How broken/underwhelming would this item be?

Reaper Review··3 votes·353 views

I had this saved in a notepad file, probably something I brainstormed at some point.

Claw of the Watchers

Tiamat + Giant's Belt + 400 = 3300

+500 Health +100% Base Health Regen +45 Attack Damage

_ Unique Passive - Cleave:_ Basic attacks deal Physical Damage up to 60% of your Attack Damage to units around your target (185 range), decaying down to 20% near the edge (385 range). The attack target and enemies damaged by Cleave are Slowed for 1 second, with the Slow scaling from 15% around your target down to 5% near the edge.

Unique Active - Crescent: Deals Physical Damage up to 100% of your Attack Damage to units around you, decaying down to 60% near the edge, and Slows all enemies within range by 35% for 2 seconds (400 range, 10 second cooldown).

(Unique effects are melee-only. The slowing effects are treated as Icy and don't stack with Iceborn Gauntlet.)

Hypothetical Frozen Mallet rework and alternate version of Hydra, basically. It provides bulk and utility instead of Hydra's damage and sustain.

The passive slow is relatively minor, with the more powerful slow being on the active. The active slow doesn't scale down with proximity, though, so that it's not as underwhelming against ranged enemies.

The stats are a little over 100% cost-efficient before factoring in the passive/active.

9 Comments

jDVL20eCYs2 votes

very

Sire Hippington1 votes

Add a slow on the crescent active and this might work as a replacement of Frozen Mallet. But as it is, it would more compete with hydra, just that hdyra usually gives far more damage and thx to the lifesteal not rearly less effecktive health... If it would have some utillity(a slow) and maybe more hp on it or some other form of sustain, it would be an alternative for more utillity/tank focused ad champs, helping to apply Black Cleaver on AOE with the likes of tank J4 or Noc...

edit: missed out on the slowfield, might actually work that way.

Reaper Review1 votes

[{quoted}](name=Don Pavoni,realm=EUW,application-id=3ErqAdtq,discussion-id=5ez6Hd0O,comment-id=0001,timestamp=2015-06-22T00:54:15.972+0000)

Add a slow on the crescent active and this might work as a replacement of Frozen Mallet. But as it is, it would more compete with hydra, just that hdyras lifesteal usually gives far more damage and thx to the lifesteal not rearly less effecktive health... If it would have some utillity(a slow) and maybe more hp on it or some other form of sustain, it would be an alternative for more utillity/tank focused ad champs, helping to apply Black Cleaver on AOE with the likes of tank J4 or Noc...

This item trades Hydra's damage and sustain out for more bulk and utility. There isn't any room in the recipe to fit any other sustain besides the HP/5 anyway, since that came off of Tiamat.

As for the HP, the item is just slightly over 100% efficient on stats alone if I did my math right. I'm not sure how much more HP could reasonably be added.

Instead of the slowing field, though, the active could just outright slow everything in range for 2 seconds. Maybe a 40-50% slow that scales down to 25% towards the active's edge.

Sire Hippington1 votes

well, i somehow missed out on the slowfield, that might work, but i'd prefer a 40%slow going down to 25% on the edges for 2 sec, as my experience with Iceborn tells me that melee ranged slow fields would need a huuuuge aoe to be usefull.

as for the gold efficiency: 45ad ~ 1395g, 500 hp ~ 1315g, 100%hp/5 ~360g, makes ~3060g total, which is 93% efficiency. That is room for another 100 hp, or for doubling the hp/5, makeing it the only item that gives somewhat meaningfull hp/5 besides the %hp regen from Warmong. I would reduce the passive slow to 15% though, a strong permaslow is the reason why FM is kept very inefficient stat wise as it snowballs to hard( if you win a fight, you will get the kill as there is nearly no way to escape 1v1) The low stat efficiency however is the reason why FM is rarly built and generally considered weak despite the powerfull passive,

Reaper Review1 votes

[{quoted}](name=Don Pavoni,realm=EUW,application-id=3ErqAdtq,discussion-id=5ez6Hd0O,comment-id=000100000000,timestamp=2015-06-22T02:47:32.626+0000)

well, i somehow missed out on the slowfield, that might work, but i'd prefer a 40%slow going down to 25% on the edges for 2 sec, as my experience with Iceborn tells me that melee ranged slow fields would need a huuuuge aoe to be usefull.

as for the gold efficiency: 45ad ~ 1395g, 500 hp ~ 1315g, 100%hp/5 ~360g, makes ~3060g total, which is 93% efficiency. That is room for another 100 hp, or for doubling the hp/5, makeing it the only item that gives somewhat meaningfull hp/5 besides the %hp regen from Warmong. I would reduce the passive slow to 15% though, a strong permaslow is the reason why FM is kept very inefficient stat wise as it snowballs to hard( if you win a fight, you will get the kill as there is nearly no way to escape 1v1) The low stat efficiency however is the reason why FM is rarly built and generally considered weak despite the powerfull passive,

Health = ~2.67 per 1HP = 1335 Health Regen = 3.6 per 1% Regen = 360 Attack Damage = 36 per 1 AD = 1620

Total = 3315

So it's roughly 104.5% stat-efficient, using the Wikia's values for stat worth.

As for the passive slow, it's already half of what Frozen Mallet slows for on-hit. If anything, the slow here could stand to be a bit higher. Especially since this item is melee-only. Which I think was another problem with Mallet; it had to not be too attractive for ranged carries because having everyone be Ashe would suck.

Sire Hippington1 votes

wiki is useing longsowrd and ruby crystal for gold stats, i used B.F. Sword and Giant's

as for the slow: the major problem were bruisers at toplane. If one got a head and picked up FM(by that time the outer turret usually was down), there was no way the enemie toplaner could ever farm his lane again, he always would need to wait till the minons reach his tower, cause one AA of the enemie toplaner would already be a death sentence till the stats were nerfed and getting an early FM would usually make you loose fights if not far ahead.( to be fair, back then most melees lacked escapes and couldn't creat a gap to escape the slow) If you want to buff the slow for melee vs ranged, increase the duration rather than the %, which helps more to catch up if they try to disengage. Melees don't have problems as long as they are in meleerange, they mostly struggle to catch up again once the enemie get's out of AArange. Haveing a slow that is lost ater the enemy leaves AArange obviously won't help alot here, longer duration however would give you a better window to catch up once a they managed to create a small gap.

Reaper Review1 votes

Tweaked the active so it now applies a radial slow based on proximity, like the passive.

Reaper Review1 votes

Reduced the passive slow a bit, and added a unique trait that ranged units are slowed for 50% longer by this item.

Reaper Review1 votes

I'm wondering if this thing would be fine at 40 AD. That would mean it gains no AD from upgrading from Tiamat, but there's precedence for an item gaining no actual stats in lieu of utility when completed. item 3157 (Assuming you fully stacked the Armguard, of course.)

More from Gameplay

More by Reaper Review