This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ghost
Smite
Ability Order
Call of the Freljord (PASSIVE)
Nunu & Willump Passive Ability
Introduction
1.
Melee Carry
Tank
Support
Jungler
Caster
Tanky DPS
And any combination of 2.
2A.
2B.
Be Original.
3A
Acknowledge the Limits of the Game.
3B
Don't make your Champion too complicated.
Skill Balancing
There are a couple components to consider when making a balanced skill.
Damage/Healing/Main use of the skill
CC time (Stun, slow, etc. duration)
Cooldown
Cost
Range
Reliability
Scaling
You have to have an even amount of all of these to create a balanced spell.
So let's design a couple of spells, and I'll take you through how to balance them.
If you're just having a spell do damage, basically the only things deciding how much damage it should do is cooldown and cost. So, let's say this spell has:
Cooldown: 10 seconds
Cost: 100 mana
This spell has a high cost and medium cooldown for a basic spell. So, we can afford to give it some nice stats.
Now, an average champion starts out with around 500 health, and 30 magic resist (24% less magic damage) So we can have this spell do 90 damage at level 1 and it will do 69 damage to someone with a base amount of magic resist. This is a good amount of damage, but not too much when you consider health regen and health potions.
Most of the time, base damage should not go up by a set amount each level.This usually makes the skill imbalanced, whether it be overpowered or underpowered. Let's go back to our skill, Damage
As you can see, at first I'm not giving the spell very much damage, but as it gets later on, I start giving it more. This is because if I added 40 each level, I could be level 3 and have a spell doing 130 damage, which is too much for early on.
Later, however, people can and will build health, meaning the damage needs to be upped more.
Another thing to note is that at level 5 I don't give it as much damage. This is just because later, when this spell is maxed, you'll be gaining a lot of damage from whatever the spell scales with, so having a high base damage still will be too strong.
Ability Power Scaling
Reliability isn't an actual mechanic - It's a name I made up. Reliability means how easy it is to use that spell correctly. As an example, I'll put up a few spells and show their Reliability.
Reliable:
Null Sphere
Disintegrate
Mark of the Assassin
Reliable spells will 99% of the time do what's expected.
Less Reliable
Mystic Shot
Infected Cleaver
Spin to Win (Judgment)
Less Reliable Spells will generally get the job done, but sometimes don't.
Unreliable
Absolute Zero
Grand Skyfall
Dark Binding
Less Reliable spells are generally better, but hardest to use.
Lore: Once upon a time there was a happy bot named Nunu bot. However, Nunu bot had been framed for banning Frustrated Goran's LoL account. Therefore, Frustrated Goran decided to delete Nunu bot. He failed. So he created a Bot designed solely to kill Nunu bot... ANTI NUNU BOT!
Every 7 Auto attacks makes Anti Nunu Bot's next spell give him 100 mana.
Mana Cost: 100/110/120/130/140
Cooldown: 10 at all levels.
Range: 100
When used on an ally, gives 20%/25%/30%/30%/30% movespeed. When used on an enemy, slows for 20%/25%/30%/30%/30%.
Mana Cost: 50/60/70/80/90
Cooldown: 20/19/18/17/16
Range: 500
Mana Cost: 50/80/140/200/260
Cooldown: 7/6/5/4/3
Range: 800
Mana Cost: 100/150/200
Cooldown: 140/100/90 seconds
Radius: 1000
You must be logged in to comment. Please login or register.