Some AP Itemization Ideas

Aimléss··7 votes·5,917 views

Since Riot seems to be adding a lot of new items recently, I couldn't help but hope that they were planning on adding a couple new AP items next to remedy the poor item rework we just got.

First off, I think the best way to fix this auto push the wave meta is to replace last chapter's passive that increases mana by 20% on level up with one that refunds mana when hitting enemy champions instead, so if you just spam the wave none stop you'll run out of mana a lot faster than someone who's actually trying to fight. I also think tear could be buffed for none spammy champs, so they can build it. I saw a post mention having tear stacks be based on a percentage of mana used rather than abilities used. Hextech GLP needs more of an identity because protobelt is better for catching than glp is, in my opinion. Maybe it should be slimmer and much more like a skillshot, but gain range and slow harder in return.

New Items:

AP Assassins

**Speed Based Item ** Stats: AP Movement Speed Magic Penetration Active: For the next 2 seconds, gain AP based on how much distance you travel, the additional AP lasting for 2 seconds afterwards. Would count all forms of blinks, dashes, etc. AP assassins are all very mobile, so a passive like this would favor them over mages.

**Sustain Item ** Stats: AP Health Passive: After dealing a certain amount of damage to an enemy champion, Heal for 35% of that damage dealt over 3 seconds. A quality item for team fighting to keep from getting blown up instantly, and the reason I didn't choose a shield is because this can be countered by Grevious Wounds unlike a shield, so it would be less OP; but a shield could work just as well. This could also be useful for close ranged mages like Annie as well.

**Enabling Item ** Stats: AP Movement Speed Magic Penetration Passive: After becoming untargettable, gain 50% tenacity for 1.5 seconds. Would synergize well with zhonyas, but I can see champs like Akali (shroud), EKko (ult), etc. using it regardless, making it harder to lock them down directly after becoming vulnerable again.

Now we can separate AP assassins from mages with items that make them better in the thick of a battle, as well as more mobility centered.

Mages

In general I would like to have 2 items to go along with Rabadon's, they'd all build out of a little rabadon's cap that increases ap by 20%. The other two options won't simply bump that up to 40% though, they'd have a more niche role. Leaving Rabadons as the consistent AP choice for champs that need to do as much damage as possible with every ability hit like Poke mages.

Combo Mage Item Stats: 120 AP Passive: Increase AP by 20%. (From the small Rabadon's cap passive) Passive: Upon hitting an enemy champion with a snare, stun, fear, charm, or sleep cc ability, gain a burst of magic penetration lasting till 0.5 seconds after the cc expires. Should get enough to consistently outdamage Rabadon's against non-tanks throughout the game, but only when they are cc'd. Slows wouldn't count cause then everyone would use it. Would be a go to for champs like Lux, Ahri, Syndra, etc. who tend to initiate with cc then combo afterwards.

Tank Busting Item Stats: 120 AP Passive: Increase AP by 20%. (From the small Rabadon's cap passive) Passive: When hitting an enemy champion with a spell, mark them after a 3 second delay, and your next spell will pop the mark dealing 15% percent of maximum hp damage. If mages are to be played bot lane, they're gonna need a way to deal with tanks like ADC's can and an item along these lines would do the job along with Void Staff. It would be pretty bad against squishies with the delay, and with the long activation time it won't burst tanks, it will just assure they can actually be killed if there's no ADC around.

Take these numbers with a grain of salt, I was mostly trying to get some ideas out there and show that it is possible to release mage items that offer different things and can be used to better differentiate AP builds from one another.

19 Comments

MagicFlyingLlama1 votes

None of those are game-breakingly OP, right?

Step Sis Lux2 votes

Pls dont act like we already dont have game breaking items like item 3124 or this one new items or item 3504 or even item 3194 and item 3147

M00ndanc32 votes

Addaptive is not op. it might be annoying for some mages to deal with but it feels bad when your a tank and you have it and have to watch your self get melted by thee champs that its suppose to counter just because they buy a liandries and a void staff, which they would have bought regaurdless. the only person i think actually gets affected by this are combo mages that don't buy liandries or when the tank is the only one buying mr and they think they can get by with out buying a void staff

DW Diana1 votes

{quoted}

Addaptive is not op. it might be annoying for some mages to deal with but it feels bad when your a tank and you have it and have to watch your self get melted by thee champs that its suppose to counter just because they buy a liandries and a void staff, which they would have bought regaurdless. the only person i think actually gets affected by this are combo mages that don't buy liandries or when the tank is the only one buying mr and they think they can get by with out buying a void staff

As a Malz main I actually agree with you here. It's far more satisfying seeing someone have to build this then those that just go "QSS" and all is sorted.

M00ndanc31 votes

Ikr i hit M7 with malz not to long ago and addaptive helm is really just an inconvenience until late game. and when i play tank i just pray to god there isn't a malz, brand, cassiopea, or karthus because i know im just gonna melt.

DW Diana1 votes

{quoted}

Ikr i hit M7 with malz not to long ago and addaptive helm is really just an inconvenience until late game. and when i play tank i just pray to god there isn't a malz, brand, cassiopea, or karthus because i know im just gonna melt.

It does a lot to help, but once they have rylais, liandy's you're gunna get hurt. Add voidstaff and ouch. But then sustained damage is MEANT to beat tanks lol

Its not his abilities that really do the damage, its the items. It's why he doesn't come online without them lol

AirKingNeo1 votes

Rageblade isn't gamebreaking. There's no one melee even building it.

wildfox992 votes

MasterYi

AirKingNeo1 votes

https://www.leagueofgraphs.com/champions/stats/masteryi/jungle/diamond

wow Yi is soooooooo powerful...

#at a 46% winrate with an under 10% pickrate

5050BS2 votes

Yep not one melee even building it Aatrox Jax MasterYi Tryndamere Udyr XinZhao

AirKingNeo1 votes

notice you listed 1 champion who builds it

that one champion isn't good and his Master Yi.

https://www.leagueofgraphs.com/champions/stats/masteryi/jungle/diamond

Aimléss1 votes

If an item doesn't sound OP on paper, then it has no chance of being viable in League of Legends. And no none of it is game breaking, Riot can balance the numbers themselves.

MagicFlyingLlama1 votes

It is not as simple as that.

A lot of these would be useless on most champs but utterly busted on one or two specific ones, rendering them impossible to balance.

This is why Will of the Ancients got removed, for example.

The first would be absurd on AurelionSol Kassadin and the like, or if balanced on them, useless for everyone else.

The second would make Vlad unkillable by happily stacking with gunblade and his Q, and it could also be really busted on champs like Maokai.

Ect.

Aimléss1 votes

The movement speed one would have a cap, so as long as you can reach a certain amount of distance in the time limit you're going to get the same amount of ap. All Riot has to do is make that cap a reasonable number so most mobile ap champs can use it and it's balanced.

The healing one can be balanced by making the healing less effective when already getting healed, similar to the heal summoner spell. You could simply make the healing % based on AP so Maokai can't abuse it too. There are easy ways to balance things. Balance isn't easy but nothing is unbalanceable.

TakaDama1 votes

All looks good except for the return of Deathfire Grasp (last one for Mage)

Aimléss1 votes

This item is not as OP as deathfire grasp lol. It's percentage hp is delayed, and numbers can always be adjusted.

C9 Squeeky 1 votes

That tank busting item sounds a lot like old DFG

SwiftKitten881 votes

i wrote a big post but accidently hit the back button on my mouse..before i hit post... soo ganna sum it up

i like the first once but i think it should be passive

i also really like the idea of the combo mage item, but its far too overloaded the way u have it

the others ones i dont really like

the "enabling item" being the worst idea out of all of them, as that is WAY too specific toward stealth champs

your healing item i dont like your proc method

we already have a fantasic tank item is item 3151 , which is think is a much more balanced option than your suggestion

burst mages are not SUPPOSED to be able to bring down tanks or tanky champs in one rotation

Tank >burst > sutained > tank

the system kinda got a bit skewed when adc's did burst both and sustained.

we dont need riot to release OP AP items.. we need them to stop breaking AD items

you have two item suggetions that riase AP by 20% we dont need to "raise ap by 20%" thats not the issue

FilDaFunk1 votes

The mage items shouldn't be related to Deathcap, that's a unique item that doesn't really have any other purpose. 120 AP items is good, though.

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