Ap Assassin Item's Idea's

Zerenza··4 votes·403 views

Hextech FBB-1

Basically it's an item that's just a belt of flash grenades with the following.

+80 AP +5% Movement Speed

Builds From: Hextech Revolver+Blasting Wand

Active: Flash Bang 3 Charges(refillable upon back) 40 Second cooldown.

Throw a flash grenade in an arc, the flash bang detonates upon contact with an enemy champion. A champion hit by a flash grenade becomes blinded for 1 second.

Cost: 2500

Notes: No one likes to not be able to kill their target because they keep kiting back while dealing 1300 damage in auto attacks. Some would say Zhonya's fix's this issue, well it doesn't, while in zhonya's you can't move, all the enemy has to do is wait for you to come back and kill you then. It would be nice for AP assassin's to have a very short window of time where the adc can't auto attack them and burst them down, and believe me, it does happen. In addition this item would be more Niche, but a much needed one, in games where a carry get's way to far ahead an assassin is left pretty useless because the ADC can simply kill them. This item helps with that by giving a small window of time where the ADC's auto attacks just can't hit them, it will likely only block one auto attack each flash bang but that's the point, if it were longer the ADC wouldn't be able to do anything at all.

Edit: In addition, AD assassins can get pretty tanky, they can build several tanky items, AP assassins can't and shouldn't be able to, they scale better late game so it's only natural that they have an item that not only helps against ADC's who reach late game but also let's them take less damage without being tanky.

DeathfIre Grasp(The Return)

+85 AP +200 HP

Build Path: Needlessly Large Rod, Amplifying Tome, Ruby Crystal. Cooldown: 90 Seconds

Active: Deals 15% Maximum health magic damage over 2 seconds to a targeted enemy(5% if ranged) and applies Doomed to them. Passive: Gain 5% bonus movement speed when moving towards enemies afflicted with "Doomed"

Doomed: Enemies afflicted with doomed take 10% more magic damage from the champion who inflicted it(5% if ranged).

Cost: 3100

Note's: Assassins like movement speed, the only item that's for AP's that gives movement speed is "Lich Bane". I always felt like Deathfire Grasp was simply not made correctly causing it to be completely broken, if it did the damage over time, it gives time for the target to heal. In addition, champions like Ahri can't abuse it like they did before because it doesn't work NEAR as well for ranged champions.

Bonus: There are a lot of items that i think would be pretty cool to have, though some less than other's. Like a Smoke Bomb that turns the user invisible for a very short time or make an area around the person that you have to step in in order to see them(the opposite of Graves smoke bomb), the issue is it would probably end up broken if not melee only and who knows who else could abuse an item like that, some champion aren't balanced around having invisibility(even if it would be cool).

These are the only two items i really think would be nice for AP assassins, it gives them what they need without being the exact same as AD Assassin itemization, keeping them seperate entities with different niche's they can fill, with help from these items.

Edit: Hextech FBB-1 could deal damage but i didn't want to overload an item. In hind sight it could also not be a hextech item because then it would be useless for some champions that want Protobelt or Gunblade instead.

3 Comments

Asayake 5150glow1 votes

If they're doing 1300 damage in autos, then this is late game. You don't wanna hang onto a not-slot efficient item by lategame. Giving the flashbang more effects or some more AP/movespeed would be a good idea, like maybe 15 more AP, 5% more movespeed, or making the flashbang either give a burst of movespeed or do damage.

Also, the blind should be Quinn style, Nearsight, so you can't throw it on them and just pound away until they die. It also makes it more effective when running from mages or more ability based enemies. It also means it won't auto win you the duel against anyone AD (specifically the skirmishers and assassins, but most bruisers would be fucked up too) because they'd lose out on at least a good 30% of their damage if they're blinded and can't auto, while if you're melee, they'll still be able to fight back if you're going in.

Also Luden's gives movespeed, and a fuck ton of it.

AP assassins don't scale better lategame, except perhaps Kata and that's only because of her huge AoE and resets. AD assassins being tanky isn't a feature, it's not intended and just the case of assassins abusing Cleaver.

Zerenza1 votes

Luden's has been a lesser bought item for quite some time, i personally hate buying the item and it got nerfed for the same reason many AP item's get nerfed, mages abused it.

I like your changes to flash bang, it makes sense but i didn't want to overload the item and make people hate it automatically. It would make sense for it to give a burst of movement speed when it hits someone and to be nearsite instead of teemo blind.

AP assassins are generally better late game(though we don't have many AD ones to be fair) because AP items scale better than flat AD items, in addition many AD assassins just don't have the scaling's to keep up with AP Assassins as the game goes on. Zed and Talon for example, the most common AD assassins in midlane, don't scale that well into late compared to their AP midlane counterparts.

Scaling into late is more about their ratio's than the ability itself. Katarina's ultimate has a HUGE ratio, but then again most AP Assassins have absurd scaling's in their abilities and can also build more AP to boot. When was the last time you had 600-800 AD With any AD Assassin? And do remember their scaling are often worse.

Asayake 5150glow1 votes

{quoted}

Luden's has been a lesser bought item for quite some time, i personally hate buying the item and it got nerfed for the same reason many AP item's get nerfed, mages abused it.

I dunno man, I tried it on Diana once, over my normal build, and my oneshot with Q+R+W+R was insane. Also, Kata used to rush it prerework, so it couldn't have been that bad.

AP assassins are generally better late game(though we don't have many AD ones to be fair) because AP items scale better than flat AD items, in addition many AD assassins just don't have the scaling's to keep up with AP Assassins as the game goes on. Zed and Talon for example, the most common AD assassins in midlane, don't scale that well into late compared to their AP midlane counterparts.

Rengar is pretty good late, because he gets a ~3k healthbar, even with his assassin build. Talon has a ton of mobility and can gapclose from very far away, making his pick potential a lot higher, and his invisibility makes it easier for him to oneshot you first, as lategame becomes a matter of who can oneshot first, compared to Kata, Diana and Akali, who all have much less gapclose and damage dodging (Akali's W is nice though, I'll admit), while also having more stick. Come lategame, stick is a lot less important if they're already dead, so they're weaker from worse gapclosing, while stick is better early game to stay onto a target and finish with autos and abilities coming off CD, if your burst wasn't enough to oneshot them.

Kata only does well if she doesn't get CC'd, and the only thing she has to stop that from happening is fairly telegraphed teleports. If she doesn't E near a dagger, she's a sitting duck until she gets to one.

Diana is really bad at diving because she gets melted and has no way to dodge damage, shields are nice in a 1v1 but it's not enough to stop death when going into 4~5 people. Also, you need to land a Q before going in, else you do no damage, so your pick potential is even worse. Your gapclose is also completely limited to not even your R range, but hitting Q, compared to Youmuu's, Kha E and R, Rengar R, Zed W+R, Talon E+R+Q.

Scaling into late is more about their ratio's than the ability itself. Katarina's ultimate has a HUGE ratio, but then again most AP Assassins have absurd scaling's in their abilities and can also build more AP to boot. When was the last time you had 600-800 AD With any AD Assassin? And do remember their scaling are often worse.

Their scalings are often worse because they implement autos in their rotations, each being a 100% AD ratio. It's not about the ratios, not really. It's about the damage. High ratios usually means more damage late game, but AD still does plenty late game.

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