Re-Workshop/Tanks

====
<tabber>
Emptylord=
*Niche: The front line. Nothing gets past Alistar.
**Alistar's still stuck in a bygone age before tanks scaled with tank stats and so I took it upon myself to give him some - both directly, as well as upping his incentive to build it by making his ultimate more reliable (although I wrote the incentive part when he was being played AP Fighter). The change to his ultimate also ups the risk and reward of his ultimate - his ability to be the front line no longer scales with his threat (e.g. if he's behind), but he also has no choice but to be the front line while he's ulting.
*
** No longer deals half-damage to champions. 
** AP ratio removed. 
** Now scales with .
** New area-of-effect particles, perhaps similar to .
*
** Now winds affected targets once they land — a 75% slow that decays over 1 second — instead of stunning them for 0.5 seconds. The debuff is named as it applied by two of Alistar's abilities.
*
** Alistar will now continue forward units after hitting his target, in a similar fashion to .
** Now winds affected targets once they land — a 75% slow that decays over 1 second — instead of rooting them for 1 second. 
*
** Each time a nearby enemy unit dies that Alistar did not kill, Alistar gains a stack of Triumphant (stacking up to 5 times). If a nearby enemy champion dies, Alistar instantly gains 5 stacks. Activating Triumphant Roar consumes all Triumphant stacks. The did-not-kill specification could be special-cased to exclude Relic Shield.
** Alistar lets out a triumphant roar, healing himself by 60 / 90 / 120 / 150 / 180 and nearby allies by 30 / 45 / 60 / 75 / 90 . The amount that his allies are healed by is modified by 20% and the cooldown of the next Triumphant Roar is reduced by 2 seconds for every stack of Triumphant consumed in activation.
*
** Alistar breaks free of all crowd control effects. For the next 7 seconds, he gains 50 / 60 / 70 % damage reduction and the ability to intercept all projectiles (redirecting the damage to himself). 
***No longer grants AD.
***Now grants the ability to intercept hostile projectiles, as with .
|-|
Willbachbakal=
;Niche: The Disruptor
* Alistar has been a core competitive pick for years, but has also struggled with heavy accessibility issues to newer players. To the uninitiated, Alistar's abilities don't feel too strong, have excessively long cooldowns, and are costly to use even once, but to those who have mastered him, Alistar is a champion who packs both incredible reliability and versatility, able to peel and initiate on demand. As with a lot of older champions, this reliability is fairly double-sided, as it's led to weak immediate power elsewhere and is hard for people to exploit properly when learning him. It's also led to situations where his reliability becomes overbearing, and is likely one of the main reasons why he was kicked out of the jungle (he could reliably punt enemy champions out of the safety of their tower and easily dive them thereafter early on). Overall, his power-to-reliability ratios are a bit skewed, and he also suffers from a ton of features that haven't aged well, such as AP-scaling damage and an indiscriminate AoE heal that both feel weak (and often not that useful), plus an incongruous AD steroid on his ultimate. The goal of this rework is to keep a fair degree of that reliability, but also implement it on a sliding scale relative to power, while smoothing out the cow's power on each ability and enabling him to jungle (support would still remain a major role for him, though).
* 
** Renamed to Headbutt.
** Reworked: After using an ability, Alistar's next basic attack within 2 seconds deals bonus magic damage and his target 300 units away over seconds. If they collide with a wall, large monster or one of their allied champions, they stop and both are dealt the same magic damage.
* 
** Mana cost reduced to 60 at all ranks from .
** Active reworked: Alistar channels for up to 2 seconds, increasing Pulverize's range, damage and . Upon ending the channel, he slams the ground at a radius of between 200 and 400 units, based on how long he channeled, all enemies hit for a duration equal to the time spent channeling and dealing them between and magic damage, based on how long Alistar channeled.
* 
** Renamed to Trample.
** Mana cost reduced to 60 at all ranks from .
** Active reworked: Alistar locks his direction and begins channeling for up to 1 second, increasing Trample's dash range, duration and damage. Upon ending the channel, he charges forward for between 150 and 600 (+ 100% bonus movement speed) units, based on how long he channeled, stopping at the first enemy champion hit, all enemies hit for the time spent channeling and dealing them between and magic damage, based on how long Alistar channeled.
* 
** Renamed to Unbreakable Will.
** Mana cost changed to from .
** Cooldown removed.
** Active reworked:
*** When on an allied champion, Alistar marks them as his Fleshing Partner at no mana cost, linking them to him for the purposes of Unbreakable Will while both remain within 1000 units of each other. This has a static 1-minute cooldown.
*** Every second Alistar or his Fleshing Partner deals damage to or receives damage from an enemy champion or large monster, he builds up a stack of Unbreakable Will. At 10 stacks, Alistar gains the ability to auto-activate Unbreakable Will, consuming all stacks to heal himself and his Fleshing Partner, if within range, for .
* 
** Renamed to Stampede.
** distance is increased by 100 units per rank, up to a maximum of units.
** Crowd control cleanse removed.
** removed.
** Duration reduced to 5 from 7.
** While Stampede is active, Alistar on every basic attack.
</tabber>
====
<tabber>
Emptylord=
*Niche: The weaponized warehouse robot. The forklift. The organizer. 
** Blitzcrank is a champion with one of the game's most powerful and iconic abilities, but because of this he's also been stuck as a one-trick pony: he's the absolute best at pulling enemies away from their allies, but that's pretty much the only thing he can do, and he can only do it in pretty much the same way. Additionally, due to him originally being designed as an AD / AP hybrid solo laner and jungler, there's a lot of power on his kit that's just not that useful most of the time, such as the attack speed on Overdrive or the passive on Static Field. The goal of these changes is mainly to trim off that extraneous power and instead give him more options, partially by using ideas from his recent internet game, Blitzcrank's Poro Roundup. Overall, Blitzcrank should be the best at isolating enemies from their allies, and perhaps he also deserves to do genuinely interesting stuff with his ultimate, potentially spiriting away multiple opponents at a time.
* Stats:
** Base mana increased to 300 from 267.2.
** Mana growth increased to 70 from 40.
* (New Innate)
** Blitzcrank stores all mana he expends as grey mana. If Blitzcrank drops below , he converts all of his grey mana into a shield that decays over the next 5 seconds. If Blitzcrank takes no damage for seconds, he rapidly consumes his grey mana over the next few seconds and restores equal to % of the grey mana consumed. 
* (Q)
** Cooldown reduced to from .
** Damage reduced to from .
** removed.
** Blitzcrank now always takes the time to retract his arm, regardless of whether or not he caught an enemy with it.
** CAN NOW GRAB ALLIED UNITS.
* (W)
** Renamed Overtime.
** Blitzcrank gains 80% cooldown reduction toward and for the next 6 seconds as well as 70 / 75 / 80 / 85 / 90% bonus movement speed that decays over the duration, with the strength refreshing whenever Blitzcrank damages an enemy champion. At the end of the duration, Blitzcrank is slowed by 30% for 1.5 seconds. 
** Additionally, activating Overdrive will reduce the current cooldown of and by 80% down to a minimum of seconds
*** Duration increased to 6 from 5.
*** removed.
** Cooldown increased to seconds from 15 at all ranks.
* (E)
** Blitzcrank locks his hands together for the next seconds then all units -- both allied and enemy -- in front of him overhead, dealing magic damage to enemies. 
** Mana cost increased to 50 from 25.
** Cooldown changed to from .
* (R)
** Blitzcrank charges champions he hits with his basic attacks or Rocket Grab, up to one at a time. Charged units are immune to Electro-Magnetic Position Adjuster. 
** Blitzcrank gathers energy for 1 second before engaging a powerful electro magnet that captures all surrounding units, locking them in around Blitzcrank for seconds. The electro magnet will power down early if Blitzcrank dies. 
** Cooldown: seconds.
** Poros hit by Electro-Magnetic Position Adjuster will be picked up and placed inside Blitzcrank until his death, at which point they will emerge and mourn him.
|-|
Willbachbakal=
;Niche: The Isolator
* Blitzcrank is a champion with one of the game's most powerful and iconic abilities, but because of this he's also been stuck as a one-trick pony: he's the absolute best at pulling enemies away from their allies, but that's pretty much the only thing he can do, and he can only do it in pretty much the same way. Additionally, due to him originally being designed as an AD / AP hybrid solo laner and jungler, there's a lot of power on his kit that's just not that useful most of the time, such as the attack speed on Overdrive or the passive on Static Field. The goal of these changes is mainly to trim off that extraneous power and instead give him more options, partially by using ideas from his recent internet game, Blitzcrank's Poro Roundup. Overall, Blitzcrank should be the best at isolating enemies from their allies, and perhaps he also deserves to do genuinely interesting stuff with his ultimate, potentially spiriting away multiple opponents at a time.
* Stats:
** Base mana increased to 300 from 267.2.
** Mana growth increased to 70 from 40.
* :
** Reworked: when Blitzcrank consumes mana, he stores it as grey mana on his mana bar.
*** If Blitzcrank drops below , he consumes all of his grey mana to shield himself for the same amount, decaying over 5 seconds.
*** If Blitzcrank takes no damage for seconds, he consumes a portion of his grey mana each second to restore half the amount consumed as .
* :
** Cooldown reduced to from .
** Damage reduced to from .
** removed.
** Blitzcrank now always takes the time to retract his arm, regardless of whether or not he caught an enemy with it.
* :
** Cooldown increased to from 15 at all ranks.
** Duration increased to 6 from 5.
** removed.
** Now grants Blitzcrank 80% cooldown reduction on and for the duration (does not stack with Blitzcrank's initial cooldown reduction).
*** If either of those abilities are on cooldown when Overdrive is cast, their cooldowns are reduced by the same amount, down to a minimum of seconds.
** If Blitzcrank hits an enemy champion with a basic attack or ability during Overdrive, the bonus movement speed is brought to full strength (though the total duration remains the same).
* :
** Mana cost increased to 50 from 25.
** Cooldown changed to from .
** Bonus physical damage removed.
** Now deals bonus magic damage.
* :
** Passive reworked: Upon damaging an enemy champion with a basic attack or ability, Blitzcrank marks them for 3 seconds with a static charge.
*** Blitzcrank can only mark one enemy at a time.
** Active cooldown increased to from 30 at all ranks.
** Active reworked: after charging for 1 seconds, Blitzcrank sends out a static field around himself that captures all enemies hit, placing them in for seconds. At the end of the duration or upon his death, Blitzcrank discharges the field, ejecting all enemies at their position relative to him, but at his current location.
*** Enemies marked with a static charge are immune to Static Field.
*** Blitzcrank also permanently captures all Poros caught in the field, though they emerge from his body upon his death.
</tabber>
====
;Niche: Avatar of the Sun
* Overall, Leona has a really strong thematic and gameplay niche: she's a melee initiator tank who's the absolute best at diving into fights and locking specific targets down for a very, very long time, also opening them up for potentially tons of damage. She also pairs up with a large variety of champions, and could work even with non-damage-dealers to supplement damage to an otherwise tanky or utility-heavy lane. An issue with her, though, is with the counterplay associated with her playstyle, or rather, the lack of it: while she's not meant to be a particularly complicated champion, her playstyle is a bit too simplistic overall, allowing her to output a ton of crowd control, along with a fair bit of raw damage, just by rushing her target and pressing her buttons all at the same time. This has also earned her a reputation as a lane bully, as she can easily force squishies out of lane just by repeatedly diving them. The main goal of these changes is to tone down that free power a bit, but offer her a ton more potential power in exchange when doing things right (namely, when participating in a proper fight, and not when just picking off fleeing enemies). Just as the Sun burns those who dare to face it, so should Leona be strongest when going toe-to-toe against her opponents, who could turn away at the right moment to avoid the brunt of her crowd control. Another goal is to nudge Leona into a potential alternate jungle path: as a champion capable of incredibly powerful ganks that synergize well with bursty laners, Leona could be a great addition to the jungle roster, if it weren't for her painfully slow clear. A large part of the community asked for her to be able to detonate her own passive against monsters to remedy that, and I think that change, along with perhaps another few nudges, could open the jungle up to her without affecting her power as a support too much.
* :
** Now scales with .
** Can now be consumed by Leona herself against jungle monsters.
* :
** Range increase increased to 50 from 30.
** Mana cost reduced to from .
** Cooldown reduced to from .
** duration reduced to 1 from .
** Stun only applies if Leona's target is facing her.
* :
** No longer prolongs its bonuses upon hitting an enemy.
** Now all enemies hit who faced her at the time of the eruption for 1 second.
* :
** Cooldown increased to from .
** duration increased to 1.
** Now only enemy champions facing her.
** Now also includes large monsters as part of its dash.
* : 
** Now causes Leona to herself to the enemy team while casting the ability and for seconds afterwards.
** strength reduced to 60% from 80%.
== ==
;Niche: The Spell Eater
* Maokai's gone a long way from his original, clunky self, and most of his current ability set truly shines, offering meaty (bark-y?) satisfaction in its use as well as impactful contributions in both dueling and teamfights. The exception to this, though, is his ultimate, which carries a lot of power without feeling especially amazing on its own, as is often the case for stat aura-type bonuses, and has recently had its cooldown bumped to less fun levels. In general, Maokai is still an amazing champion, so the goal of these changes isn't to drastically change his playstyle, but rather to make his ultimate feel more powerful while maintaining the same niche, and also push him a little closer towards his lore/gameplay fantasy of getting into the thick of combat and absorbing as much of the enemy's magic as he can.
* 
** Cost changed to 100 mana at all ranks, from 40 + 30 per second.
** Cooldown increased to from .
** Active reworked: Maokai shields himself for for up to 10 seconds. While the shield holds, all nearby enemy abilities that pass near him are intercepted and stopped completely, applying their effects to him instead. After 5 seconds, Maokai can detonate the shield if it still holds, dealing magic damage to all enemies in the interception area, and the shield will detonate automatically at the end of its duration.
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*Niche: The insanely mobile tank.
*[[File:Emptylord Rammus Reimagined.png|right|308px|thumb|Artwork by UtopixArt, draw for a Polycount Art Contest]] General
**Rammus is now an Ascendant of Shurima. 
**Original Rammus updated to resemble Guardion of the Sands Rammus, without the wings or horn.
**Guardian of the Sands Rammus updated to use a darker color pallet and renamed Risen Rammus.
**Traditional Rammus skin released - perhaps rebranded as Prehistoric Rammus.
* (innate)
** Rammus can initiate a channel by keeping the mouse button held whenever he issues a movement command. While channeling, Rammus' movement speed is rapidly increased over the next 3 seconds that is displayed as a bar onscreen. After the 3 seconds or releasing early after at least (1 / Attack Speed) seconds, Rammus will hurtle toward the cursor - his bonus movement speed decaying to 0 over X seconds. Rammus has a slow rotation speed while powerballing and will ricochet off terrain and structures, at the expense of speed. Rammus will lose all speed upon colliding with a champion or large unit.
**Rammus deals physical damage to enemies in a large area whenever he collides with a champion or large unit, or ricochets off terrain or a structure. Minions and monsters he passes over will take physical damage and are for 1 second. 
* (Q)
** Rammus hurls a volley of spikes in an area about him, dealing 40 / 80 / 120 / 160 / 200 physical damage to surrounding enemies. Enemies hit will take 15% increased damage from Needle Barrage for 8 seconds, stacking up to 6 times. 
* (W)
** Rammus curls the earth around him to form a barrier, mitigating the next 80 / 120 / 160 / 200 / 240 physical damage. If the shield is broken, Rammus will fire a Needle Barrage (no cost nor affects cooldown).
* (E)
** Powerball deals an additional 20 / 40 / 60 / 80 / 100 physical damage to champions and large units he collides with, and will knock them back a short distance. The knockback will not affect the same target again for a short duration.
** Rammus erects a ramp at the target location, creating a tapered wall of terrain that is impassible to all except Rammus during Powerball. Powerballing into a ramp causes Rammus to take to the air, flying forward 550 (or based on speed) units. If Rammus lands on a champion or large units, in addition to Powerball's effect and damage, surrounding enemies are pulled inward and harshly slowed; if otherwise, Powerball is not interrupted. Rammus is immune to knockups while airborne and Powerball will ignore terrain and champion collision.
**The ramp will linger for some time and Rammus can have up to 8, but can be destroyed by basic attacks. 
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:I've seen too many games where Tahm Kench never activates his ultimate and Devour is often regarded as one of the most frustrating abilities in the game; and on both accounts it's not hard to see why. Abyssal Voyage's range and cooldown are just so pointless early game that it doesn't seem worth the effort to cast; when it has such potential to be an amazing ganking-aide similar to . This rework is intended to be a shift in power to make the smooth talker a little less frustrating for his enemies while also allowing his Abyssal Voyage to feel a little less pointless.
*
** Tahm Kench's basic attacks and damaging abilities deal 10 bonus magic damage. An Acquired Taste stacks up to 3 times on enemy champions. Against enemies with three stacks, and gain additional effects.
* (Q)
** Automatically devours enemy minions and valid monsters hit, granting Tahm Kench the ability to cast for 5 seconds. 
* (Q2)
**Tahm Kench spits forth the swallowed unit that stops upon hitting an enemy or terrain, dealing magic damage to all enemies around them before taking damage themselves. Tahm Kench will drop the unit to the floor without dealing damage if he does not activate Wriggling Spittle.
**Range: 650
* (now W)
**Passive removed.
** Tahm Kench learns the terrain as he moves around the map. Abyssal Voyage can only target learned locations, which will be highlighted when you hover over the ability or while using Casting Guides. 550 units around his current location is continuously added to the learned area. 
**Maximum range modified to 1500 + (250level) from .
**Cooldown reduced to seconds from seconds.
* (E)
**Timer to begin healing increased to 4 seconds from 2.5. 
* (now R)
** Targeting minions and monsters.
** Consuming an enemy champion reduces the cooldown of Devour by 40%.
**Bonus movement speed while he has an allied champion in his belly flattened to 20% from %.
** Bonus movement speed is doubled when moving toward an enemy.
**Reduced movement speed while he has an enemy champion in his belly changed to 85% of his base movement speed from 95% of his total movement speed.
**Crowd control type changed to from , granting them invulnerability as well as reducing the list of counters. 
**Duration flattened to 4 seconds from . Duration is still half for enemies.
**Cost increased to 100 mana from 90.
**Cooldown increased to seconds from .
* (now R2)
**Base damage adjusted to % from %.
**AP ratio reduced to from . 
** Moving will rapidly ramp up the damage by up to 100% over the duration. Consequently, crowd control effects will prevent Tahm Kench from moving and thus soften the damage to enemies.
====
*Niche: The territory-defender/position-holder. The king-of-the-hill: defensive edition. Taric excels at holding territory already owned; synergizing well with champions like Jarvan who excel at claiming new territory or with vulnerable damage dealers who prefer a side-line tank to a front-line tank (who is likely to abandon them). 
* (W)
** Taric projects a banner at the target location for 3 seconds that shields allies within the zone from the next X damage. The shield will not persist outside of the zone. When the zone ends, allies within the area gain bonus movement speed for a short duration.
* (R)
** Taric slams his hammer into the ground, erecting a perimeter of gemstone walls around him that intercepts incoming attacks, spells and dashes (applying to dashes), as well as functioning as impassible terrain. Each section of the wall has 1 health and will take 1 damage from directed and intercepted attacks, abilities and dashes from enemy champions and epic monsters; while taking 0 damage from minions and other monsters.
====
;Niche: The Jailor
* In terms of immediate game health, Thresh isn't that big a problem: his abilities are healthy for everyone involved, and he's capable of making amazing plays with his hook, lantern and ultimate. On a larger level, though, Thresh's popularity becomes a problem, as his versatility makes him such a good pick in any situation that he's risen to become the game's most frequently played champion, and by far. The issue with this is that it crowds out a lot of other picks, not just because he tends to win against utility supports as a tank support, but also because there's so much he can do that he can outperform most of the competition: his lockdown and hard-engage power is without equal, but on top of that he also has poke and reach, two advantages tank supports generally lack. The goal of these changes is to tone down his versatility a little, focusing instead on making his core strengths more prominent and thereby allowing him to shine in a niche of his own and be more counterable, rather than just allowing him to be fairly good at everything. Ideally, Thresh should be the ultimate jailor, as befits his theme, able to pick out his victims and engineer the perfect initiate, bringing both himself and an ally into the fray and dealing a fair bit of damage to his victim. On the flipside, his reach should also depend on the use of his abilities, and if unable to hit enemies with his abilities he should be slow and vulnerable. Additionally, he should also be as bad at disengaging from fights as he should be at engaging them.
* Stats
** Attack range reduced to 200 from 450.
** Is now a melee champion, and not a ranged champion.
** Movement speed reduced to 325 from 335.
** Base magic resistance increased to 32.1 from 30.
** Magic resistance growth increased to 1.25 from 0.
** Base armor increased to 30 from 16.
** Armor growth increased to 4 from 0.
** Base attack damage increased to 60 from 47.696.
** Attack damage growth increased to 4 from 2.2.
** Attack wind-up now fully scales with attack speed, instead of scaling by per .
* 
** All enemies and monsters now drop a soul upon death, instead of small units only offering a chance of dropping a soul.
** Large enemies grant large souls, which are worth five normal souls.
** Armor and ability power gain per soul removed.
** Each soul now causes Thresh to deal 1 bonus magic damage with his abilities.
* 
** Mana cost changed to from 80 at all ranks.
** Cooldown reduced to from .
** Cooldown reduction upon hitting an enemy removed.
** Damage changed to from .
** Stun duration increased to from at all ranks.
** Thresh uses another chain to whip his target, and can now attack while tethered.
** is now only available after hitting an enemy champion with Death Sentence.
* 
** Shield removed.
** Mana cost reduced to 60 at all ranks from .
** Cooldown reduced to from .
** Cast range increased to from 950 at all ranks.
** Leash range increased to from 1500 at all ranks.
* 
** Passive removed.
** Cooldown reduced to 8 from 9.
** Damage changed to from .
** Displacement distance increased to 400, stopping at the end of the area of effect (if you get pushed away from Thresh, you wouldn't go farther than the tip of the AoE) and capable of moving enemies past Thresh.
** removed.
** No longer interrupts Thresh's movement or previous commands.
* 
** Cooldown reduced to from .
** Damage reduced to from .
** Slow strength reduced to 70% from 99%.
** Walls now enemies hit.
** No longer has reduced effects upon breaking subsequent walls.
** No longer interrupts Thresh's movement or previous commands.
====
* 
** Volibear calls upon the storm, which surrounds him for the next 12 seconds. Whenever Volibear attacks an enemy, bolts of lightning strike allies within the area granting them Thunder Claws on their next attack. Thunder Claws unleashes a bolt of lightning that deals 35 / 55 / 75 bonus magic damage to their target as well as up to 3 nearby enemies. A champion must expend the storm's power before receiving it again - the empowerment doesn't stack. His own attacks will be accompanied by a bolt that deals 35 / 55 / 75 magic damage to his target only.