Ideas to fix underused items and for niche items
- Guinsoo's Rageblade: Rageblade is an awkward spot right now. It gives a little bit of everything, but not enough of anything to be particularly useful unless you happen to be playing AP Tryndamere or something. In order to make it more usable while making it the go to item for hybrid champions when they need damage, I suggest we change it to the following.
Guinsoo's Rageblade (Pickaxe (875g) + Blasting Wand (860g) + 965g= 2700g) +50 Ability Power +30 Attack Damage Passive: Basic attacks and ability casts grant you a stack of Rage for 6 seconds (max 10 stacks). For each stack of rage, you get +4 Attack Damage and +4 Ability Power. Unique Passive - Wrath: At 10 stacks of Rage, you gain 20 Armor Penetration and 20 Magic Penetration.
(At max stacks, this item gives 90 AP, 70 AD, and 20 Armor and Magic Pen.)
- Zeke's Herald: Typically, you buy Zeke's when your team has a lot of AD champions. And that's the only time. While that is a fine niche for an item, it's not a good pickup for any champion because it's stats are super inefficient or wasteful in the case of it's 20% CDR. To allow Zeke's to become an efficient item, it should be upgrade into a better Zeke's.
Zeke's Herald (Vampiric Scepter (800g) + Ruby Crystal (400g) + 400g = 1600g) +250 Health +20 Attack Damage Unique Passive - Legion: Nearby allied champions gain 10% Life Steal.
Stark's Fervor (Zeke's Herald (1600g) + The Brutalizer (1337g) + 263g = 3200g) +400 Health +20 Attack Damage Unique Passive: +15% Cooldown Reduction Unique Passive - Legion: Nearby allied champions gain +35 Attack Damage and 15% Life Steal. Nearby enemy champions have their armor reduced by 20.
- Ohmwrecker: Ohmwrecker's main problems are that it's too narrow in usage and that it's not gold efficient.
Ohmwrecker (Raptor Cloak (1000g) + Kindlegem (850g) + 450g = 2300g) +350 Health +50 Armor +100% Base Health Regen +10% Cooldown Reduction Unique Passive - Point Runner: Grants +30% bonus movement speed that build up over 2 seconds when near turrets (including fallen turrets). Unique Passive - Infiltrator: Nearby enemy base gates are disabled. You can see over walls. Unique Active - Disables a nearby tower, preventing it from attacking for 6 seconds (90 second cooldown). This effect cannot be used on the same tower more than once every 16 seconds.
The tower immunity time was scaled up because the duration was scaled up.