League of Legends: Bastion

Let me state from the beginning that this is a work in progress.  Beyond that, the actual numbers of the abilities and stats would clearly be tweaked by Riot in the off chance that they chose to develop this champion.  The goal was to create a melee support champ that actively protects his allies while in the middle of the battle.  This isn’t a “fringe of the fight” support like Taric, Soraka, Janna, etc…  With that in mind, I present to you Bastion, the xx of Demacia.

That’s right, Demacia.  As you read through, pay careful attention to the areas that I marked as “xx”.  I want your input here.  I thought about putting together a draft for his Lore and Speech…but decided against it because I want some community consensus.  I’d love to hear what you think would work best in the comments below, as well as any changes you think are necessary on the champion as a whole.  Thanks!



- Bright, burnished armor covering neck to feet
- Head is bared and shaved, with a thin layer of stubble
- In his early 30′s, fit appearance
- Wields a two-handed hammer

Speech of quotes:
Upon pick – xx
Upon attack – xx
During movement – xx
Taunt – xx
Joke – xx

Damage: 58 (+3.5/level)
Health: 455 (+87/level)
Mana: 240 (+50/level)
Move speed: 315
Armor: 16 (+3.5/level)
Magic resistance: 30 (+1.25/per leve)
Health regen: 1.47 (+0.13/level)
Mana regen: 0.82 (+0.09/level)
Attack Range: 125


Rhythym Hammer (Passive)
Each time Bastion melee attacks he carries the momentum to the next attack, hitting harder and faster.  This effect can stack up to five times.
Level 1 – Max stacks = 10AD, 10% attack speed
Level 7 – Max stacks = 15AD, 15% attack speed
Level 13 – Max stacks = 20AD, 20% attack speed

Righteous Strikes (Q)
Active: Bastion’s attacks deal 15/30/45/60/75 additional physical damage for 6 seconds and heals all nearby allies for 60/80/100/120/140 (+1.0 per bonus attack damage).

Mana Cost: 70/85/110/115/130
Cooldown: 28/26/24/22/20

Explanation: The healing numbers look big.  Very big.  As in, at level 1, each swing of Bastion’s hammer will heal all allies around him for the same amount of a Taric heal.  That’s intentional for several reasons.  1) His heal cannot be used out of combat.  Riot hates out-of-combat sustain, which is one of the reasons the heals Taric, Soraka, etc… have been nerfed into the ground repeatedly.  For Bastion, he has to be hitting someone to heal his allies.  2) He is putting himself in harms way to get that healing in. Taric, Soraka, Nidalee, etc… can heal safely from a distance.  They don’t have to put themselves in poke range to restore allied HP.  3) The likelihood of Bastion getting a ton of attacks in while his Q is active is remote.  Few fights are completely stationary for 6 seconds.  He needs to hit, walk walk, hit, walk walk, hit, hit, walk walk…6 seconds are up.

Divine Shield (W)
Passive: The allied champion that last received the shield gains 10/15/20/25/30 armor and magic resistance.
Active: Bastion beseeches the Divine to shield an allied champion, decreasing all damage taken by 22/24/26/28/30% for 4 seconds.

Mana Cost: 40
Range: 800
Cooldown: 20/18/16/14/12

Explanation: The bread and button of Bastion.  He protects his team, and he does so actively rather than passively.  Might need to reduce the Active component of the ability, but it is currently a weaker version of Garen’s Courage.  Also, probably want to put a range on the Passive effect…shouldn’t be able to take W at level 1, buff the top lane ally, and then run bottom lane.

Spiritual Hammer (E)
Active: Bastion hurls his hammer at an enemy, damaging and stunning them.  Nearby allies can increase the effect.

Bastion hurls his hammer at an enemy, dealing 24/48/72/96/120 (+1.0 per bonus attack damage) physical damage and stunning them for 1.5 seconds.

For each nearby ally, the Divine echoes the attack with a spiritual hammer, up to a maximum of three spiritual hammers directed at the target.  Only the original attack stuns the target.

Mana Cost: 85
Range: 650
Cooldown: 14/13/12/11/10

Explanation:  Gotta give our guy a little punch here, without allowing him to be an excellent dueler.  The “base damage” on this ability is slightly more than a max-range Taric stun.  After all, Taric can choose to shotgun his stun for maximum damage…Bastion relies on nearby allies to “supercharge” his.  A maximum damage Spiritual Hammer, then would deal 96/192/288/384/480…just a hair bit more than a Taric shotgun stun.  Besides, an on-demand stun is an on-demand stun…the real reason to get this ability in the first place.

Hallowed Celerity (R)
Passive: Increases Bastion’s movement speed by 8/12/16%.
Active: Divine energy bathes nearby allied champions, freeing them from hindering effects and speeding their movement.

Divine energy bathes nearby allied champions, removing all crowd control effects and boosting their movement speed by 20/30/40% for 2 seconds.  The passive component is of the ability is deactivated for 2 seconds.

Mana Cost: 100/150/200
Cooldown: 120

Explanation: The passive component of this ability is very similar to the passive on Janna’s Zephyr.  The always-on boosted movement speed better allows Bastion to close to melee range with a target, or stay a part of a moving engagement.  The Active component is something relatively unique.  Several champions have similar single-target abilities, and anyone can buy QSS.  Note: this ability would not remove Suppression, and thus not cripple champions like Skarner, WW, and Malzahar Further note: This ability cannot be used when Bastion is stunned, silenced, suppressed, or taunted.


  1. Special thanks to Kryuus, Schwigg, UnrealChaos, and Bonsar for their assistance in putting the champion together. We went through over 10 completely different versions of this champ before deciding on the final. I have a newfound respect for the Riot devs as a result. It’s easy to have a “cool” champion idea. It’s much, much harder to translate that “cool” idea into something that would be mechanically sound and balanced in the game.

  2. I like it as long as the hammer is a skillshot. Makes him far more interactive and likely more fun to play. Having two self abilities and two targeted abilities could be kinda boring. The ult is aoe, so positioning matters, but without any flashy/obvious effect it wouldn’t be appreciated by many players as “interesting”, as compared to say Janna’s ult where the knockback effect is really obvious.

  3. Bastion OP!

    Good build, however, I feel like all abilities scaling off AD may be a little too powerful. Input on that? A 1.0 bonus AD ratio on the heal ccould add up real fast, especially with a Warmog’s, which wouldn’t be a bad idea; he’s got a low base.

    He’s squishy (ish, this can always be helped easily), but fast, and hard to get those final blows when you’re ready to kill him. He’s not ignorable, IMO, so he will get focused, but I can see a FrAtmas or AtMogs + GA being troublesome. I feel like he’d be a more team-oriented Poppy, instead of assassin. Would be fun to see this one, my kind of play style (I love Lee Sin). The on-hit heal is interesting, combined with the stun and shield, easily could change the outcome of a fight quickly, moreso than many/all other champions IMO.

    Nice work guys!