Athenes Unholy Grail Changes - Recommendation
Hey-yo. Most of my games this season have been under the guise of being a support. Unlike most players however, I main
as an item.
There is also another unpopular item that I buy very often however - only in accordance to a very particular build and very specific champions:
The Universal Build:
=
+
OR Flex Item
The build works like this:
Spam from out of target distance, don't offer the opponent a chance at retaliating without committing a large commitment to a fight. This can be achieved by using long range damage abilities, the tear makes it so that you basically can't run out of mana until you already need to base. In most cases, I can survive at least 2 times longer than my adc who needs to back for a buy and mana. You'know - unless if they're feeding. Then you're fucked.
After lane phase you should have

After this, I have to ask myself 2 question:
Does my champion naturally have damage? Then build
first, then
second
Does my champion naturally lack damage? Then build
first, then
second
When you do have those 4 items - you will be healing a ton for your team, regardless if you're a healer or not.
builds more heal power into
and with short CDR's your offensive abilities will either give you a half charge or full charge of healing - which can heal up to 230 HP! To top that all off -
Can maximize the potential!
Viable champions:

My recommendation:
The Current Item
30 AP
30 MR
10% CDR
100% Base Mana Regen
NEW PASSIVE: DISSONANCE: Gain +5 ability power for every +25% base mana regeneration. Disables HARMONY on your other items.
REMOVED PASSIVE: HARMONY: Gain +25% base health regeneration for every +25% base mana regeneration.
Cooldown reduction reduced to 10% from 20%.
**New Changes:
15% CDR
20% Heal and Shield Power
25% Decreased Damage except item damage (Full damage should be calculated for the blood charge! This shouldn't effect items like
)
NEW PASSIVE: BURNING RUE - Upon harming an enemy opponent, you will deal 5% of the enemies maximum life over 30 seconds.
NEW PASSIVE: YIN - Damaging an enemy player stores blood charges! (Maximum of 300 blood charges, healing up to 300 HP) These blood charges will begin healing the champion wielding the item immediately, leaving behind an identical value upon exhausting this resource. (This means you will heal for the amount of blood charges you have - but will still have the same exact number of blood charges that can only be used for an ally, not yourself. You need to be able to heal or shield yourself in order to put this into effect)
NEW PASSIVE: YANG - Stored Charges can be used with heals and shields, excepting item heals and shields. You can heal your ally up to 300 HP. This is a separate resource than Yin, and can not be used for yourself.
What this change should bring: This item should bring supports into a more supporty style, while it does eliminate the damage output that a champion can do - it offers an incredible buff to heals, shields and sustain. It still is a niche item - while supports might be weaker on an offensive scale, they will not only be able to scale hard into the late game - but they will also be able to diversify with strategy.
Questions?