"Marksmen Itemization Diversity"

Stacona··3 votes·646 views

So I like the change to the Ability Power items where making the items closer or same to ability power to each other and in gold cost and the difference is the item's utility that they bring. This post is to create ideas to create the same kind of standardization to marksmen items as to the mage items with having the items closer in stats and same gold costs to each other but different utility to them (for example, different passives). Another point is have B.F. Sword more accessible with a cheaper gold cost (and less power) just like the Needlessly Large Rod change and allow for more B.F. Sword items.


B.F. Sword: Recipe: 1250g

Statistics: +40 Attack Damage


Statikk Shiv: Recipe: Zeal (1100g) + Avarice Blade (800g) + 600g = 2500g

Statistics: +40% Attack Speed +20% Critical Strike Chance +6% Movement Speed +UNIQUE Passive: Moving and attacking grants charges at 100 charges your next basic attack deals 100 bonus magic damage to up to 4 targets which may critically strike. +UNIQUE Passive: Ignore all unit collision.


Phantom Dancer: Recipe: Zeal (1100g) + Recurve Bow (1100g) + 300g = 2500g

Statistics: +50% Attack Speed +15% Critical Strike Chance +5% Movement Speed +UNIQUE Passive: Basic attacks deal (+15%AD) bonus physical damage on-hit. +UNIQUE Passive: Ignore all unit collision.


Runaan's Hurricane: Recipe: Recurve Bow (1100g) + Dagger (450g) + Dagger (450g) + 500g = 2500g

Statistics: +70% Attack Speed +UNIQUE Passive: Deal 10 bonus physical damage on-hit. +UNIQUE Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing (+50%AD) physical damage and applying on-hit effects.


Zephyr: Recipe: Stinger (1250g) + Zeal (1100g) + 150g = 2500g

Statistics: +60% Attack Speed +10% Critical Strike Chance +10% Cooldown Reduction +8% Movement Speed +UNIQUE Passive - Tenacity: Reduce the duration of disables by 35% (slows, taunts, charms, polymorphs, roots, snares, stuns, fears). +UNIQUE Passive: Ignore all unit collision.


Essence Reaver: Recipe: B.F. Sword (1250g) + Vampiric Scepter (800g) + Pickaxe (875g) + 275g = 3200g

Statistics: +80 Attack Damage +10% Life Steal +10% Cooldown Reduction +UNIQUE Passive: Your basic attacks restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana.


Bloodthirster: Recipe: B.F. Sword (1250g) + Vampiric Scepter (800g) + Long Sword (360g) + 790g = 3200g

Statistics: +65 Attack Damage +UNIQUE Passive: 20% Life Steal +UNIQUE Passive: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50-350 damage and decays when out of combat for 25 seconds.


Blade of the Ruined King: Recipe: Bilgewater Cutlass (1400g) + Recurve Bow (1100g) + 700g = 3200g

Statistics: +25 Attack Damage +40% Attack Speed +10% Life Steal +UNIQUE Passive: Basic attacks deal 8% of the target's current health (min 10) in bonus on-hit physical damage (max 60 vs. minions and monsters). +UNIQUE Active: Deals 10% of target champion's maximum health (min 100) as physical damage, heals for the same amount, and steal 25% of target's movement speed for 3 seconds (90 second cooldown). (550 range)


Infinity Edge: Recipe: B.F. Sword (1250g) + Pickaxe (875g) + Long Sword (360g) + Cloak of Agility (730g) + 585g = 3800g

Statistics: +80 Attack Damage +20% Critical Strike Chance +UNIQUE Passive: Critical strikes deal 250% damage instead of 200%.


Youmuu's Ghostblade: Recipe: The Brutalizer (1337g) + B.F. Sword (1250g) + Avarice Blade (800g) + 413g = 3800g

Statistics: +70 Attack Damage +20% Critical Strike Chance +10% Cooldown Reduction +UNIQUE Passive: 20 Armor Penetration +UNIQUE Active: Gain +20% attack speed, +20% critical strike chance, and +20% movement speed for 6 seconds (45 seconds cooldown).


Mercurial Scimitar: Recipe: B.F. Sword (1250g) + Quicksilver Sash (1250g) + 500g = 3000g

Statistics: +60 Attack Damage +30 Magic Resist +UNIQUE Active - Quicksilver: Removes all debuffs from your champion and grants +50% movement speed for 1 second (90 seconds cooldown).


Last Whisper: Recipe: Pickaxe (875g) + Long Sword (360g) + 1265g = 2500g

Statistics: +50 Attack Damage +UNIQUE Passive: Physical damage ignores 35% of the target's armor (applies before armor penetration).


P.S. We really need to add more items into the game. Remember these are only the marksmen items, and not about all the physical damage items, this is to try to diversify item builds and see more items coming out rather than defaulting to the same build on the same champion every game for the marksman class. Items I tried to separate into attack speed at 2500g, utility at 3000g, life steal at 3200g, and high damage at 3800g. The pure Utility based items and High Damage items shows why more items need to be introduced, which Ghostblade I decided to show a more expensive and powerful version of it, mainly to try to create different high damage options other than Infinity Edge being a default pick all the time. Phantom Dancer I tried to make it less about a ball of stats and more unique with a single target damage passive (which would work with Hurricane bolts) and Statikk Shiv will be about crits and AoE with Infinity Edge and even Hurricane (lightning passive stacks faster).

9 Comments

BlunterMonk2 votes

I can't say I agree with nerfing B.F. sword due to how much of a game changer it is in lane. Basically the first person to get a B.F. sword will vastly increase their chances of getting a kill and snowballing the lane. Of course it doesn't always go like that anyway. Removing some of the power just makes gaining lane dominance take longer.

Although I do agree with the whole, "(M)ADC item diversity" thing you got here.

Stacona2 votes

B.F. Sword is not nerfed, it is more accessible - it got cheaper and gives less AD but is still the same value AD as it currently is at 1550g-- but having the game less snowbally and allowing the behind opponent to get B.F Sword will make the game more interesting and fun--- but it is an identical change to Needlessly Large Rod where the item is cheaper and less power but there is no nerf or buff it makes the item less awkward to buy

I like the mage changes Riot did, so we should have the marksmen items have the same kind of change --- more items still should be added to the role, but this will be a good start in the right direction--- especially seeing more Zephyr being picked up while shiv and PD should still be that close 50/50 of usage but perhaps even closer to those items being equal with Zephyr being added for a trilogy of competing items where you choose between what kind of damage you want, AoE/single target burst or single target sustain, rather than about the stats of the items and Zephyr will be less damage but gives the defense of Tenacity with some extra movement speed and CDR -- hurricane still on its own island a little bit but gains synergy with pd and shiv for my ideas rather than just shiv

Abyssphere2 votes

Unfortunately I don't think you can really get marksman item diversity. ADC builds will almost always be dictated by how they put out the most damage because that's their only role in the team - even utility ADCs like Sivir just build to do as much damage as they possibly can.

Until the pressure on ADCs to carry late team fights is relieved, you're never gonna see them choose items with utility over items with high flat damage.

Stacona1 votes

But by placing the attack speed items all at 2500 gold the items become about what kind of utility you want to bring with the item; burst and AoE then shiv, more single target focused then phantom dancer (does not out stat the other items, and does not deal more damage than shiv in terms of scaling), AoE then hurricane, tenacity then Zephyr and all these items will have their own niche role

but more items need to be added as well; because doing up this post i noticed marksmen have a severe lack of itemization, the attack speed items are about the only things that have more items to them---

life steal items, blade is kind of a on an item, but the change is mostly making essence reaver more attractive as a damage item with AD and CDR and BT will be the defense item with less AD, no CDR (cdr is useful for everyone), and give the lifesteal and shield passive so builds will be about ER for damage and BT for defense rather than BT defaulting every game ---

ghostblade always felt more of a damage item to me rather than the complimentary attack speed items so the reason to why i made it a high damage infinity edge tier item - so IE is the same amp crit damage, while ghostblade would be short time high crit chance and armour pen to hit harder while IE is about hitting BIGGER numbers- plus the movement speed of the active and cdr

Thévenin1 votes

I think these changes will buff ad assassins considerably as well- while these ad upgrades aren't cheap that youmuu's is crazy on zed or rengar

Stacona1 votes

But very expensive - it is too give options for damage between infinity edge or ghostblade at 3800g rather than just IE being a loner up there --- but as long as the item is still under "basic attacker" anything goes I guess - but more caster champions like Graves and Lucian may want it over Infinity Edge - obviously Rengar and Zed can use it since they do basic attack -- as long as the change is equal to IE and not better than things will be fine and create more of an equal split of ghostblade and infinity edge between game to game (too expensive for both, you do not get infinite gold every game)

Thévenin2 votes

Its just a mass of stats that are perfectly tailored for them Brutalizer is ridiculously efficient, BF is easier to get now, and its just a HUGE youmuu's buff. Honestly you have to consider that each point of AD is probably equally or more efficient on an ad assassin because of all their steroids, and every stat like MS you throw on their helps assassins more than adcs The AD item pool is VERY hard to balance because of assassins and right now there ARE meaningful choices to make like BT or BorK and PD or shiv, but giving an alternate choice to IE is very difficult because it will be very strong on assassins because really the only other stat you can throw on the alternate is ms or arpen

Stacona1 votes

There are easy ways to balance, even if it involves weakening the flat pen a bit- crit chance and attack speed are stats more so for marksmen- then again there could be less crit chance on the stats and the item be more active focused

but placing ghostblade in a better spot than the weird spot it is now where it feels like it should be a majour damage item, but is in the tier of complimentary item - so i just feel pushing it towards the damage side rather than complimentary side makes the item feel better - my idea may or may not be balanced as far as specific numbers go, but the idea of pushing ghostblade to more the high damage tier like IE is the main point i want to make rather than trying to perfectly balance anything

Stacona1 votes

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