TFT Jokers

Dear Riot, I've had an idea about making Teamfight Tactics a bit more interactive. The idea was to add jokers, and with a little bit of work, I've come up with the following. Jokers would come into play after rounds 27, 33 and 39 (Dragon, Rift Herald, Elder Dragon), or if that is to far in late game, maybe the first one would come after round 21 (Crimson Raptors). You would know best when. Anyway, a player would be offered 3 choices and had to pick one. I've already had some ideas for a champion pool and their spells that you can see below. {{champion:31}} Cho'Gath - Void/Brawler RUPTURE: After a 1.5-second delay, ruptures a 3x3 area, dealing 525 magic damage and knocking up all enemies within, stunning them for 2 seconds. {{champion:150}} Gnar - Wild/Yordle/Shapeshifter GNAR!: Leaps towards an enemy, transforming into a mega gnar and throws nearby enemies towards your allies, dealing 400 magic damage and stunning them for 2 seconds. {{champion:222}} Jinx - Gunslinger/Hextech GET EXCITED!: For 5 seconds gunslingers and rangers gain 100% bonus attack speed and swap their weapon for a better one, causing them to deal 300 bonus magic damage to all enemies in a small area around their target. {{champion:30}} Karthus - Sorcerer/Phantom REQUIEM: Channels for 2.25 seconds to deal 850 magic damage to all enemies. Damage increases with a number of sorcerers in your team. {{champion:55}} Katarina - Assassin/Imperial DEATH LOTUS: Channels for 2.5 seconds, throwing knives at nearby enemies, dealing 80 magic damage per tick and applying grievous wounds, reducing healing on them for 3 seconds. {{champion:10}} Kayle - Knight/Noble DIVINE JUDGEMENT: Makes all allies immune to damage for 3 seconds. {{champion:85}} Kennen - Elementalist/Yordle/Ninja SLICING MAELSTROM: Summons a storm around himself for 3 seconds, dealing 112.5 magic damage each 0.5 seconds. Each enemy struck 3 times is stunned for 1.5 seconds. {{champion:203}} Kindred - Ranger/Phantom LAMB'S RESPITE: Creates a zone around herself for 6 seconds that prevents allies within from dropping below 900 health or dying. {{champion:89}} Leona - Noble/Guardian SOLAR FLARE: After a 0.625-second delay, calls down a solar ray on a 3x3 area, dealing 325 magic damage to all enemies within and stunning the enemy in the center for 9 seconds. Nearby allies gain guardian buff. {{champion:21}} Miss Fortune - Pirate/Gunslinger TWIN FORTUNE: Your hero divides in 2 Miss Fortune's and each one walks to the closest corner of the board. When both twins are in place, they channel and fire waves of bullets in a cone for 3 seconds, dealing 1700 magic damage to all enemies within. {{champion:113}} Sejuani - Glacial/Knight GLACIAL PRISON: After a 2 second delay, creates a glacial prison on an enemy, dealing 250 magic damage to all nearby enemies and stunning them for 6 seconds. {{champion:50}} Swain - Demon/Imperial/Shapeshifter DEMONFLARE: Transforms to his demon form for 6 seconds, each second stealing 20 mana from nearby enemies and giving it to nearby allies. {{champion:157}} Yasuo - Blademaster/Exile STEEL TEMPEST: Hit 3 champions, dealing 550 magic damage and stunning them for 2 seconds. After hitting all three, throw a tornado in line that travels 6 hexes, knocking enemies up and dealing the same amount of damage. When using jokers, your hero (for example River Sprite) would transform into a champion picked and use its spell accordingly (I think it would be nice if the animation was improved and a bit different than usual).They would be undisruptable, but counterable by other jokers if the timing was right. With that, players would have a chance to actually alter the round outcome when they need it the most (or maybe they would get countered, who knows). This is just a general idea that needs to be worked out. The numbers I've put in this text are values equal to lvl 3 champion upgrades, but they could use some modification. Also, you will notice I've written champion classes next to them. That's because I've had the idea to make jokers give class buffs. For example, Katarina could give assassins additional critical strike damage or critical strike chance percentage, or Yasuo could give blademasters 2 additional attacks until the end of the round. You get where I am going with this. I hope you'll like the idea and would appreciate some feedback on it.
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