Pyro's Item Overhaul - The Carry&Fighter Project (Critical Strike rework, Fighter items rework)
TL;DR: Remove crits from lane - Tune down crit damage - Make crit builds more than just damage (with less raw damage) - Rework the fighter items
http://i.imgur.com/TX71yqN.jpg
This item overhaul is a fanmade set of suggested changes to improve the gameplay diversity in League of Legends. The ultimate purpose is expanding the realm of possibilities, both in the spectrum of "viable champions" and the in-game actions. The overhaul covers all item systems, from AD and Critical Strike rework through AP and Support expansion to differentiating Fighter and Tank classes.
Why? Well, more or less to have more than top 3-5 champion picks for every role in LCS with cookie-cutter builds. Item builds should be more flexible and reactive, not predefined for a whole class of champions.
- The Tank Project (revised)
- The Support Project (revised)
- The Carry&Fighter Project - you are here
- The Mage Project
#The Carry Project Rightclicking people to death isn't a particularly complicated task. In most cases, marksmen use their spells to add some extra burst or reposition, sometimes in order to avoid damage. When it comes to dealing damage, however, they're all about using basic attacks to shred their enemies to pieces. And that causes their item builds to go rather stale, since there's only one optimal way to build for glass cannon ADC.
With the removal of dodge, Critical Strike Chance is the last truly RNG-based element in the game, although the calculations take the previous results into consideration, so the chance isn't truly random. This has been the object of lots of criticism from players, especially since one lucky IE crit in lane can unfairly turn around a trade (250% damage after getting just one item? Come on).
One argument for preserving crit in game is that it brings flavour and variance to basic attacks, making them less "basic" for carries. When mages fight, there are some skillshot spells casted randomly and it's often a hit or miss scenario, especially when the caster doesn't have vision of the target. Stats like crit chance give some variance to basic attacks as well. Degree of uncertainity can be good for the game health. It adds a risk assessment factor to some actions - while crit enhances your overall DPS, you can't count on single basic attacks to always strike at a certain level. This adds to the "unsafe" design of carries. If you flash in with 100 AD to finish a 120 HP target, one basic attack is not guaranteed to take down the target, even if you have a chance to critically strike. And please don't tell me that without crit there would be no damage spikes. I'm not gonna believe that you keep track of Statikk Shiv stacks or Caitlyn's passive on the enemy, or at least 95% of us won't.
The easy way would be replacing crit with a fixed AA enhancement. I believe, though, that a much better solution may be achieved by removing what's bad about critical strikes and emphasizing what's good. Here are the changes to Critical Strike in this project:
- Critical Strike runes and
Brawler's Gloves are removed from the game - This is to remove "lucky crits" from lane that build up due to the nature of pseudo RNG system.
- Overall critical strike becomes something that you use once you get more than one item.
- Critical Strike no longer causes you to deal 200% damage
- Instead, you deal bonus damage equal to your Critical Damage Modifier
- The default modifier is 100% base AD (so without the bonus AD). This is equal to a Sheen proc
- Items can grant you alternative modifiers - only the highest modifier will apply
- Different core crit modifiers for different types of carries
- For example, Infinity Edge brings crit to the old 200% AD functionality (not 250% as on Live).
- Some other builds are possible, either with a different crit modifier core or relying on on-crit effects
- Overall, though, critical strike oriented builds should be a little bit stronger in the lategame
- Simple as that - champions building crit are hard carries and are supposed to stomp the lategame as hard as currently Vayne does, paying with the price of weaker early game.
- Crit items are all around 30% crit chance to make 100% a possibility, but stacking more than 3 crit items should overload the stat and bring diminishing returns
- Overall, carries are expected to crit more often in late, but for less damage. This way the damage will be a bit more consistent and less spiky.
- % penetration applies to bonus armor only
- Last Whisper becomes a carry anti-tank item with Attack Speed and 50% bonus armor penetration, losing value against unarmored targets (bonus penetration is stronger above about 200 total armor)
- Other methods for carries to work around armor stacking (crits reduicing armor or dealing damage equal to armor rating, etc.)
- Flat penetration can still shred through base armor
- Flat penetration is reworked to be suited better for melee AD casters (rework of Phage and Brutalizer)
- With LW weaker on the likes of Pantheon and Zed, items with flat armor penetration can be buffed without fearing about the overwhelming synergy
- Blade of the Ruined King rework - Things like BotRK are supposed to be response items, not core items. Current BotRK costs a lot and is so good in all conditions that it doesn't even matter if the enemy builds health or not, which in return invalidates building health against BotRK users.On fighters, it's a "Build this then go tanky" option that doesn't fall off in the lategame.
- Bilgewater Cutlass no longer builds into BotRK and builds into Entropy (active slow on longer range) and Executioner's Calling (old BotRK's active MS/health absorption)
- BotRK retains its passive % health damage, but loses the active and becomes cheaper. Its interaction with crits makes it a good response item for carries
#The Fighter Project
This is a sum of the Tank Project and Carry Project, with a few additions.
- Tank items are worse on their own and better in full tank builds (see: The Tank Project)
- Sunfire Cape scales its damage with % of current health, not levels
- Randuin's Omen loses the slow and gets a damage block from ranged attacks (but at the price of base stats, 70->50 armor)
- Critical Strike Chance reworked - crits are removed from the lane and crit items are worse on their own (but stronger together)
- Multiple DPS items like BotRK interact with crit, making them better lategame on carries
- In general, in order to be really tanky, you need two tank items, and in order to have high DPS, you need two crit items.
- One fighter item is stronger than one tank/carry item, but two tank/carry items woprk together better than two fighter items
- Advanced components reworked
Zeal loses crit chance and gains the current Phage passive (Rage) in place of %MS
Phage gains the armor penetration passive from The Brutalizer and loses Rage passive
The Brutalizer remains a 10% CDR item without the arpen- New advanced item: Malady (20% AS, 15 onhit magic damage) building into things like Wit's End, Nashor's Tooth and BotRK
- Armor penetration unique between Phage upgrades (stacking more than one isn't the best idea):
The Black Cleaver for fighters staying longer in a fight (with new awesome build: Phage + Brutalizer)
Entropy for the engage potential (builds from Cutlass)
Frozen Mallet for bruisers that want to be tanky
Trinity Force doing more or less much what it does now
Zeke's Herald for coordinated dives with more than one fighter getting into the enemy team- Items emphasizing "active" playstyle - fighter items are stronger when you're low on health or under pressure (Malmortius, Rageblade)
The change to fighters here is that they have a better "flow" in-combat, but can't get as high DPS as carries or be as durable as full tanks.
Time for items, then. Keep in mind that numbers aren't as important as the general ideas.
#Basic items
Brawler's Gloves}}
- Removed.
Cloak of Agility
- Cost increased to 950g from 730g
- +25% critical strike chance (+10)
- Critical Strike causes your basic attacks to deal bonus damage equal to your base AD (instead of total AD). this can be later changed with items
- Builds into: Executioner's Calling, Cloak and Dagger, Infinity Edge, Ionic Spark, Phantom Dancer, Wicked Hatchet, Youmuu's Ghostblade
Important note: critical strike chance is at a different gold value now since crits hit for less damage. Used to be 8% for 400 gold, now it's a bit more than 10% for that same price. By itself, Cloak of Agility scales only with your AS and base AD, not bonus AD - unless you've already completed one of the crit items.
#Advanced components
Avarice Blade
- Removed.
As a laning item with crit it has to go, but it could function as a cheap but very much not slot efficient item. Something to buy when you're behind in lane and you don't care about slot efficiency. I'll give it some thought. An example build would be Long Sword + Dagger 20 AD 20% AS item with GP10 farming passive that doesn't build into anything - something good to slowly forge a comeback, but bad when trying to get ahead.
Bilgewater Cutlass
- Builds into: Executioner's Calling, Hextech Gunblade and Entropy. No longer builds into Blade of the Ruined King.
BotRK retains its % health damage, but no longer has the active. This item builds into EC, which gets the BotRK's active, and Entropy, which has a new slow effect.
The Brutalizer
- +30 attack damage (+5)
- Armor penetration removed (moved to Phage)
- Unique Passive: +10% cooldown reduction
- Builds into: The Black Cleaver, Essence Reaver, Youmuu's Ghostblade and Zephyr
This is labeled now as "AD Caster item" for both melee and ranged champions. Separating armor penetration and cooldown reduction helps smooth out power curves of AD champions and include this item in CDR AD items without arpen (like Zephyr or Reaver).
Cloak and Dagger (new item)
- Recipe:
Cloak of Agility +
Dagger + 400g (total cost: 1800g) - Melee only
- +25% attack speed, +25% critical strike chance
- Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
- Builds into: Spellbreaker and Sword of the Divine
I'm not gonna hide it - I'm trying to make melee carries a thing. I don't have a clear genius idea how to do it, but this is a good start. This should make a sort-of-laning item with crit for the champions craving for it, like Tryndamere and Yasuo.
Malady (new item)
- Recipe:
Dagger + 400g = 850g - +20% attack speed
- Unique Passive: +15 bonus magic damage on-hit
- Builds into: Blade of the Ruined King, Devourer, Ionic Spark, Nashor's Tooth, Statikk Shiv and Wit's End
This item could be summed up with "We fix Wit's End", but it also gives foundation for on-hit as an item class. If the on-hit synergy becomes too strong, this passive could become named and unique between items.
Phage
- Combine cost reduced to 540g from 565g (total cost reduced to 1300g from 1325g)
- +20 attack damage, +200 health
- Unique Passive - Bash: +10 armor penetration (new)
- Rage passive removed (moved to Zeal)
- Builds into: The Black Cleaver, Entropy, Frozen Mallet, Trinity Force and Zeke's Herald
This change resembles how Haunting Guise works. You dump part of the gold into not-so offensive stats. Flat armor penetration now doesn't stack between the items, allowing for high amount on one item without having to account for a full build - resistance penetration is more effective the more of it you have.
Soul Sickle (new item)
- Recipe:
Pickaxe +
Faerie Charm + 345g = 1400g - +30 attack damage, +25% base mana regeneration
- Unique Passive: Your basic attacks restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana.
- Builds into: Essence Reaver
Component for the reworked ER. Provides mana regen when it's needed instead of way later. If too problematic in lane, can be replaced by a single B. F. Sword, but the overall gain for the likes of Jayce should be zero since they can't get both CDR and armor penetration on one item.
Stinger
- Removed.
Replaced with Malady on Nashor's and with reworks of Brutalizer and Zeal on Zephyr.
Zeal
- Recipe:
Dagger +
Dagger + 200g (total cost unchanged) - +30% attack speed (+10)
- Critical strike chance and % MS removed
- Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
- Builds into: Guinsoo's Rageblade, Phantom Dancer, Statikk Shiv, Trinity Force and Zephyr
Doubleswords are now truly doubleswords. Or doubledaggers, to be precise. The Rage passive moves here from Phage. Zeal still increases your damage output by the same amount.
#Critical Strike items Al these grant Critical Strike chance and are regarded "carry items".
Executioner's Calling (new item)
- Recipe:
Bilgewater Cutlass +
Cloak of Agility + 350g = 2700g - +30 attack damage, +30% critical strike chance, +10% lifesteal
- Unique Active: Drains target champion, dealing 15% of the target's maximum health in physical damage (min. 100) and healing you for the damage dealt. Additionally you steal 25% of their movement speed and inflict Grievous Wound on them for 3 seconds - 90 second cooldown. (450 range)
The item is back, but now its healing reduction works only with the BotRK active, which moves here. BotRK retains its % health damage.
Infinity Edge
- Recipe:
B. F. Sword +
Cloak of Agility + 100g = 3500g - +80 attack damage, +30% critical strike chance (+5)
- Unique Passive - Critical Strike Modifier: Your critical strikes deal 200% of your total attack damage. (nerfed from 250%)
When you do the math on old IE, its crit chance and passive increases your DPS output by about 35%. This build is fairly similar, but since the amp is lower, so is the price. No longer a first item to rush on everyone, it's a much better idea to get another crit item first.
Ionic Spark (new item)
- Recipe: Malady +
Cloak of Agility + 900g = 2700g - +30% attack speed, +30% critical strike chance
- Unique Passive: Your basic attacks deal magic damage equal to 25% of target's armor. This effect can critically strike, dealing magic damage equal 50% of target's armor.
A different way to work around target's armor. Doesn't scale that well into lategame since the base stats are meh and it's magic damage, not physical - but should be a very good response against heavy armor stacking without any MR.
Phantom Dancer|cost = 550|total = 2600|t1 = {{
- Recipe:
Zeal +
Cloak of Agility + 550g (total cost: 2600g) - +50% attack speed, +30% critical strike chance
- Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Kills and critical strikes grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
- Unique Passive: Your champion ignores unit collision.
Crits now grant you full speed from Rage like kills do. Phantom Dancer is defined as a mobility item.
Spellbreaker (new item)
- Recipe: Cloak and Dagger +
Hexdrinker + 450g (total cost: 3600g) - Melee only
- +30 attack damage, +30% attack speed, +30% critical strike chance, +30 magic resistance
- Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
- Unique Passive - Lifeline: Upon taking magic damage that would reduce health below 30%, removes all crowd control effects and grants a shield that absorbs 300 magic damage for 5 seconds (90 second cooldown).
My melee carry bias is showing. "Hello, I'm Master Yi, and welcome to Jackass". The item is centered around protection and unlike other crit items, it does not affect or interact with critical strikes.
Statikk Shiv|cost = 700|total = 2500|t1 = {{
- Recipe:
Zeal + Malady + 700g (total cost: 2500g) - +50% attack speed (+10), +30 on-hit magic damage (new)
- Critical strike chance and % MS removed
- Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
- Unique Passive: Your critical strikes deal 60 magic damage to up to 4 targets. (reworked)
- Unique Passive - Statikk Charges: Moving increases your critical strike chance by 1 per 10 units moved. This bonus is reset once you critically strike. (reworked)
The effect is very similar in work, but occurs more often with critical strikes. The item, however, doesn't grant you any critical strike chance by itself unless you move around.
Sword of the Divine (new item)
- Recipe: Cloak and Dagger +
Pickaxe + 625g (total cost; 3300g) - Melee only
- +50 attack damage, +30% attack speed, +30% critical strike chance
- Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
- Unique Passive - Critical Strike Modifier: Your critical strikes deal bonus damage equal to 150% of your bonus AD.
- Unique Active: Your next 3 critical strikes deal bonus damage equal to 150% of your total AD. 45 second cooldown.
While the item is active, your crits will deal damage equal to the IE on Live (250% total AD).
Youmuu's Ghostblade
- Recipe:
The Brutalizer +
Cloak of Agility + 513g (total cost: 2800g) - +30 attack damage, +30% critical strike chance (+15), +10% cooldown reduction
- Armor penetration removed
- Unique Passive: Critical strikes reduce this item's cooldown by 3 seconds. (new)
- Unique Active: Gain 40% attack speed and 20% movement speed for 6 seconds. (60 second cooldown).
Higher crit chance makes up for the loss of armor penetration AD Casters may lose interest in this particular item, but the're getting much more to compensate.
Wicked Hatchet (new item, all maps)
- Recipe:
Pickaxe +
Cloak of Agility + 375g (total cost: 2200g) - New item (now available on all maps)
- +30 attack damage, +30% critical strike chance
- Unique Passive: Your critical strikes reduce target's armor by 15% for 3 seconds (effect stacks up to 2 times).
Keep in mind this item brings diminishing returns with Last Whisper now that LW penetrates only bonus armor - but you can still use it to fight against absurdly heavy armor.
#80 AD The "endgame" high AD items other than Infinity Edge.
The Bloodthirster
- Recipe:
B. F. Swotd +
Vampiric Scepter +
Vampiric Scepter + 350g (total cost unchanged) - Stats and passive unchanged
I'm not entirely sure if the item deserves such a smooth buildpath past the BF Sword, but it seems to make sense.
Essence Reaver
- Recipe: Soul Sickle +
The Brutalizer + 563g (total cost increased to 3300g from 3200g) - +80 attack damage, +10% cooldown reduction, +50% base mana regeneration (new)
- Lifesteal removed
- Unique Passive - Mana Leech: Your basic attacks restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana.
- Toggle: Disable Mana Leech and gain 10% lifesteal and 10% spellvamp. (new)
The item should now appeal to those who need it: champions who want to cast spells and use mana. You have to choose between restoring health and mana, though. The spellvamp is purely experimental and can be scrapped. If Soul Sickle is too much in lane, it can be replaced with a B. F. Sword.
Mercurial Scimitar
- +80 attack damage, +30 magic resistance (-5)
- Unique Active – Quicksilver: Removes all debuffs from your champion and grants +50% movement speed for 1 second. 90 second cooldown.
With QSS significantly cheaper, this item is actually stronger now. The tiny MR nerf is part of the MR compartmentalization.
#Armor penetration
Flat penetration Phage upgrades, pick one. Or pick more than one and let the armor penetration go to waste, that's still an option.
The Black Cleaver
- Recipe:
The Brutalizer +
Phage + 363g (total cost: 3100g) - +50 attack damage, +200 health, +10% cooldown reduction
- Unique Passive - Bash: +10 armor penetration
- Unique Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 6 times. (+1 max stack)
Now with a smooth buildpath. Reeeeeally smooth. Cost goes up by 100. Since LW is gone and the flat armor penetration doesn't stack between the items, it shouldn't be too much.
Entropy
- Recipe:
Phage +
Bilgewater Cutlass + 400g (total cost: 3100g) - +50 attack damage (-5), +200 health (-75)
- Unique Passive - Bash: +20 armor penetration (new)
- Unique Active: Slow the target enemy champion's movement speed by 25% for 2 seconds. Hitting the target with a basic attack will refresh the slow, up to 5 seconds total. 90 second cooldown (700 range) (reworked)
Now available on Summoner's Rift as one of the Phage upgrades. The functionality is simple - you slow the target with the Bilgewater active (with longer range), and if you catch up and hit the target, the slow lasts longer.
Frozen Mallet
- Recipe:
Phage +
Giant's Belt + 1000g (total cost unchanged) - +30 attack damage, +600 health (-100)
- Unique Passive - Bash: +10 armor penetration (new)
- Unique Passive - Icy: Your basic attacks apply a 20% slow for 2 seconds (10% for ranged attacks). (nerfed)
- Unique Active: Doubles the strength of this item's passives for 10 seconds. 60 second cooldown. (new)
This is better suited for fighters than carries, but I guess it could still be purchased when in need for high health.
Trinity Force
- Recipe:
Phage +
Zeal +
Sheen + 3g (total cost: 3603g) - +30 attack damage, +30% attack speed, +30 ability power, +300 health (+50), +300 mana (+100)
- Critical Strike Chance removed
- Unique Passive - Bash: +10 armor penetration (new)
- Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
- Unique Passive - Spellblade: After using an ability, your next basic attack will critically strike. 2 second cooldown. (reworked)
- Unique Passive - Critical Strike Modifier: Your critical strikes deal 200% of your base attack damage. (new)
Trinity Force now has 3 components, 4 passives and 5 statistics. Spellblade procs are unchanged by the numbers (they deal the same damage), but they don't stack with crit chance now. Higher crit modifiers will be applied, though, so if you have IE, Spellblade will deal 100% of your bonus AD if it's higher than 200% of your base AD.
Zeke's Herald
- Recipe:
Phage +
Vampiric Scepter + 350g (total cost: 2500g) - +30 attack damage (new), +200 health (-50)
- Cooldown reduction removed
- Unique Passive - Bash: +10 armor penetration (new)
- Unique Aura - Stark's Fervor: Grants nearby allies +10% lifesteal. (1100 range)
- Unique Active - Rally: Reduces the armor of nearby enemies by 10 for 5 seconds and grants nearby allies 10 atack damage per enemy affected for 10 seconds. 60 second cooldown (700 range)
There's a clear tradeoff in building this item - you won't get full effect from other Phage upgrades. The active is a giant "WE GO IN" signal. The range of the effect isn't enough to reach your AD Carry, but for a pair of diving fighters it's helluva effective.
Heavy penetration
Last Whisper
- Recipe:
Recurve Bow +
Dagger + 850g (total cost reduced to 2200g from 2300g) - +50% attack speed (new)
- Attack damage removed
- Unique Passive: Your basic attacks and abilities ignore 50% of target's bonus armor. (reworked)
A big flag "This is for the carry. Don't you touch it, Mr. AD Caster". This allows the fighter items be better without having to take this one into consideration every time. Keep in mind that this version of LW is stronger only over about 100 bonus armor, depending on base armor - otherwise, it's weaker. And as for tanks you might want to take a look at the Tank Project.
#DPS ADC items without crit chance (but with built-in crit compatibility).
Blade of the Ruined King Recipe: Malady (new) +
Vampiric Scepte + 650g (total cost: 2300g)
- +30 attack damage (+5), +30% attack speed (-10), +10% lifesteal
- Unique Passive: Your basic attacks deal 6% of the target's current health in physical damage (60 max vs minions and monsters). This effect can critically strike, dealing 10% of target's current health in physical damage. (reworked)
The item is cheaper, the % health damage is higher when you have crit chance, but the active is gone. No longer a first item for ADCs, but a very strong situational anti-health item nevertheless.
Runaan's Hurricane
- +70% attack speed
- Unique Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 (+50% AD) physical damage and applying on-hit effects. If no secondary targets are found, the bolts fire at the primary target, dealing 10 (+10% AD) physical damage. This effect can critically strike, firing 4 bolts. (buffed)
I don't really think the usage of this item on Teemo and Kayle should be all that there is. Scaling with crit could make it worthwhile in a 6 item build outside of ARAMs. Of course if the bolts hit the primary target, they don't apply on-hit effects, otherwise we'd get some ridiculous interactions with 3 onhit effects per 1 basic attacks.
#Fighter items Items defining the fighter class, combining damage with survivability.
Atma's Impaler (new item) Recipe:
Tiamat +
Chain Vest + 850g (total cost: 3500g)
- Melee only
- +50 attack damage, +50 armor, +100% base health regeneration
- Unique Passive: Gain attack damage equal to 1% of your bonus health.
- Unique Passive – Cleave: Your 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).
- Unique Active – Crescent: Deals physical damage up to 100% of your Attack Damage to units around you, decaying down to 60% near the edge. - 10 second cooldown (400 range)
The dreaded Impaler. This item requires about 1000 health from other items to become gold efficient. Probably not the best starting item, but a good finishing one. Atmogs is back!
Guinsoo's Rageblade
- Recipe:
Pickaxe +
Zeal + 525g (total cost: 2500g) - +30 attack damage, +30% attack speed (new)
- Ability power removed
- Passive: Autoattacks (on attack) and champion abilities grant +3 armor penetration and +3 magic penetration for 8 seconds (stacks up to 5 times). (reworked)
- Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
- Unique Passive: Falling below 50% health grants +10% life steal and +10% spell vamp until out of combat. 30 second cooldown. (AS removed)
A set of changes to revamp the item - the stats are different, the price is lower and the passive grants hybrid penetration instead of AS and AP. AP was really an empty in-combat stat for a vast majority of autoattacking champions. The whole design is from the times when all abilities were meant to scale with AP, not AD. Flat penetration is not worth as much by itself, but it's a better multiplier. Core on Jax? Possibly, but without AP it should reduce his burst.
Maw of Malmortius
- +50 attack damage (-10), +30 magic resistance (-10)
- Unique Passive: Grants +1 attack damage for every 1% of missing health, up to 70 Attack Damage. (buffed)
- Unique Passive – Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown).
Less base AD/MR (way below the cost efficiency), but TONS OF DAMAGE when you get low on health. Compared to the Live version, it starts giving more AD below 80% health.
Ravenous Hydra
- +80 attack damage (+5), +100% base health regeneration
- Passive and active effects unchanged
A small buff making up for the relative nerf to the health regen provided by the item (which is significant only early in the game while holding Tiamat and breaks even mid- to lategame).
Wit's End
- Recipe: Malady (new) +
Quicksilver Sash + 900g (total cost: 3000g) - +50% attack speed, +30 magic resistance
- Unique Passive: +42 magic damage on hit
- Unique Passive: Basic attacks steal 5 magic resistance from the target (stacks up to 5 times).
- Active – Quicksilver: Removes all debuffs from your champion and grants +50 Tenacity for 3 seconds. 90 second cooldown.
Old Wit's End is... old and busted. Behold the new awesomeness and channel your inner Irelia.
Zephyr
- Recipe:
The Brutalizer +
Zeal + 563g (total cost: 3000g) - % MS removed
- +50 attack damage (+25), +50% attack speed, +10% cooldown reduction
- Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
- Unique Passive - Tenacity: Reduces the duration of crowd control by 35%.
- Unique Passive - Slow Resistance: Reduces the strength of slows by 25%.
Without 10% MS bonus it shouldn't be a boots replacement anymore, but the anti-CC passives should be a really nice bundle for melee champions.
#Jungle
Devourer
- Recipe: Malady (new) + 650g (total cost unchanged)
- +50% attack speed, +30 on-hit magic damage (+5)
- Unique Passive - Devouring: Scoring a champion kill or assist will increase this item's damage by 2. Killing a large monster will increase this item's damage by 1.
Malady has 15 on-hit damage, so assembling Devourer is mostly a jump in AS.
Warrior
- +50 attack damage (+5), +10% cooldown reduction
- Armor penetration removed
- Unique Passive: Gain +5% lifesteal per nearby enemy champion. (700 range) (new)
Less oppressive. More impressive. AD junglers like Jarvan or Vi usually don't have place in their inventory for lifesteal - this gives them some sustain in full-blown teamfights.
#Afterword to fighters
Item changes alone are only half of the solution. Fighters as a champion class are tainted with kit homogenity and lack of diverse identity. To truly balance fighters, almost every single fighter champion would need changes to their kit. As it is, they're all too similar to each other - they're balls of stats with AD/AS steroids and slows, and sometimes bits of innate tankiness.
Ask yourself a question "What can X do that other champions cannot?". For example, Shyvana is a brick wall of magic DPS with AS synergy and tank transformation. For magic DPS, Dr. Mundo does her part; for AS synergy on a bruiser, there is Trundle and to some extent Shen and Volibear. And Shyvana's tank transformation is laughable when compared to Gnar, who gains TONS of crowd control in his Mega form. Darius has three types of damage, including true damage? Well, so do Irelia, Olaf and Rek'Sai. Compare this to how unique Thresh's lantern, Morgana's Black Shield and Braum's Unbreakable are.
Similarities between fighters causes the top 3-5 picks to dominate over the rest, since there is no strong reason to give up the currently strongest picks if they can do everything the weaker picks do. If champion kits were more diverse, even the "weaker" picks would have a reason to exist, since they would do something noone else could.
#The Other Parts of the Overhaul
- The Tank Project (revised)
- The Support Project (revised)
- The Carry&Fighter Project - you are here
- The Mage Project
Thanks for getting through this wall of text! Even if you didn't read much, scrolling down still required a lot of work :D Feel free to leave any feedback, especially the critical (heh) one - it's the best way for me to improve the project.
Avarice Blade
Stinger
Infinity Edge
Phantom Dancer|cost = 550|total = 2600|t1 = {{
Statikk Shiv|cost = 700|total = 2500|t1 = {{
Youmuu's Ghostblade
The Bloodthirster
Essence Reaver
Mercurial Scimitar
Last Whisper
Blade of the Ruined King
Recipe: Malady (new) +
Runaan's Hurricane
Tiamat +
Chain Vest + 850g (total cost: 3500g)
Guinsoo's Rageblade
Maw of Malmortius
Ravenous Hydra
Wit's End
Zephyr
Devourer
Warrior
instead of combining them to get both the AS I need to have viable sustained burst in trades, and the CDR I need to be able to use my E often enough.