Since people are talking about potential stages, I have a related question. How do you envision the stage to play in Smash? Since League of Legends is an overhead game, it would be interesting to see what they would do to convert it into a 2D platforming style stage. Do you think it would have any gimmicks or unique layouts?
I do believe that it would be best served as a travelling stage - or one that is mainly focused around the parts of the map that are hotly contested in your typical League game (the same would apply to both Dota 2 and SMITE, LoL's older sibling and the third major MOBA game respectively). As for League, the primary options for the stage would IMHO be:
* Baron Nashor's pit. Nashor is after all the mega-creature that both teams will contest in your average LoL game (to the point competitive LoL streams have the "Red Bull Baron Power Play" when a team kills Baron and secures the Hand of Baron buff that comes along said kill), and Nashor is (AFAIK) an important part of LoL's lore. As Nashor was directly inspired by Dota (2)'s Roshan, it's kinda to be expected. Baron spawns at a certain point in the game - before that the Rift Herald occupies the Pit, who when killed by a team grants said team the ability to summon the Herald and push a lane. Said pushing will always mean that the Herald will go ****ing nuts at the nearest tower and charge it - damaging both it and the tower massively. While Smash 4 may have been a bit hit / miss when it comes to stage bosses, getting a major buff / major ally might be incentive enough to actually fight them. Which is something Magicant / Gaur Plains really could've used come to think of it.
* The opposite Pit usually houses the Dragons - which come in different types, and killing consecutive of a specific type will grant a stacking buff (known as Soul). Likewise hotly contested since gaining those buffs is important. This is League-specific - a counterpart does not exist in Dota 2, and while I don't know SMITE at all, it doesn't appear that such a counterpart exists either.
* The third place I could think of is the intersection between bottom lane and the jungle. Usually a hotly contested area since the bottom lane will have two players on each team (AD carry + support) and the guest appearance by either team's jungler when it's time to fight and overwhelm the opponent. As such, in Smash that area could be similarily hectic, what with towers present and so forth.
A memey huge stage could perhaps work, I'm just not as keen on that idea since I personally think those stages tend to be too janky.
From what I can gather, the main objective of LoL is to destroy your opponent's... Bases? Towers? Not sure what to call them. There also appears to be enemies to deal with aside from the players? Perhaps those could be implemented into an LoL stage's gimmicks.
LoL's central thing for each team to defend / destroy - defend one's own to avoid losing the game, destroy the other to win the game - is called the
Nexus (Dota's is called the Ancient). Nexuses are analogous to Chess' King piece - except Nexuses can't move. They do have some health though, so in some cases a losing team can make a comeback because of respawns just in time.
LoL's and Dota 2's maps are marked by
Turrets / Towers in each lane - in order to beat up Turret 2 in say mid lane you gotta destroy the enemy's Turret 1 in mid lane etc (this also goes for top and bottom lane). Turret 3 occupies a special place since they're the Inhibitor Turrets (more on them below) while Turret 4 are the Nexus Turrets - the final line of AI defense for each team.
The
Inhibitors (Barracks in Dota 2*) are the places where minions (creeps in Dota) spawn, and destroying an enemy's Inhibitor both disables it for 5 minutes, leaves Turret 4 / Nexus open to attack and grants your team a Super Minion with each minion wave (a minion wave spawns every 30 secs and marches down a lane) for those 5 mins.
I'm mentioning Dota since it is effectively LoL's older sibling, and a lot of LoL's origin and identity comes from that game (even as LoL has struck its own path since).
*A critical difference between LoL and Dota is that Inhibitors restore themselves after 5 mins - Dota's Barracks are permanently destroyed (counteracted by the ability to buy back one's life in Dota - although at a hefty price and with long buy back cooldown - which LoL does not have).