Mini-Rework of AP Items (Simplified)
I decided to simplify the little pet project I started. Numbers are, like always, tentative and mostly filler since you can't easily balance them by eyeballing it.
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First off, Lost Chapter and its upgrades. Tried to make them distinct unique items, sorta like the Zeal upgrades on ADCs.
Rite of Ruin is for if you just want to use your own abilities more, nice and simple. Pox Arcana offers the least innate mana and mana sustain of the three, but can potentially provide a burst of mana and damage via its active. Netherstride has the lowest combat potential, but grants some extra mobility for people who can poke often but not move so much.
Lost Chapter
Amplifying Tome + Sapphire Crystal + 415 = 1200
+40 Ability Power +250 Mana
Unique - Lost Chapter: Restores 10% of your Maximum Mana over 3 seconds upon leveling up or taking down an enemy champion.
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Rite of Ruin
Lost Chapter + Fiendish Codex + 700 = 2800
+80 Ability Power +300 Mana
Unique - Lost Chapter: +20% Cooldown Reduction. Restores 20% of your Maximum Mana upon leveling up or taking down an enemy champion.
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Pox Arcana
Lost Chapter + Blasting Wand + 750 = 2800
+100 Ability Power +300 Mana
Unique - Lost Chapter: +10% Cooldown Reduction. Restores 10% of your Maximum Mana upon leveling up or taking down an enemy champion.
Unique: Dealing ability damage to an enemy champion afflicts them with Pox for 6 seconds, stacking up to 5 times. Activate to deal (50 - 100, based on Level) + [15 (+5% AP) per stack of Pox] Magic Damage to nearby enemies afflicted with Pox, and regain 3% Maximum Mana per stack of Pox harvested (90 second cooldown).
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Netherstride Grimoire
Lost Chapter + Aether Wisp + 750 = 2800
+75 Ability Power +300 Mana +5% Movement Speed
Unique - Lost Chapter: +10% Cooldown Reduction. Restores 15% of your Maximum Mana upon leveling up or taking down an enemy champion.
Unique: Dealing ability damage grants 20 Movement Speed for 2 seconds, doubled to 40 when hitting an enemy champion.
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Now for magic penetration. Haunting Guise has been changed to grant purely AP plus a small amount of % Magic Penetration, and now builds into either Liandry's Torment or Void Staff Morello's Ire. The former for melting down tankier targets, and the latter for beating down sustaining foes.
Also added a simple HP+AP component, used to make Liandry's and Rylai's.
Haunting Guise
Amplifying Tome + 765 = 1200
+25 Ability Power
Unique - Agony: +15% Magic Penetration
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Spellsword's Vambrace
Amplifying Tome + Ruby Crystal + 315 = 1150
+200 Health +30 Ability Power
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Liandry's Torment
Haunting Guise + Spellsword's Vambrace + 650 = 3000
+350 Health +60 Ability Power
Unique - Agony: +30% Magic Penetration
Unique: Dealing ability damage applies a damage-over-time effect that deals bonus Magic Damage equal to 2% of the target's Current Health per second for 3 seconds, doubled to 4% versus movement-impaired units (max 100 per second versus monsters).
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Morello's Ire
Needlessly Large Rod + Haunting Guise + 550 = 3000
+90 Ability Power
Unique - Agony: +30% Magic Penetration
Unique: Dealing ability damage to champions applies Grievous Wounds for 4 seconds, reducing any heals or shields applied to them by 1% for every 1.5% of their Missing Health (max 50% reduction).
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Rylai's Crystal Scepter
Spellsword's Vambrace + Blasting Wand + 800 = 2800
+350 Health +80 Ability Power
Unique - Icy: Your damaging abilities and pet attacks Slow enemy units by 30% for 1.5 seconds, reduced to 20% on ranged champions.
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For flat penetration, here's my take on Deathfire Grasp. Grants a sort of "magic lethality" effect, and has an active that removes defenses from the target. Such as Banshee's Veil.
Deathfire Grasp
Needlessly Large Rod + Fiendish Codex + 750 = 2900
+90 Ability Power +10% Cooldown Reduction
Unique: Your Magic Damage penetrates up to 15 of your target's Magic Resist based on their Level.
Unique Active - Doom: Removes all shields and spell shields from target enemy champion (90 second cooldown).
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Next up is 120 AP things, Rabadon's + Luden's, and a mini-Deathcap to smooth out the former's build path a bit.
Arcane Hood
Blasting Wand + 600 = 1450
+60 Ability Power
Unique - Arcanum: +15% Ability Power
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Rabadon's Deathcap
Needlessly Large Rod + Arcane Hood + 700 = 3400
+120 Ability Power
Unique - Arcanum: +30% Ability Power
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Luden's Echo
Needlessly Large Rod + Aether Wisp + Amplifying Tome + 665 = 3200
+120 Ability Power +7% Movement Speed
Unique - Echo: Gains charges upon moving or casting. At 100 charges, the next instance of ability damage you deal will expend all charges to deal 80 (+10% AP) bonus magic damage to the first enemy hit and summon up to 3 lesser bolts that target nearby enemies, prioritizing enemies damaged by the ability and champions over minions.
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Hextech items, with a small adjustment that their cooldown is now 60 seconds each, but is affected by CDR. Also small tweaks to Gunblade's damage.
Hextech Gunblade
Bilgewater Cutlass + Hextech Revolver + 850 = 3400
+40 Attack Damage +80 Ability Power
Unique: Dealing damage heals you for 15% of damage dealt, reduced to 5% for area of effect damage.
Unique Active - Hextech: Deals 125 - 200 (+30% Bonus AD) (+30% AP) Magic Damage to target enemy champion and Slows them by 40% for 2 seconds (60 second cooldown, reduced by cooldown reduction).
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Hextech Protobelt-01
Hextech Revolver + Kindlegem + 650 = 2500
+300 Health +60 Ability Power +10% Cooldown Reduction
Unique Active - Hextech: Dash forward and unleash a nova of seven fire bolts that individually deal 75 - 150 (+25% AP) Magic Damage (60 second cooldown, reduced by cooldown reduction). Champions and monsters hit by multiple bolts take 10% damage per additional bolt.
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Hextech GLP-800
Catalyst of Aeons + Hextech Revolver + 850 = 3000
+300 Health +400 Mana +80 Ability Power
Unique - Eternity: 15% of damage taken from champions is gained as Mana. Spending Mana restores 20% of the cost as Health, up to 25 per spell cast.
Unique Active - Hextech: Fires a spray of icy bolts that explode, dealing 100 - 200 (+35% AP) Magic Damage to all enemies hit and Slowing them by 65%, decaying over 0.75 seconds (60 second cooldown, reduced by cooldown reduction).
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Credits
- Glory97, NineTailedMystic, Méta, and Anonagon, for various critique
and
building into several items. An idea I had is to make Deathfire Grasp build out of
and make it a Hextech item (Like Gunblade, Protobelt, and GLP-800). The active could be a narrow wave skillshot that passes through targets. It would work better on mages (Having more range than the other items), be able to hit several targets with ease, and bring back the idea of DFG's damaging active.