The following champions require animation/visual support, which consequently implies that each is receiving at least one new abilities.
Niche: Caster for Dummies: Simple and Reliable, with room for mastery.
Tibbers AI and Control. The current state of affairs re: summoning leaves much to be desired, reducing him to be League's cuddliest walking sunfire cape. Tibbers is certainly a powerful ally, but commanding him beyond tanking a turret or walking towards your enemies often yields a less-than-satisfactory experience. Often, he’s left cancelling his basic attacks while Annie is busy slings spells.
Hiding power behind poor threat communication. Constantly checking Annie's buff bar should not be the correct, or only way to know if she's hiding a stun behind her next Molten Shield.
Throw-away Passive stacking spell. We'd like Molten Shield to have a use beyond "Pyromania Stack". Molten Shield should be a powerful defensive ability.
Annie players should feel connected to and empowered when accompanied by their summon Tibbers. This will mean shifting some power out from Annie's direct abilities into Tibbers himself.
New Active: Annie surrounds herself and Tibbers, if he's active, with a fiery barrier that blocks the next source of damage against the barrier within the next 3 seconds (excluding minions and turrets). The barrier explodes if it successful, dealing 70 / 115 / 160 / 205 / 250 (+80% AP) magic damage in a to surrounding enemies.
Sunfire damage changed to 50 / 75 / 100 (+50% AP)every 2 seconds from 20 / 30 / 40 (+20% AP)every 1 second. The first instance of damage is after 2 seconds.
New Effect: Damage now travels outward in a wave, instead of dealing damage across its area instantly.
Aura radius increased to 325 from 200.
On-hit magic damage now scales with (+15% AP).
New Effect: Basic attacks now deals splash damage in an off-centered area.
New Effect: Basic attacks now knockback non-champion targets, excluding his attack target who is only briefly interrupted. Watching Doom Bots Tibbers constantly knock his target out of range didn't look like he was having fun.
Niche: Wild fire - doesn't stop until everything's dead. Brand's niche is turning around engages - being stronger when there's more enemies to burn.
There's not really much reason to pick Brand over other AOE mages - the decision just boils down to who does the most damage this patch.
R is frustratingly unpredictable to both Brand and his opponents.
His strength is too tied into killing 1/2 people well, rather than killing everyone. (Yes, 20thCenturyFaux wants him setting fire to everyone...) However, we still want him to be good at turning around 2v1 engages.
He's too much of a bully early game, which inherently falls off if he doesn't get a lead.
Innate: Damaging an enemy with one of Brand's abilities will apply Blaze for 6 seconds. Each of his basic abilities applies 20 + (10 × level) Blaze, with his Pyroclasm applying a greater amount. A fraction of the target's current Blaze is consumed every second, dealing as much in magic damage. 1/6, 1/5, 1/4, 1/3, 1/2 and 1/1, refreshing on reapplication.
Additionally, if Brand is slain by an enemy champion, he possesses his killer for 6 seconds - also applying Blaze. If his target dies during this time, Brand is resurrected with 35% (+10% per 100 AP) of his maximum health. This cannot happen again for 180 seconds.
Revised Blaze Effect: Pillar of Flame persists for 0.5 seconds per Blazed target hit by the eruption (doubled versus champions), applying 10 + (5 × level) Blaze to enemies within as well as expanding in radius by 25 every half second.
New Effect: Reapplication now carries over any remaining damage, splitting it over the next 3 seconds.
Revised Tooltip: Cassiopeia blasts the target area, which hits after a 0.4 second delay, applying 75 / 115 / 155 / 195 / 235 (+45% AP) stacks of Poison to surrounding enemies. A fraction of the target's current Poison is consumed every half second, dealing as much in magic damage.
New Active: Cassiopeia places up an ornate trap on the target wall that arms after a brief delay, becoming stealthed. Traps last for 2 minutes and Cassiopeia can store up to 2 in reserve.
When an enemy walks across the trap's gaze (550-length line) it will begin spewing a cloud of miasma for the next 7 seconds, with the area expanding over the first 3 seconds (600, 11.5-30º). Enemies within the area are slowed by 25 / 30 / 35 / 40 / 45 % for 0.25 seconds and gain 20 / 30 / 40 / 50 / 60 (+20% AP) stacks of Poison every second.
While inactive, the trap is revealed while an enemy is within 212.5 units, has 3 health and takes 1 / 2 from champion attacks. Once triggered, the trap becomes untargetable and indestructible.
Active: Malzahar channels for 0.75 seconds, sustaining a portal before him that spits out 3 / 3 / 4 / 4 / 5 bolts of void energy in the target direction. The bolts explode on contact with an enemy or reaching maximum range, dealing deal X / X / X / X / X (+X% AP) magic damage to surrounding enemies, which is increased versus minions.
Call of the Void: The portal spews out Infested Razorfins instead, which persist for 15 seconds after shedding their entry residue (exploding). Infested Razorfins deal 12.5 (+2.5 × level) (+50% bonus AD) physical damage on their attacks and will first prioritize the enemy they collided with, followed by Zyra's plant priority.
Call of the Void: After a 1 second delay, an Abhorrent Ironback erupts from the ground dealing X / X / X / X / X (+X% AP) magic damage to surrounding enemies and joins the nearest lane. The Abhorrent Ironback's attacks deal 25 (+5 × level) (+100% bonus AD) physical damage in a large, off-centred oval and knocks back non-champions hit based on proximity as well as granting nearby minions 15% (+5% per 100 AP) bonus damage versus non-champions.
The Abhorrent Ironback behaves like a minion and will prioritize objectives, only assisting champions based on the Call For Help mechanic.
Active: Malzahar opens two portals on parallel pieces of terrain up to 1200 units apart, perpendicular to the way he is facing. Worm Hole will not cast unless a valid target is selected. After a 0.5 second delay, a flare of void energy passes between the portals dealing X / X / X / X / X (+X% AP) magic damage and briefly silencing enemies.
Malefic Vision: Instead of a flare, a Juvenile Nasher hurtles between the portals dealing X / X / X / X / X (+X% AP) magic damage and knocking aside enemies within the area. The worm takes 3 seconds to pass by, blocking the area. While impassible, the Juvenile Nasher is classified as a unit and not terrain.
New Effect: The damage versus champions is increased by 2.5 each time a champion is de-constructed.
New Effect: The damage versus non-champions is increased per Creep Score.
Revised Tooltip: .... at 3 stacks, they consume themselves to deal 25 true damage to their target. The damage versus champions is permanently increased by 2.5 each time a champion is de-constructed, with the damage versus non-champions being increased by 1 per unit slain by any means.
New Effect: Now knocks aside enemies hit directly and creates an unpathable area for 3.5 seconds. The width of the unpathable area is thinner than the damage area. Enemies who dash or are knocked through the rift take 45 / 75 / 105 / 135 / 165 (+ 37.5% AP) magic damage, which can only happen once per enemy (or just once?).
The ability now erupts from the ground instead of being hurled, and has a fixed delay of 0.65 seconds that is telegraphed.
The ability now always knock back enemies hit, instead of only those close to Vel'Koz.
The knock back is now always relative to the center of the ability, instead of relative to Vel'Koz.
The knock back is now relative to Vel'Koz's position at the point of detonation relative to his position at the point of cast. An indicator is marked on the floor beneath Vel'Koz and the target indicator will dynamically "point" in the direction it will knock, with similar visuals to Fiora's innate.
First Cast: Vladimir begins charging, increasing Tides of Blood's damage. If interrupted or after 2 seconds, Tides of Blood will go off automatically. If interrupted, Tides of Blood will only deal the minimum damage.
Second Cast: Vladimir unleashes a volley of blood bolts, one at each nearby enemy, dealing between 60 / 85 / 110 / 135 / 160 (+45% AP) and 120 / 170 / 220 / 270 / 320 (+90% AP) magic damage based on how long Tides of Blood was charged.
Niche: Territory holder and counter engager. "This land is MINE!" Zyra excels at defending the area in her immediate vacinity.
New Innate: Zyra's presence within a brush causes its blades to come alive, attacking enemies within as well as those within a short radius. Zyra's plants each deal 23 (+ 6.5 × Zyra's level) (+ 20% AP) magic damage at 0.8 attack speed, with enemies taking only half as much damage from plants beyond the first. If Zyra dies within a brush, it becomes enraged, gaining 50% attack speed and remaining active for 10 seconds.
New Effect: Refreshes the lifespan of plants in the area prior to activation.
New Effect: The thicket lingers for 10 seconds, granting its bonuses to plants within the area for the entire duration. Not sure how the knockup plays into this thematically, although I'm not entirely sure how it does on live... maybe the area ripples?
Fiddlestick's basic attacks and damaging abilities apply stacks of Doom to enemies hit with each instance of damage. At 3 stacks, crows will swarm the target dealing 10 + (5 * level) + (15% AP) true damage over 1.5 seconds. Nearby enemy minions and monsters will passively generate stacks of Doom every 2 / 1 / 0.5 seconds. Doom stacks linger so long as Fiddlesticks and his target remain visible to each other within 2200 range.
Revised Active: Fiddlesticks projects dread over a conic area in the target direction for the next 2 / 2.25 / 2.5 / 2.75 / 3 seconds. Enemies within the area are slowed by between 75% and (15% per 100 AP), based on how long the effect has been active. Enemies who meet Fiddlesticks' gaze during Lingering Dread will turn and flee for up to 2 seconds or until they move more than 750 units away from him. Lingering Dread can be activated during the channelling of Drain and Crowstorm.
Revised Innate: Kennen's basic attacks deal 5 / 10 / 15 / 20% of his attack damage bonus magic damage and apply an electrical charge for 3.25 seconds. The damage and charges will stack up to 3 times on the same target.
Revised Active: Kennen throws a shuriken forward in a line, dealing magic damage to the first enemy it hits and applying a Mark of the Storm. For every Mark by the Storm on the target, a bolt of lightning will arc to a nearby enemies dealing the same damage and electrically charging them. The arced lightning will prioritize nearby enemies with the fewest marks.
New Passive: Kennen gains 20 / 30 / 40 / 50 / 60 % bonus attack speed for 3 seconds whenever he applies 3 charges of Mark of the Storm to the same target.
Revised Active: Kennen sends a surge of electricity through all nearby enemies afflicted by Mark of the Storm, dealing magic damage per charge and consuming all the charges. If the target was at 3 charges, they are also stunned for 1 second.
A max-range indicator will be visible when Electrical Surge is available and there are marked enemy champions nearby.
New Effect: Similar to Demacian Justice or Noxioan Guillotine, Primordial Burst now places a mark on nearby enemies that scales with intensity based on how much damage they would take from the ability, reaching a crescendo if it would kill them. This is visible to enemies if they have sight of Veigar.
New Effect: Satchel Charge will now scatter Hexplosive Mines hit by the explosion, hitting enemies they fly through. Mines are always knocked 400 units.Mines scattered could explode on impact with the ground - i.e. wasting them if they do not hit an enemy. This would be depending on whether the play here is dealing instantaneous area damage or increasing the area of control.
Niche: The artillery champion.
Low mobility and overall vulnerable.
Viable as both an AP Caster and an AD/AS Marksman.
As an AP Caster, he's a unique flavour of artillery - favouring attrition over burst.
As an AD Marksman, he's a top-pick for tank-busting and is theoretically vulnerable to being collapsed upon.
Things I Dislike
Caustic Spittle is a useless ability for all flavours of Kog'Maw.
Bio-Arcane Barrage is too strong for a single ability, even AP Kog'Maw prefers it over Caustic Spittle. I like the threat AD Kog'Maw poses and the organization it encourages from both teams, but not all tied to a single ability...
Since his Marksman rework, Living Artillery feels useless before the target is half health.
Revised Active: Kog'Maw hurls a globule of spittle forward in a line that splatters on collision with an enemy or reaching maximum range, applying Caustic Sptittle to all enemies in a wide, off-centered oval behind them for 5 seconds. If the spittle hits an enemy, they also take 80 / 130 / 180 / 230 / 280 (+ 50% AP) magic damage. Kog'Maw's basic attacks and Living Artillery deal 2% (+ 0.75% per 100 AP) of target's max. health to enemies marked with Caustic Spittle.
Maximum shield increased to 100% of maximum health from 25% of maximum health.
The shield is now inactive until fully charged (similar to Yasuo's flow).
New Effect: Does not generate hield while active.
Shield generation changed to 2% of maximum shield (i.e. maximum health) whenever he hits a basic attack, per enemy hit by each swing of Mace of Spades and per enemy hit by Siphon of Destruction, quintupled to 10% versus champions, from 25% of damage dealt (halved versus minions).
Delay before reserve/shield starts decaying increased to 3.5 seconds from 1.5.
Rate of decay changed to 5% of maximum shield (i.e. maximum health) per second from 1.5% base health.
Revised Active: Mordekaiser marches forward in the target direction, swinging Nightfall 3 times during the march all the while ignoring crowd control effects. The first two strikes deal 10 / 20 / 30 / 40 / 50 (+55% AP)(+55% AD) magic damage in a wide cleave before him, with the third strike dealing twice that amount. Mordekaiser cannot use Mace of Spades to go through terrain and will instead attempt to path around, but has a low turn speed.
Active: Mordekaiser shrouds himself and the target enemy with a swirling cloud of metal, granting them each 75 bonus movement speed while moving toward one another. While the areas overlap, Mordekaiser deals 50 / 85 / 120 / 155 / 180 (+40% AP) magic damage per second to enemies within both areas, including his target. The damage areas do not overlap.
New Effect: The ability can now be channeled for up to 2 seconds, increasing the damage by up to 300% over the duration and the range over the first second. The range extends to maximum range as a narrow line and then expands outwards to form a cone. If interrupted, the ability will go off early dealing only the minimum damage. If charged for at least 1 second, Siphon of Destruction will slow enemies hit by 75% for 0.1 seconds and knockdown enemies hit.
Passive: Mordekaiser's basic attacks and damage dealing abilities apply a curse to enemy champions, Template:Moi and Template:Moi for 3.5 seconds. If Mordekaiser's team scores a takedown on a cursed enemy, their spirit will linger for 7 seconds above their corpse.
Active: Mordekaiser enslaves the target spirit for the next 45 seconds. Spirits can be directed by reactivating Children of the Grave and deal 100% of their AD(+50% of their AP)(+10% of their bonus health) magical damage on their attacks.
Out of Scope
The following champions have been deemed beyond the scope of a shared project, and will be updated individually in the future: