This thread is locked
PLEASE NOTE: This thread has been locked by the moderators. You cannot reply to it.
I think I might be in the minority but I kind of like Trojans passive. Sure it's situational but when those situations come up it would be amazing. Which brings up another point though, you simply just wouldn't be targetd by the spells it affects rendering it basically useless.
So for a thought on how to change it for you Trojan. What about something like this....
Passive: All CC effects are reduced by (x)seconds for (y) amount of nearby allies. Max (x) seconds
It goes along with your previous passive but just broadens it quite a bit. Obviously the max would have to be right around 1 second but still if in a team fight situation you could reduce the CC by .75-1.00 seconds that would be a significant counter.
So for a thought on how to change it for you Trojan. What about something like this....
Passive: All CC effects are reduced by (x)seconds for (y) amount of nearby allies. Max (x) seconds
It goes along with your previous passive but just broadens it quite a bit. Obviously the max would have to be right around 1 second but still if in a team fight situation you could reduce the CC by .75-1.00 seconds that would be a significant counter.
I like Read's idea of the tether to the ground, so I'll put that in my final submission.
How about this for a passive?
Passive: CAC1 gains a speed boost after the extent of an enemy crowd control spell is worn off.
That gives CAC1 a tad bit of mobility that ranged carries need.
How about this for a passive?
Passive: CAC1 gains a speed boost after the extent of an enemy crowd control spell is worn off.
That gives CAC1 a tad bit of mobility that ranged carries need.
Reworked Submission Not final and still open for suggestions.
Passive
- All Buffs/Heals are X less effective for Y seconds upon being hit by this champs spells
Q
- Fires a skillshot line dealing X damage
- Lowers AD/AP of an enemy by Y for Z seconds and spreads that to nearby allies in an AOE
W
- Passive: All CC and Debuff's duration are increased by X% per Y enemy champions
- Active: steals X true damage scaled off of AP from an enemy and all of their current non-ultimate buffs
E
- Deals X damage per level +%AP and fears the target for X seconds
- If another target is Y distance away the fear jumps to them as well as lowering their MR by X * number of jumps (prefers champions but will jump on minions)
- Max Jumps per level Z (I would suggest 1/2/3/4/5 without being able to hit a target twice)
R
- Drops a Totem in an area
- Enemy champs within X distance take Y magic damage and are afflicted with grievous wounds for the duration
- Enemy champs within X distance are tethered to the totem and cannot move more than Y distance from it for Z seconds.
- If they do they are slowed by X amount and have their MR lowered by Y for Z seconds
Passive
- All Buffs/Heals are X less effective for Y seconds upon being hit by this champs spells
Q
- Fires a skillshot line dealing X damage
- Lowers AD/AP of an enemy by Y for Z seconds and spreads that to nearby allies in an AOE
W
- Passive: All CC and Debuff's duration are increased by X% per Y enemy champions
- Active: steals X true damage scaled off of AP from an enemy and all of their current non-ultimate buffs
E
- Deals X damage per level +%AP and fears the target for X seconds
- If another target is Y distance away the fear jumps to them as well as lowering their MR by X * number of jumps (prefers champions but will jump on minions)
- Max Jumps per level Z (I would suggest 1/2/3/4/5 without being able to hit a target twice)
R
- Drops a Totem in an area
- Enemy champs within X distance take Y magic damage and are afflicted with grievous wounds for the duration
- Enemy champs within X distance are tethered to the totem and cannot move more than Y distance from it for Z seconds.
- If they do they are slowed by X amount and have their MR lowered by Y for Z seconds
Join me, or fall forever
I know this isn't to create your own abilites for a champion, but I'd like to throw an idea out there.
P: CAC1's attacks splash, dealing 10% of damage dealt to 3 targets nearest enemy hit(prefers champions)
Q: CAC1's next attack deals 5/6/6/6/6% less damage and silences the target for .5/.7/.8/1/2 seconds.
W: CAC1's next shot explodes on impact, splashing 5/8/10/12/15% damage to all targets within X range.
E: CAC1's next attack causes the target to bleed, Taking increased damage and causing reduced healing received by any champion other than the target.
R: CAC1 enchants her next shot, causing it to bounce from champion to champion, applying one of her abilities each shot and silencing all targets for 1/1/1/1.5/1.8 seconds if all enemy champions were hit.
CAC has low health, medium attacks, and low ability damage. This should make her relatively balanced.
P: CAC1's attacks splash, dealing 10% of damage dealt to 3 targets nearest enemy hit(prefers champions)
Q: CAC1's next attack deals 5/6/6/6/6% less damage and silences the target for .5/.7/.8/1/2 seconds.
W: CAC1's next shot explodes on impact, splashing 5/8/10/12/15% damage to all targets within X range.
E: CAC1's next attack causes the target to bleed, Taking increased damage and causing reduced healing received by any champion other than the target.
R: CAC1 enchants her next shot, causing it to bounce from champion to champion, applying one of her abilities each shot and silencing all targets for 1/1/1/1.5/1.8 seconds if all enemy champions were hit.
CAC has low health, medium attacks, and low ability damage. This should make her relatively balanced.

Special thanks to Keondre for the sig!
Due to inactivity, I am no longer reviewing guides. Sorry guys :(
TehGus wrote:
The main design flaws about an anti-support champion still remain on your set, Read. Stat reduction affects regular champions more than it affects a champion with a support on their back.
Im sorry didn't realize the concept was now only anti-support. I believe we were going with Jet's theme of a
Jet wrote:
O hey im having a go at this
Name: Anti-Support, DEBUFF, DPS
General Description: A squishy DPS damage dealer that synergises with team support and is designed to work with on hit effects to CRIPPLE the enemy team AND their support, through applying mass DEBUFFS to the enemy that affect positioning and regeneration.
My kit establishes grievous wounds stat debuffs DPS and it does it in multiple ways which correlates perfectly with the concept from Jet.
Join me, or fall forever
Jet wrote:
O hey im having a go at this
Name: Anti-Support, DEBUFF, DPS
General Description: A squishy DPS damage dealer that synergises with team support and is designed to work with on hit effects to CRIPPLE the enemy team AND their support, through applying mass DEBUFFS to the enemy THAT AFFECT POSITIONING AND REGENERATION.
><
<Retired Admin>