Slow Item Concepts

Stacona··1 votes·735 views

Even though it was originally just going to be a Frozen Mallet rework I decided to throw in Rylai's Crystal Scepter as well since both items are in the same place right now. The issues that arise here is that the items, especially Frozen Mallet, are too inaccessible due to high gold cost which the gold cost is in place to prevent in-lane snowballing once you get ahead with a CC item. I am going to address both the inaccessibility and lane snowball issues by turning the slow passive into an early game item! But wouldn't this create more lane snowball? Not if the item was a stacking item that stacks through both game time with the item and interaction with things across the map. This approach allows the items to be accessible to champions that need the CC while forcing it into mid to late game so that it is impossible to have it as a snowballing item for the laning phase. Your starting item can be upgraded into one of three options of Tank, AD, and AP paths; once one of these paths of been purchased and the slow passive is fully stacked then the item transforms into a mega item making the stats very gold efficient with a powerful active to boot based on the path you chose!


Useless Piece of Ice: Recipe: 400g = 400g

Statistics: UNIQUE Passive - Icy: Basic attacks slow their target for 40% of Ice Blocks accumulated (25% for ranged attacks) for 1.5 seconds; dealing damage to enemy Champions, large Monsters, or structures grants 1 Ice Block (may occur once every 10 seconds); maximum Ice Blocks is 100.


The Strength of Ice: Recipe: Giant's Belt (1000g) + Chain Vest (750g) + Useless Piece of Ice (400g) + 250g = 2400g

Statistics: +400 Health +40 Armor +10% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target for 40% of Ice Blocks accumulated (25% for ranged attacks) for 1.5 seconds; dealing damage to enemy Champions, large Monsters, or structures grants 1 Ice Block (may occur once every 10 seconds); additionally every 6 seconds grants 1 Ice Block; maximum Ice Blocks is 100.


The Mega Strength of Ice: Recipe: The Strength of Ice (2400g) + 100 Ice Blocks

Statistics: +600 Health +70 Armor +15% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target by 40% (25% for ranged attacks) for 1.5 seconds. +UNIQUE Active: Toss a giant ice boulder at the target location to stun struck enemies for 1.5 seconds (75 seconds cooldown).


The Power of Ice: Recipe: B.F. Sword (1550g) + Useless Piece of Ice (400g) + 450g = 2400g

Statistics: +50 Attack Damage +10% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target for 40% of Ice Blocks accumulated (25% for ranged attacks) for 1.5 seconds; dealing damage to enemy Champions, large Monsters, or structures grants 1 Ice Block (may occur once every 10 seconds); additionally every 6 seconds grants 1 Ice Block; maximum Ice Blocks is 100.


The Mega Power of Ice: Recipe: The Power of Ice (2400g) + 100 Ice Blocks

Statistics: +80 Attack Damage +15% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target by 40% (25% for ranged attacks) for 1.5 seconds. +UNIQUE Active: Toss a powerful icicle in a target direction striking the first enemy hit to greatly reduce its armor by 70% for 3 seconds and apply Icy. (75 seconds cooldown).


The Magic of Ice: Recipe: Needlessly Large Rod (1600g) + Useless Piece of Ice (400g) + 400g = 2400g

Statistics: +80 Ability Power +10% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target for 40% of Ice Blocks accumulated (25% for ranged attacks) for 1.5 seconds; dealing damage to enemy Champions, large Monsters, or structures grants 1 Ice Block (may occur once every 10 seconds); additionally every 6 seconds grants 1 Ice Block; maximum Ice Blocks is 100.


The Mega Magic of Ice: Recipe: The Magic of Ice (2400g) + 100 Ice Blocks

Statistics: +120 Ability Power +15% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target by 40% (25% for ranged attacks) for 1.5 seconds. +UNIQUE Passive - Icy Spells: Damaging spells slow struck units by 35% (20% for damage-over-time and area-of-effect spells) for 1.5 seconds. +UNIQUE Active: Let your ice glimmer with powerful magic radiating about it causing all targets slowed by your own Icy and Icy Spells to take 100% Ability Power as true damage, cannot exceed 25% of the target's maximum health; minions, excluding Siege Minions and Super Minions, take 100% of their health from this effect. Additionally deal 10% Ability Power as bonus true damage on-hit against structures for the next 6 seconds. (75 seconds cooldown).


So very quick sum up here; the tank path is either for initiating or peeling. While the Offensive paths of AD and AP are both for shredding the enemy tank line as well as help the squishy damage dealers kite bruiser threats. This actually puts the items in a lot better spots and clearer goals in mind of why you would buy these items, since the added CC of the slow should be powerful enough to help you survive it doesn't need offensive and defense with it; while granting only health and armor for tanks allows for both magic and physical tanks to buy the item efficiently instead of the Frozen Mallet being catered towards physical tanks. Side note the offensive paths also have turret pushing presence to them, most notably for the AP path since AD already grants very effective turret pushing in itself and does not need help with a turret pushing active.

Hope you guys like the ideas and have a nice day! ~ Stacona

4 Comments

Lord Dusteon2 votes

Hey, making a rather cheap item that both provides a perma slow and the gives the highest AD/AP is really bad design. In addition, giving them extremely powerful actives (yes, I'm sure Cass and Veigar would love getting a free 35% enemy max hp true damage every 75 seconds with a perma slow, or that every AD wants to deal true damage, or tanks want free AoE CC) on a must buy item makes them game warping (hint, when you make an item tied for (if not exceeding) the other items in its group WHILE costing less than all the others while giving an extremely potent slow you make the item a must buy on everyone). This would literally invalidate any melee that doesn't have multiple gapclosers and hard cc.

Stacona1 votes

its cheaper because it is timer based, you have to wait at least 20 minutes with the item to fully stack the item, it starts with 0% slow--- i made it so that you don't have the slow during laning phase- laning phase will be over between 10-15 minutes which is when the slow just starts to become useful if you rush the item- if you get the upgraded portion first then you have to wait at least 10 minutes later for it to upgrade to mega form...

if you combine game time and item cost the mega items will cost about 5000gold that is roughly about when you will receive your item

5 minutes into the game as your starting item the slow will be like 1-2% which is nothing, past 10minutes of game time it be like 10-15% which is something but really isnt much, you wont feel like it does anything until 15-20 minutes and beyond where it is near full stacks. I am not a fking idiot like you, I can actually do math. And 30% health cap is a safety net so that the effect is not very effective against squishy targets, DFG is better here. while against tanks you probably never reach the damage cap, and if you can then you can also one-shot anyone with your spell combo if you have that much AP0 the active is for either pushing or help you kill a tank both for AD and AP-- while the tank path will help melees kill squishies or keep them held down long enough for your team to kill them-- the AD and tank actives are also skill shots


the tier 2 items are barely stat equal, while the tier 3 items are very gold efficient but cost game time instead of gold--- game time is a better system to force the items to be late game only while allowing the item to get accessed to early even though they cannot be unlocked until much later after their purchase

Lord Dusteon1 votes

The very beginning, 400 gold item takes 16.6(repeated) minutes to stack assuming you are constantly attacking. Reasonable.

The 2400g ones , in addition to giving extremely good stats and the stacking up slow, take at the maximum 10 minutes to stack assuming no interactions, with each interaction shaving off 1/60th of the total stacking time. Seeing as the first upgrade provides 10% cooldown reduction and large amounts of their respective stats, this makes it an extremely good buy (even if you didn't buy the ice block first).

The final upgrade therefore could be gotten ~15-25 minutes in easily (15 being a first buy and first upgrade easy stacking one, and 25 being just buying the item itself 1st). Seeing as the final upgrades either give more hp, cdr, a perma slow, AND a stun compared to Randuins, more cdr, a slow, and an extreme armor shred (free true damage on anyone) compared to an essence reaver, or more cdr, a perma slow, and a great true damage nuke, yeah that's a bit much.

These items basically allow anyone to get a free permaslow in their build, which makes any melee really, really bad (1.25 sec stun is basically forced on any melee to be good, and if they miss they literally die due to easy kiting. And you know, if you can't catch up to or kill the person in that time back to perma kiting until you die!).

Stacona1 votes

The item has a minimum of 20 minutes in the game before fully stacked- the stats are barely gold equal - gold efficiency only happens when fully stacked--- the items are on par with the other top tier 3k gold items when the items are equivalent to 5k items to obtain if a 5k gold item existed that is approximately be how long it take to get it


if you feel the ranged slow is too strong it can be lowered- concepts are base ideas, i just used the same max slow as frozen mallet is now and what rylai's is for the AP path--- anyways, if the ranged slow is too strong it can always get lowered further and the melee slow would get indirectly buffed in comparison

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