[Concept] Carry Role Rework (Long)
Goals
- Open up the duo lane carry role to more non-marksman than Morde and Ziggs.
- Make items feel unique, rather than balls of stats.
As a side note: These changes focus mostly on opening up the role to melee ADC's (Champs like Yi, Yasuo, Fiora) and AP/Hybrid champions who play similarly (Teemo, Kayle, Diana).
General
All ranged champions now have a secondary "melee" attack animation, used against units within 200 units. Ex. Caitlyn using the butt of her rifle, Jinx kicking you in the face, Kog biting you.
Starting Items
> https://vignette.wikia.nocookie.net/leagueoflegends/images/8/8f/Marksman%27s_Rifle_item.png/revision/latest?cb=20130319094429 Flintlock (400 G) 8 AD Passive - powershot: Once every 10 seconds, empower your next basic attack to deal 12 bonus physical damage. Passive - Rare Item: For each instance of this passive, items with it cost 75 more gold.
Meant for champions that focus on trading.
>
(400 G)
8 AD
40 HP
Passive: Basic attacks on units within 200 range heal the attacker for 25 HP. The CD is reduced by 1 second by unit kills, 2 seconds if they were done from melee range.
Passive - Rare Item: For each instance of this passive, items with it cost 75 more gold.
For sustain in lane, Dorans Blade is your best bet, but using it on a ranged champion requires you to put yourself in a more compromising position than normal.
>
Cull
(450 gold)
8 AD
(Unique) passive: Your gold earnings are reduced by 30%, but 150% of these lost earnings are stored in this item . When you have slain 100 units with the Cull in your possession, unlock reap.
(Unique) active - reap: Destroy the Cull (and any others you have in your inventory), gaining 350 gold plus all stored gold. After this has happened, you may not purchase another Cull.
An item for late game champions who want farm above all. It cuts into your immediate benefits considerably, doesn't give the combat prowess of the other items, and doesn't give you the same potions to start with as the other items, using it successfully results in a 15% increase to your net worth over what it would have been if you started anything else.
>
Wicked Hatchet
(400 gold, melee only)
8 AD
(Unique) active: Throw an axe at a target unit, slowing it for 5 seconds (8% against melee, 16% against ranged) and dealing 20 (+.4 base ad) physical damage. If you attack the target while the slow persists, or they die under its effect, the remaining CD is reduced by 75% (once per cast), 100% if it was a non-champion. This item does not grant AD while on CD. 20 second CD.
Passive - Rare Item: For each instance of this passive, items with it cost 75 more gold.
A tool to allow melee champions to farm against ranged match ups, and to keep up with them, but reducing their combat potential should they use it heedlessly.
f
have the Rare Item passive.
no longer require both jungle starters to be completed. One or the other.
AS/Crit Items
>
Brawlers Gloves
Removed
Sorry, but nobody ever buys these unless they have absolutely no choice. At low proc chances, crit just doesn't feel good on either side.
>
Cloak of Agility
(1000 gold)
25% critical strike chance
(Unique) Passive - Agility: Critical strikes grant 10% movement speed.
>
Zeal
(
+
+450 gold, 1100 total)
15 AD
15% attack speed
(Unique) passive - Zeal: +8% movement speed.
Now actually a solid item in the early game for marksmen and carries alike, not relying on lucky crits on low proc chances anymore.
>
Rapid Fire Cannon
(
+
+
+ 500 gold, 3450 total)
30 AD/45 AP (Adaptive)
30% attack speed
(Unique) passive - Zeal: +8% movement speed.
(Unique) passive - Energize: Basic attacks and movement build up charge, up to 100. When at max charge, your next attack consumes all charge for bonus effects.
(Unique) passive (ranged only) - Longshot: Energized attacks gain 15% range, dealing 150-225 bonus magic damage, and additionally granting you 15% attack speed and 10% movement speed for the next 5 seconds can hit towers.
(Unique) active (melee only) - Longshot: Available if your next attack would be energized. Fire a bolt at a target champion (550 range) dealing 175-250 magic damage and granting you 25% attack speed and 15% movement speed for 5 seconds.
Even though ADC's tend not to utilize AP very well, allowing them to have the early burst damage from a revolver AND a kircheis, combined with the solid stats from the new Zeal, means that this item is fairly strong even before the buildpath is done (which is a good thing considering how damn expensive this thing is). It's very likely that AP auto attackers (Teemo, Kayle, Diana) would love it like they do Nashors.
The item takes a while to build, and is perhaps not the most effective item in the late game, but getting it early on gives a large boost to your mid game power.
>
Statikk Shiv
(
+
+
+ 500 gold, 3500 total)
20 AD
50% attack speed
35% critical strike chance
(Unique) passive - Zeal: +8% movement speed
(Unique) passive - Agility: Critical strikes grant 10% movement speed and generate double charge.
(Unique) passive - Energize: Moving and attacking generates charge, up to 100. At 100 charge, your next attack will consume it for bonus effects.
(Unique) passive - Lightning: Energized attacks deal 120-220 bonus magic damage to the target and 6 nearby enemies. This damage can critically strike, and shocks targets such that it can chain to the greatest number of champions, prioritizing low health champions. Gain 15% additional charge for attacking a champion who has been recently shocked. Lightning can hit towers if they were the primary target, but it does half damage.
To differentiate from Rapid Fire Cannon, this iteration of Statikk Shiv is a much more late game oriented item than the new RFC. While it gives less AD and raw burst early on, its synnergy with critical strike items makes this item burst incredibly hard when combined with crit and levels. It's worth noting here that while multiple sources of agility will not grant stacking movement speed, they will all provide the individual bonuses from their items.
>
Runaans Hurricane
(
+
+400 gold, 2500 total)
10 AD
40% attack speed
(Unique) passive: +10 physical damage on hit
(Unique) passive - Wind's Fury: Basic attacks lash out to strike at up to two other targets, each of which deal (0.4 AD) physical damage and apply on hit effects.
Runaans no longer gives critical strike chance. It gives neither the raw damage of RFC or the late game potential of Shiv, but it still provides good stats, waveclear, and team fighting presence at a low price point.
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Phantom Dancer
(
+ (Stopwatch/Broken Stopwatch/Commencing Stopwatch) + 1200 gold, 2900 total)
15 AD
30% attack speed
(Unique) passive - Zeal: +8% movement speed.
(Unique) active - Spectral Waltz: Become incorporeal for 2.5 seconds, during which time you are invulnerable, untargetable, and 15% faster, but cannot attack or cast spells. After emerging from this form, you are slowed by 15% for 3 seconds (1.5 for melees). (80 second CD)
PD has long been a simple ball of stats, and its more recent iteration is just a more egregious version. By lowering the stats in favor of a powerful active, the item actually has a niche now beyond "I want to click on people, let's do that more." This item also makes it easier for melee carries to get past the enemies defenses without popping, which has generally been a major issue.
>https://vignette.wikia.nocookie.net/leagueoflegends/images/9/9c/Sword_of_the_Divine_item.png/revision/latest?cb=20170522200116 Sword of the Divine
(
+
+750 gold, 2625 total)
25% critical strike chance
30 AD
(Unique) passive - Agility: Critical strikes grant 10% movement speed and periodically cause their bonus damage to ignore 50% of the targets armor.
(Unique) active: Your next basic attack is a guaranteed critical strike and grants 40% attack speed for 4 seconds, after which time this item gives no AD until it comes off CD. If a champion dies within 2 seconds of the user damaging them with the steroid from this item, the CD refreshes.
This is an item for assassin style AD's and any ADC that is prone to "popping off". Hopefully, this version is more successful than the previous.
>
Infinity Edge
(
+
+
+ 425 gold, 3600 total)
70 AD
25% critical strike chance
(Unique) passive - Agility: Critical strikes grant 10% movement speed and deal an additional (0.5 AD) physical damage.
No direct changes to IE, just altering for consistency.
>
Essence Reaver
(
+
+ 1000 gold, 3300 total)
65 AD
20% crit chance
(Unique) passive - Agility: Critical strikes grant 10% movement speed, reduce the CD of the most recently cast spell by 1 second, and restore 5% missing mana.
The amount of CDR in this game is over inflated. This is the first of many cuts.
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Nashors Tooth
(
+
+ 1000 gold, 2950 total)
50% attack speed
80 AP
(Unique) passive: Basic attacks deal 15 (+15% AP) magic damage on hit.
(Unique) passive: 10% CDR
(Unique) passive: 8% movement speed
I wasn't kidding.
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Trinity Force
(
+ 100 gold, 3500 total)
30 AD
25% attack speed
250 HP
250 Mana
10% CDR
8% movement speed
(Unique) passive - Spellblade: After casting a spell, your next basic attack deals (200% base AD) bonus physical damage on hit.
(Unique) passive - Rage: Basic attacks grant 20 movement speed for 2 seconds. Unit kills grant 60 for the same duration. Halved for ranged champions.
Other Items
new: Restores 30% missing mana on kill or assist
Shock: Passive >> Toggle
Unchanged from the stopwatch version.
Now applies a 15% slow for ranged attacks, but this is increased to the full value if you are attacking a unit within 200 units.