Warmog's Armor Replacement for ARAM
Warmogs armor was both healthy and unhealthy in ARAM. It allowed melee champions to endure poke and heal back to full health after teamfights. However it was abused by champions like Soraka and ranged poke champions, thus leading to its removal. I've brainstormed a replacement item with 3 possible effects more tailored to ARAM. These effects are only available to melee champions and has an HP threshold to prevent it from being a rush item.
Wardog's Armor:
+
+
+ 250G = 2800 Gold Total Cost
800 Health 10% CDR +100% Base Health Regeneration. Passive 1 OR Passive 2 OR Active 1
Passive 1:
Unique Passive: (Melee Only, Requires a minimum of 2750 HP to activate) For every 1% Health missing, your health regeneration is increased by 10%, this effect is interrupted by combat with enemy champions.
Assuming 20 HP/5 at level 18, a champion at 1% Health would have 396 HP/5 (20 base * 2 (100% base regen increase), * .99 * 10) At 50% Health, they would have 200 HP/5 At 75% Health, they would have 100 HP/5
To summarize, this passive would make champions heal a fair amount while at low health, but would take considerably longer to heal to full health compared to Warmog's. Additionally this passive is the most similar to Warmog's passive compared to the other 2 effects.
Passive 2:
Unique Passive: (Melee Only, Requires a minimum of 2750 HP to activate) When you score a takedown against an enemy champion, you regenerate 20% of your missing health over 5 seconds.
This is essentially Overlord's Bloodmail, with a stronger passive. It rewards melee champions for successfully engaging enemy champions, rather than being a band-aid for being low health outside of combat.
Active 1:
Unique Active: (Melee Only. Requires a minimum of 2750 HP to activate. Cannot activate during combat) For 10 seconds, your champion channels to regenerate 10% of your maximum health every second. This effect is interrupted upon entering combat, moving your champion or using an ability and the active goes on cooldown (cooldown reduced by 50% if interrupted by movement during the 1st second.) 90 second cooldown.
This active is much more situational than the passives, but offers much stronger regeneration comparatively. It doesn't help much against poke because of the modest cooldown, but is extremely effective for healing after a teamfight in a safe position. It cannot be used during any combat in order to prevent it being used to tank super minions / towers.
back, and these versions sound like they'd be great replacements.
[sg-janna]
says otherwise