[Item Concept] Dark Energizer

SlashStriker··1 votes·1,220 views

Dark Energizer is an item concept specialized for champions who excels with attack speed, On-hit builds.


**Dark Energizer = Recurve Bow + Kircheis Shard ** 50% Attack Speed Dark Lightning (10 seconds cooldown) (Unique): Next basic attack releases Chain Lightning that does 80% bonus attack speed as bonus magic damage up to 4 nearby enemies and applies Phantom Mark to them for 5 seconds. Phantom Mark (Unique): every other each basic attack against a marked target applies on-hit effects second time and does 10 (+30% bonus attack speed) as bonus magic damage Recharge (Unique): Basic attacks reduces Dark Lightning cooldown by 1 second


Note: 1% attack speed = 1 damage 30% x 100% attack speed = 30 damage


Item's damage scales with attack speed only so it encourages glass cannon on-hit build since barely any attack speed based items providing tank stats. if the one that have Dark Energizer stacks attack speed this will give clear indication that champion will deal a lot of damage so there will be barely any hidden power.

Unlike Rageblade, Dark Energizer does not provide Attack Damage or Ability Power so most champion's abilities will not gain any damage. It is pure attack speed based item so champions like Master Yi would in theory deal less true damage and less damage through Alpha Strike. In return when he stacks Attack Speed he gains bonus magic damage on-hit.

Dark Lightning is to add some fun ability to the item that both the user and opponents would play around. It will feel more conditional and will increase the clarity on which targets the fight will be engaged. It will provide initial mini burst and will get stronger the more attack speed the wielder have.

Recurve Bow and Kircheis Shard are attack speed based and are considered onhit effects. Phantom hit benefits onhit effects only. So overall when combined they are fully synchronized and makes sense.

Rageblade's Hybrid nature would be sharpen. If Phantom Hit was removed from it then it would leave place for more adaptive scaling stats and more on-hit damage which also scales with AP and AD. While Rageblade is focused on AD and AP scaling, Dark Energizer is pure attack speed focused so the synchronization between them wont be huge

11 Comments

rawiazam11 votes

the sacling makes no sense. attack speed items gives precentage attack speed gain, and attack speed get's no higher than 2.5, so if it deals 80% attack speed damage, it would deal about 2 damage

Pokemonred2001 votes

that's... not how that works.

The way attack speed scaling abilities (see: Varus's passive) works is that it takes a percentage of the percentage AS gain, so on its own, this item would give 40 on-hit damage from the lightning. (80% of 50 is 40, after all). There'd be an extra 8 on-hit damage from every 10% attack speed gained, or 9.6 for every item 1042 (which is 12% AS)

rawiazam11 votes

{quoted}

that's... not how that works.

The way attack speed scaling abilities (see: Varus's passive) works is that it takes a percentage of the percentage AS gain, so on its own, this item would give 40 on-hit damage from the lightning. (80% of 50 is 40, after all). There'd be an extra 8 on-hit damage from every 10% attack speed gained, or 9.6 for every item 1042 (which is 12% AS)

i'm still interested on how you came to those numbers

Saezio1 votes

{quoted}

i'm still interested on how you came to those numbers

80% of 50% is 40% it is a percentage not a net number.

Pokemonred2001 votes

...I used basic math?

Like I said, and Saezio also said, 80% of 50 is 40.

SlashStriker1 votes

1% Bonus Attack Speed = 1 Damage

30% x 100% Bonus Attack Speed = 30 Damage

If you have lethal Tempo you exceed the speed cap and deal more damage

rawiazam11 votes

{quoted}

1% Bonus Attack Speed = 1 Damage

30% x 100% Bonus Attack Speed = 30 Damage

If you have lethal Tempo you exceed the speed cap and deal more damage

that makes more sense

SlashStriker1 votes

I thought people would be able to figure it out themselfs but it seems i didn't make it clear enough

Paroe1 votes

{quoted}

the sacling makes no sense. attack speed items gives precentage attack speed gain, and attack speed get's no higher than 2.5, so if it deals 80% attack speed damage, it would deal about 2 damage

Wait... Im confused. Do you think that bonus attack speed just stops getting higher once attacks per second reaches the cap?

Increased attack speed and attacks per second are different. You could get 1000% increased attack speed... but still be capped at 2.5 attacks per second.

@OP I see a 10 second cooldown, would that need actual basic attacks or work like an onhit? Why wouldnt you make it work like regular energized items, but scale a little better off onhit?

Instead of the cooldown, you could give it an energized recharge passive (similar to RFC) where on-hit effects generate extra charge?

rawiazam11 votes

{quoted}

Wait... Im confused. Do you think that bonus attack speed just stops getting higher once attacks per second reaches the cap?

Increased attack speed and attacks per second are different. You could get 1000% increased attack speed... but still be capped at 2.5 attacks per second.

@OP I see a 10 second cooldown, would that need actual basic attacks or work like an onhit? Why wouldnt you make it work like regular energized items, but scale a little better off onhit?

Instead of the cooldown, you could give it an energized recharge passive (similar to RFC) where on-hit effects generate extra charge?

no, i was wondering what he meant by x% attack speed, since attack speed it a precent from a flat number and not a number itself.

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