[Theorycraft] Thoughts about CDR itemization (V1)
So there has been some kind of war between "AD itemization is trash" (because AD assassins have no core item) vs "AP itemization is trash" (because Mages have no good CDR build when ADC have F-in' Essence Reaver with 30% on a single item). Obviously, both sides are biased, but that made me think about what a good item set regarding CDR specifically could be. Here are my thoughts, send your comments and improvements ;) This is only a first draft, some problems are still open.
**Base components: ** They are very generic. The idea here is: why do you want CDR? With basic components being targeted to different classes and providing the core stat for this class in addition to some CDR. There is also a "class-agnostic" mana+CDR item that gives you the resources you need to effectively use your spells more often. Do Supports need a specific CDR item, with maybe Mana Regen? Should Health+CDR be targeted towards Fighter specifically, and Tanks get a new item with Armor-and/or-MR+CDR?
- AD+CDR: AD assassins, some fighters, the most caster-oriented ADC
- AP+CDR: AP assassins, mages
- HP+CDR: tanks, some fighters
- Mana+CDR: class-agnostic, allows you to spam your spells more
- ManaRegen+CDR: supports?
- Armor+CDR / MR+CDR: pure Tanks?
We already have basic items that follow this pattern in the current game, respectively
. But they have some issues. Kindlegem with HP+CDR doesn't really upgrade into Tanks/Fighters items, except Spirit Visage. Fiendish Codex has 2 upgrades for Mages, but they are mutually exclusive (Morello and Athene), because they give too much mana regen.
There is also
that gives 2 stats, mana and armor. I feel it was targeted as a cheap component with CDR for Tanks, but it doesn't fit our pattern.
Sheen with mana+CDR is too specific to be used on most mana champions, and the Spellblade proc is so good that it is sometimes used on champs without mana at all. It's also the only one in this list with an additional effect on top of raw stats + CDR
There is also
, which is a strange item. It gives AS+CDR, 2 stats that seem mutually exclusive, and its only upgrade is Nashor's Tooth.
So it seems better to remove Spellblade from Sheen, put it on Stinger instead, and remove the CDR on Stinger. AS seems more logical with the Spellblade proc, which means that you auto-attack at least a bit. Still, tying Spellblade with CDR instead of AP (the recent Sheen rework) was a good idea, meaning all classes could use Spellblade. So I think a new line of Spellblade items with one CDR component + the new Stinger should be better.
**Upgrades: ** Now that we have the basic blocks, the question becomes: how easy should it be for different classes to get CDR. I'll make a few assumptions here, feel free to challenge them, but keep in mind the remainder of the post is made to be consistent with these assumptions.
- Damage dealer classes (Assassins, ADC, mages) should have to make a meaningful trade-off between full damage and full CDR builds
- Utility classes (Tanks and especially Supports) should have easy ways to reach the CDR cap, since it's their main scaling stat.
- Fighters may have access to optimal full builds with 40% CDR, but they shouldn't be able to get it early in the game, given the importance of their skills in lane trades.
Onto the real upgrades now:
- Tank items:
- 1 core item with 20% CDR that should be soft-restricted to Tanks via its passive (to avoid Fighters abusing it). A reworked Sunfire Cape? (But what about laning versus an AP opponent?)
- 3 items with 10% CDR each, one for Armor, one for MR, one for Health
- 1 Spellblade item scaling with Tanks stats (like current Iceborn Gauntlet)
==> That's a total of 50% CDR available. Any Tank should be able to get to 30% in any game, then he could go for a full CDR build or more utility-focused items (Righteous Glory, etc.) depending on the game.
- ADC:
- Spellblade item that scale with bonus AD, with 20% CDR. Reworked Essence Reaver, so maybe AD+CDR + Mana+CDR + Stinger with a mana sustain passive. A bit of Crit in the item should avoid Assassins abusing it.
- (Death's Dance? See below.)
==> Any ADC should be able to use Spellblade, so that makes 20%CDR available to all ADCs. If they want to go to 40%, they can use Lucidity Boots or Runes. It's still possible, but there is an obvious trade-off. Another possibility is to use one of the defensive items in the Tank line, according to the higher threat in the opposing team, or Youmuu, which is more geared towards Assassins.
-
AD assassins:
- Youmuu, 10 %.
- core Assassin item, typically like the "new assassin dagger" recently revealed on the board, 10%.
- Lucidity Boots, 10% (there isn't really a better pair of boots for AD assassins, so we need to take into account that they will use this one)
- no Spellblade item for them?
==> Assassins can get to 30% relatively easily, and reach 40% with Runes or one of the defensive items in the Tank line.
-
Fighters:
- Reworked Black Cleaver, with only 10%
- The Tank items with 10% each should also be attractive for Fighters, especially the Health one.
- One Spellblade item scaling with Base AD. Reworked Triforce, built from Health+CDR + Stinger + Phage. Cement Triforce identity as a Fighter item. Lose Critical Chance. May gain %MS with the upgrade to keep it close to Live version.
==> That's 30% CDR almost guaranteed for Fighters, but no early spike since no item is at 20%. They have a large number of solutions to complete to 40%: Boots, Runes, a second defensive item from the Tank Line, Youmuu for the offense side (maybe Death's Dance).
- Mages/AP Assassins:
- A choice of 2 Mana items with 10%
- Early-game power: AP+CDR + Chalice. Reworked Athene, with reduced CDR.
- Late-game power: AP+CDR + Tear. Reworked Seraph, THE item for spamming your spells.
- One item with 20%, built from AP+CDR + Mana+CDR, for those who want an early CDR power-spike, a reworked Morello. But should have a low slot efficiency and be mutually exclusive with the 2 previous ones (because of Mana overload), to avoid easy full-CDR builds. Now Seraph is for late-game, Morello for offensive early game and Athene for defensive early game (with a better slot efficiency, for better late game scaling).
- 1 or 2 generic AP-caster items with 10% CDR, but we need a way to prevent stacking them together or with Morello. Maybe reworked Liandry and Luden to include the AP+CDR component, with Luden geared toward poke/burst and Liandry geared toward DPS as an incentive to not take both? Not ideal...
- Spellblade item scaling with AP, 10%. Reworked Lichbane, built from AP+CDR + Stinger (+ Wisp if we want to keep the %MS boost).
- Reworked Nashor with only 10% CDR. Built from AP+CDR + Recurve Bow (which should be the basic block for all on-hit items, no reason that it isn't in Nashor's recipe already)
==> All Mages should easily get 20% CDR (1 mana + 1 generic item, or Morello), and 30% for those that can use a niche item on top of that (Spellblade or Nashor). Beyond that, there is Lucidity Boots (but you abandon some damage potential with Sorc Boots), Runes (typically instead of MR Runes, so you are significantly weaker in early game), a Tank item or a Support item. That seems like a good spot.
-
Supports:
- Gold items all have 10% CDR
- All "support-specific items" have 10% CDR, and any given support should use at least one of them:
- Ardent Censer
- reworked Aegis (CDR moved into Aegis, instead of in the 2nd component for the upgrade)
- Mikael
- Frozen Heart should probably be reworked, too.
- Tank supports can use the Tank items with 10% effectively (if not the core item at 20% because they don't get enough gold to really invest in the passive scaling)
- Mage supports can use the generic AP-caster items with 10%, or even Morello (slot-efficiency is not really an issue for supports)
==> Support should be able to reach 40% CDR easily if they want to.
**What about Death's Dance? ** I don't really understand to what class this item is targeted. The CDR+lifesteak on skills scream AD-caster, but do Assassins and Fighter really want to invest in LifeSteal? And the more caster-oriented ADCs deal a significant part of their damage as magic damage (Ezreal, Corki, some Kogmaw builds, etc.), so don't benefit from it either. Maybe this item should be reworked to be generically appealing to all AD-casters regardless of class, and in that case Youmuu/Essence Reaver should maybe give 10% less CDR.
Mana+CDR component? I said it should be "class-agnostic", but in the end, I used it only in a Mage item. What should be done with it? Maybe it should replace Tear? (Probly not) Any cool ideas to exploit it?
. In general, AD carries whose abilities supply a significant part of their sustained damage.
The utility ADCs,
&
, on the other hand, use their abilities for utility to a significant degree, and most of their damage comes from auto-attacks. They do not build Essence Reaver. In fact, both of them are set up in a way to make CdR less useful, even - Ashe's Q does not interact with CdR, at all, while Kalista's E resets on killing something with it.
The auto-attack focused ADCs,
, also do not build Essence Reaver - as the utility ADCs, most of their damage comes from auto-attacks, and hence getting CdR is less relevant for their purpose.
Out of these four champions, two have high kit-intrinsic CdR (
- which, btw, gives the highest unconditional AS in the game. And the fourth (
) are there for mages to take. It is just that none of those are 100+ AP items, as well, or are restricting their user towards certain patterns to make full use (WotA, Lichbane and Nashor's all support a more sustained or closer-ranged combat style).
You can take CdR in runes, as well - but this again has tradeoffs: You'll either trade MR or AP for it, and you either need another 10% (flat) or not have 40% for most of the game (scaling).