Another Look at AP Fighter Items

Frosted Tips··6 votes·3,968 views

I'm trying to spark the discussion back up again about AP Fighters. So far we have only been told that two Rioters are working on AP Fighter Itemization as a back burner project, but I think it is much more urgent than that and should be one of their top priorities.

AP Fighters lack many items that their counterparts AD Fighters have. Some of the items that are included; Black Cleaver, Trinity Force, Sterak’s Gage, and Maw of Malmortious. Sustain Items are also lacking, but IMO that is the down side to AP Fighters no sustain items.

New Items Whip (Placeholder name)

Build: Ruby Crystal + Amplifying Tome + 365 gold

Ability Power - 30 Health - 250 Unique Passive - RAGE: Basic attacks (on-hit) grant +20 flat movement speed for 2 seconds. Killing a unit grants +60 flat movement speed instead. Bonus movement speed is halved on ranged champions.

Liandry’s Torment (Reworked)

Build: Oblivion Orb + Kindlegem + 1000 gold

Ability Power - 45 Health - 450 Cooldown Reduction - 10% Unique Passive - Abilities apply stacks of TORMENT which applies Magic Resist Shred that lasts 2 seconds (5/10/20/30%) shred for each ability cast. TORMENT duration resets whenever magic damage is dealt by the owner of Liandry’s Torment. DoT effects only can stack once per cast. Abilities like Rumble Q and Ult can stack once per second

Wit’s End (Reworked)

Build: Whip + Sheen + Recurve Bow + 333 gold

Ability Power - 35 Health - 300 Mana - 250 Attack Speed - 30% Cooldown Reduction - 10% Unique Passive - RAGE: Basic attacks (on-hit) grant +20 flat movement speed for 2 seconds. Killing a unit grants +60 flat movement speed instead. Bonus movement speed is halved on ranged champions. Unique Passive - SPELLBLADE: After using an ability, your next basic attack within 10 seconds deals (200% base AD) on-hit bonus magic damage (1.5 second cooldown). Unique Passive - +25 bonus on-hit magic damage

?????? (Melee Only)

Build: Seeker’s Armgaurd + Blasting Wand + 700 gold

Ability Power - 75 Armor - 50 Unique Passive - LIFELINE: If you would take physical damage that would reduce maximum health below 30%, you first gain a shield that absorbs 110 - 280 (based on level) physical damage for 5 seconds (90 second cooldown).

Moonflair Spellblade (Reworked) (Melee Only)

Build: Catalyst of Aeons + Amplifying Tome + Amplifying Tome + 730 gold

Ability Power - 60 Health - 300 Mana - 300 Unique Passive - ETERNITY: Restore mana equal to 15% of damage taken from champions. Restore health equal to 20% of mana spent, up to 15 health per cast, while toggle abilities can heal for up to 15 per second. Unique Passive - TENACITY: Reduces the duration of all crowd control effects by 35% (except for Suppression, Stasis, and Displacements)

Tank/Mage Abuse Tanks would for sure abuse some of these items that I have created. I personally believe this is dew to the laziness of Riots way to balance tank damage. They just made them scale with ability power and deal magic damage because it is less optimal for tankier champions to get. The way to fix this is by changing some of the tanks to deal physical damage and don’t abuse Black Cleaver. The solution for the rest of the tanks is for Riot to change their scalings and have less AP scaling and more Health scaling.

Mages are dealt with by having some items with very low AP and some items that are Melee Only.

Kits AP Fighters lack damage when they don’t build full AP. This is extremely problematic for them. This could be dealt with by adding other scalings to their kits. I believe if AP Fighters would have a few Health scalings and these new Items they would be a very unique and strong class. The last thing I would like to see be added to a few of their kits is sustain (healing) in their kit.

Are there things I missed in your opinion? Let me know, and what do you guys agree or disagree with?

Edit: Deathcap needs a rework that takes away the percentage AP increase. That causes it to be unviable to build some AP and not full AP.

7 Comments

ModWulf Helhammer4 votes

In order for AP fighters to exist, then they need to not have high AP ratios that encourage them to just suicide into the enemy team and blow up the targets.

If their AP ratios are too low, then there is no reason why you build them with any damage, instead going a tank build if you have the CC or engage for it, or just not being played otherwise.

Until you have a fundamental change in what AP as a stat does, you won't have a class of AP fighters. Sure, some champs may have a passive that allows their autos to deal magic damage, but that's on a champ by champ basis.

Frosted Tips1 votes

Yeah this was one thing that when I discussed before was brought up and I guess I forgot to mention it, but I believe with adding some of these items atleast a few champions could use them for a place holder for the overall fix AP needs. Pretty much what me and a few others concluded was that Deathcap would need to be reworked away from the percent increase in AP.

Thank you for your inut.

DragonShea1 votes

{quoted}

In order for AP fighters to exist, then they need to not have high AP ratios that encourage them to just suicide into the enemy team and blow up the targets.

If their AP ratios are too low, then there is no reason why you build them with any damage, instead going a tank build if you have the CC or engage for it, or just not being played otherwise.

Until you have a fundamental change in what AP as a stat does, you won't have a class of AP fighters. Sure, some champs may have a passive that allows their autos to deal magic damage, but that's on a champ by champ basis.

Another issue is that those champs need be forced to get defensive items. Look at juggs, they have to get armor and MR items to be effective and some divers can't afford to be assassins because their burst is not as high as assassins nor are they able to get out as fast.

Take Diana for example. She needs to be in fights for longer, have get some means of defensive items but also have good cycled damage(Sustained burst).

Malak2 votes

and why exactly shouldn't mages be able to use these items? Liandrys is a mage item to begin with lol

And what's with this on hit stuff? We got plenty of that already.

Other than that I think its a good idea

Frosted Tips1 votes

Mages will abuse these items because of the safety that they are granted that AP Fighters do not have. Mainly range. Like tenacity should not be the most effective thing for a ranged champion to go because then how will a melee stick to them. That would cause alot of balance issues. Riot has also talked about how it is hard to release items for melee ap users because of ranged ap users and tanks.

On- hit is practically nonexistent for ap champions. That is mainly it. Plus AP doesn't work on basic attacks like AD does so it is a way for them to do some damage without abilities up.

Thanks for reading the post I hope these answer your questions a bit better than I explained in the post.

Witch of Babylon1 votes

Why is Oblivion Orb in Liandrys.

Frosted Tips1 votes

It is just because building into the penetration item would feel nice to get a little bit of pen in the components. These are obviously not the items that would be released, but general blueprints because I don't design games and I probably would either make busted or useless items.

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