcrawler: You gain stealth while moving within 300 units of impassible terrain that persists for 0.5 seconds upon leaving the area. This cannot happen if you've dealt damage in the last 3 seconds, or have taken damage from an enemy champion in the last 6 seconds. Dealing damage will break stealth.
Malicious Spirit: Enemies that remain within 1000 units of you for more than 8 seconds have their magic resistance severely reduced. The reduction lasts so long as they remain in range. (Uses the ground-based timer indicators, only in reverse).
Last Stand: You and nearby allied gain a buff. Whenever a buffed ally dies, all other buffed allies gain an additional stack of the buff for a short duration.
Mindseeker: You periodically summon a mindseeker that will follow you around. Whenever a nearby enemy champion casts a spell (1200 range), the mindseeker will chase - dealing magic damage and briefly silencing them. You can have up to 3 three mindseekers. (May or may not be targetable; may or may not have a cooldown between triggering.)
Nemesis: The last enemy champion to kill you is marked as your nemesis. Your basic attacks deal bonus damage and your abilities have bonus effects against your nemesis.
Revenge: You have bonus stats. This bonus doubles if a nearby allied champion dies.
Protogenesis: When you first rank an ability, it will begin cycling between a pool of possible abilities (similar to Pick A Card). Activating the ability will lock in the selection. Upon respawning, all abilities much be reselected.
Transmutation: Upon scoring a champion kill or being killed, you gain a random mutation from a pool of possible mutations. While the resulting mutation is random, your chance to receive a particular mutation is influenced by how you're achieving kills or how you are dying.
OVERCOME DEATH: When a nearby allied champion dies, you resurrect their spirit for X seconds. Resurrected champions fight as autonomous minions alongside you. If you die while in combat, your spirit will carry on as an autonomous minion for an additional X seconds - continuing the assault upon your final target. Resurrected allies will follow your spirit as they would you.
Active: You fire two individual skill shots that converge on a target location, dealing damage to enemies they pass through. When the two missiles meet, they explode dealing damage in an area. Enemies can be damaged by up to two missiles or the explosion, not both.
Cruise Control - Active: You lock onto the target enemy and begin attacking them with bonus attack speed and attack range. The attacks are uninterrupted by movement or facing-direction. The onslaught lasts for 3 seconds but ends early if the target exceeds your attack range. Can be interrupted by attack-inhibiting crowd control. (And then The Culling came out.)
Grand Skyjump - First Active: You begin charging, increasing the area of effect of Grand Skyfall over the next 2 seconds. After at least 0.5 seconds or after fully charging, you jump into the air for 3 seconds. While in the air, you have vision of between X and X radius area and gain the ability to cast Grand Skyfall.
Grand Skyfall - Second Active: You hurtle toward the target area, causing massive physical damage to any enemies within at the target location when you come crashing into the ground.
Grand Skyjump - First Active: After channelling for 2 seconds, you jump into the air for 3 seconds. While in the air, you have vision of a massive area and gain the ability to cast Grand Skyfall.
Grand Skyfall - Second Active: You hurtle toward the target area, causing massive physical damage to any enemies within at the target location when you come crashing into the ground.
Seismic Toss - Active: You pick up the target enemy champion, suppressing them for up to 0.75 seconds. During that time, you can activate Seismic Toss again to hurl the target up to 1000 units in the target direction. The target takes 20 / 40 / 60 (+20% bonus AD) physical damage for every enemy unit they pass through. If the target strikes terrain, they will take 100 / 200 / 300 (+100% bonus AD) further damage and are slowed by 99%, which decays over 1 second.
Seismic Toss - Active: You pick up the target enemy champion, suppressing them for up to 0.75 seconds. During that time, you can activate Seismic Toss again to hurl the target up to 1000 units in the target direction. The target takes 100 / 175 / 250 (+140% bonus AD) physical damage if they strike terrain and will ricochet into the air. If you catch them, you throw them second time. The second time the target hits terrain they take the same damage but are instead slowed by 99%, which decays over 1 second.
Soul Split - Ultimate Active: You blast the target enemy, dealing damage and knocking their spirit 850 units away from its body. For up to 2.5 seconds, the target controls their disembodied soul but unable to perform any action except for movement; while their body remains immobile and vulnerable at the point of impact. Soul Split ends early if the soul returns to its body.
Active: You snare the target enemy for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds. The cooldown of this ability is reduced every time you damage the target while the snare persists.
Active: You create a point of unstable magic at the target location. After 0.5 seconds, the unstable magic releases a bolt of electricity that travels toward you. If the bolt strikes an enemy, they will take magic damage and be stunned for between 1 and 2 seconds depending on how far the bolt has travelled. If the bolt reaches you, you absorb it and gain magic penetration for 5 seconds.
Active: You create an area of unstable magic at the target area for 3 seconds. If you land an ability against an enemy standing on unstable magic, they will take additional damage become stunned for 1.5 seconds. This can only happen once per enemy per cast.
Mindseeker - ACTIVE: You spawn a mindseeker at the target location which will sit idle for up to 3 seconds. If a nearby enemy champion casts a spell during this time, the mindseeker will chase them for up to 3 seconds - dealing magic damage and silencing them if it hits them.
Siren's Song - ACTIVE: You begin channeling for up to 2 / 2.5 / 3 seconds, charming all enemies facing you and any enemy that turns to face you for the duration of the channel.
Groundfall - Active: You instantly ground all nearby dashing champions, dealing magic damage and briefly stunning them.
Fetter - Active: You hurl a magical fetter forward, damaging and slowing the first enemy it hits for ~2 seconds and marking them. During that time, you can activate this ability again to hurl a second fetter forward. Successfully marking two different enemies will cause them to be pulled together, dealing additional damage and leaving them rooted for a further 0.5 seconds.
Earthbreaker - Active: You smash the ground, sending a tremor forward in a line that damages enemies hit. All enemies in a small area at maximum range or when reactivated are knocked toward you.
Dissipate - Active: You fire a wave of energy forward in a line that completely destroys any projectile-based ability that it passes through. (And then Wind Wall came out.)
Parry - Active: You parry the next champion basic attack to strike you in the next 1.5 seconds. If an attack is blocked, the target is marked and you gain the ability to active Counter for 3 seconds.
Counter - Active: You blink to the opposite side of the marked target (relative to your current positive) and perform one basic attack.
Pirouette - Active: You perform a evasive spin that dissipates all projectiles that come within ~125 units of you over the next 1 second.
Chelone/Testudo Formation - Active: You raise your shield above your head, shielding yourself and allies within a square area for the next few seconds. The shield will destroy all hostile projectiles, and will obstruct enemy unit collision.
Phalanx - Active: You raise your shield, reducing all damage and crowd control effects you take from the front by 10 / 20 / 30 / 40 / 50 % for 2 seconds. The damage reduction is doubled against projectiles. After those 2 seconds, you gain 30 % bonus movement speed for 2 seconds and your next attack within that time is guaranteed to critically strike.
Phase Shift - Active: You phase out of reality for a short duration, becoming untargetable and unable to perform any action except for movement. Possibly invulnerable too.
Position Exchange - Active: You instantly trade places with the target minion or small monster.
Nether Assault - Active: This ability is a vector skill shot. You instantly blink to the target location and then dash in the target direction, dealing magic damage and knocking back enemies you pass through.
Summon Construct - Active: You summon a vehicle at the target location. Any allied champion can interact with the vehicle to mount it, gaining a new set of abilities for up to 15 seconds. The vehicle has three one-use abilities, and the rider can press R to dismount early.
Mana Leak - ACTIVE: You blast your target dealing magic damage. Residue from the blast falls to the floor, which an ally can pick up to replenish 40 / 80 / 120 / 160 / 200 mana or 30 energy.
Mana Leak - ACTIVE: You blast your target dealing magic damage. Allied champions surrounding the target replenish 30 / 60 / 90 / 120 / 150 mana or 30 energy.
Shared Mind - ACTIVE: You form a tether with target allied champion. While the tether persists, you each gain something.
Infestation - ACTIVE: You inject a nest of voidspawn within the target, causing them to take magic damage every second for 3 / 6 seconds. If the target dies during that time, 3 / 1 voidlings will spawn.
Missing mana scalings on damaging abilities, i.e. (+10% of missing mana). Ryze's old passive used to function similarly, except it grant AP based on his missing mana
Kayle and Thresh's attacks could become ground-targeted.
Health regeneration scalings.
I'm currently drafting a champion that gains bonus stats while in combat at a rate equal to his health regeneration, up to a cap (sort of like True Grit).
A skill shot that bounces off of terrain.
A new Karma/Dualism champion that switches between being a mage and a support (something that got lost in Karma's remake, but is still a strong theme that should be explored). Smite's Hel stance based mechanic could be ideal for creating a new dualism champion that doesn't step on Mantra's toes.
Passive: Kassadin perpetually ignores unit collision and each of his basic abilities has a cooldown of 10 / 9 / 8 / 7 / 6 seconds, irrelevant of individual rank. This is affected by cooldown reduction.
Active: Kassadin hurls an orb in the target direction that deals 60 / 75 / 90 / 105 / 130 (+ 20% AP) magic damage to all enemies in its path. At maximum range or if it hits an enemy champion, the orb slows to a stop and expands. After a 0.5 second delay, the orb contracts - pulling surrounding enemies inward and dealing 60 / 85 / 110 / 135 / 160 (+ 60% AP) magic damage.
Null Sphere (Q) - Something is needed to make this ability... interesting.
First Active - Null Sphere: Kassadin surrounds himself with a nulling sphere for 1.5 seconds that fully mitigates the damage of the next hostile ability to strike him. If Kassadin successfully blocks an ability, he gains the ability to cast Repulse for 3 seconds. This will not protect Kassadin from secondary effects.
Second Active - Repulse: Kassadin unleashes a 1400-speed wave of energy in a cone, dealing 70 / 95 / 120 / 145 / 170 (+70% AP) magic damage and slowing enemies hit by 50 / 60 / 70 / 80 / 90 % for 1 second..
Passive: Kassadin will consume all stacks of Void Hunger whenever an enemy champion that he has dealt damage to within the last 3.5 seconds is killed, replenishing 15% of Kassadin's missing mana per stack consumed.
Toggle: Kassadin phases into the Void, gaining the ability to ignore terrain collision. After a 0.5 second delay, Kassadin also becomes untargetability and 150 / 200 / 250 movement speed. Kassadin generates a stack of Void Hunger for every second he spends in the Void, which increases the cost of Riftwalk. Casting or attacking will cause Riftwalk to toggle-off.Void Hunger depletes at a rate of 1 stack every 8 seconds.
Cost: 2 / 4 / 8 / 16 / 32% maximum mana per second.
Cooldown: 6 / 4 / 2
This mechanic was inspired both by World of Warcraft's Chi system (which I cloned directly on Master Shang) and RuneScape's Evolved Combat. The intention behind the mechanic was to have higher-powered abilities that only become available while in combat. A champion with this mechanic would have "up times" rather than "down times".
Your basic attacks generate 5 Fury and basic abilities (Q/W) generate 10 Fury. Your advanced ability (E), the pseudo-ultimate, requires 50 Fury to cast and costs 15 Fury. Your ultimate ability (R) requires 100 Fury to cast and costs 100 Fury.
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.
"Arrrgggg! Easy prey!" - Behemoth the Earthbreaker
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.
"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.
"You won't be the last!" - Leviathan the Crushing Tide
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.
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.
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 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".
"This is a fun game!" - Quoted from Orianna by Ziz, the Last Light
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.
"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.
"(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!