What do you think of on-hit itemization?

YumaS2Astral··2 votes·487 views

Now that I have seen a lot of Varus building item 3124, I want to share my opinion.

On-hit itemization is not very good. People complain about AP itemization being bad, but on-hit items are even worse. You have even less options and most of them have serious problems.

item 3091 scale very poorly during the game item 3115 isn't bad but require AP stacking to be useful item 3748 is good, but it requires HP stacking and only melees can build it item 3085 lost its on-hit effect recently item 1416 item 1418 item 1419 is good, but only junglers can build it item 3042 I don't think I need to explain why no one build this. item 3124 is too expensive and it is hard for melees to use this effectively. Its stacks also decay way too fast. item 3022 is technically an on-hit item but its on-hit effect does no damage, so it doesn't count. item 3153 is actually the only on-hit effect that doesn't have any problem. It is good and doesn't have build restrictions. Every on-hit champion uses it well.

For many on-hit champions it is better to either go crit, or focus on some other builds that allow them to be viable. Jax for example, is supposed to have insane synergy with Guinsoo's Rageblade, but he prefers to go Titanic Hydra because that gives him waveclear and a better mid game.

Sometimes I wish that Riot gave a look on on-hit itemization and on-hit effects in general. Some things that on-hit items are lacking are sustain and, for melees, waveclear (there is Titanic Hydra, but not all on-hit champions want to stack HP). Penetration is also an item that on-hit items do not have, although because most on-hit champions deal mixed damage, it can be difficult to balance penetration for them. Peharps giving them flat penetration could be a good choice? This way, they can be good against squishies and tanks can stand a chance against them later in the game.

What do you think?

7 Comments

Kaìju3 votes

I think part of the issue is that On Hit doesn't work as a build, it only works with a champions kit. For example, Rageblade and Bork should in theory do a fuck ton of damage. But if I get them together I still deal really sub par damage. However getting even just Rageblade first item on Varus makes him do a lot of damage. This is because On Hit really doesn't energize with itself at all. If crit items give you more damage the more you have, I would say On Hit is the opposite. Off The top of my head the only champs who can really use Rageblade which is basically the IE of On Hit are Jax, Yi, Varus, Kog, Aatrox to a degree, and maybe some niche cases like Shyvana since she can proc her Q on hit effect four times in one auto so that might make it worth just for the %HP auto nuke. On Hit I think could actually be a really good answer to crit. If crit is meant to be this exponentially scaling late game build with expensive items, why not make On Hit the linear, more mid game focused path? That way you have to make a real decision about whether you want to try and go for late game or just get on hit early.

YumaS2Astral2 votes

{quoted}

I think part of the issue is that On Hit doesn't work as a build, it only works with a champions kit. For example, Rageblade and Bork should in theory do a fuck ton of damage. But if I get them together I still deal really sub par damage. However getting even just Rageblade first item on Varus makes him do a lot of damage. This is because On Hit really doesn't energize with itself at all. If crit items give you more damage the more you have, I would say On Hit is the opposite. Off The top of my head the only champs who can really use Rageblade which is basically the IE of On Hit are Jax, Yi, Varus, Kog, Aatrox to a degree, and maybe some niche cases like Shyvana since she can proc her Q on hit effect four times in one auto so that might make it worth just for the %HP auto nuke. On Hit I think could actually be a really good answer to crit. If crit is meant to be this exponentially scaling late game build with expensive items, why not make On Hit the linear, more mid game focused path? That way you have to make a real decision about whether you want to try and go for late game or just get on hit early.

On my opinion Riot could remove crit and balance ADCs and attack speed reliant fighters around on-hit items. This way they could do some sort of consistent damage, they could even be allowed to deal with tanks, without the burst against squishies that crit gives.

Sleepcoma2 votes

If on hit itemization was bad than why are people building item 3124 item 3153 item 3091 on kog'maw in pro play?

YumaS2Astral1 votes

{quoted}

If on hit itemization was bad than why are people building item 3124 item 3153 item 3091 on kog'maw in pro play?

Because his own on-hit effect is powerful enough that the fact that on-hit itemization is bad doesn't matter. And other than crit, there is not much else he can build.

DemonBoneJangles1 votes

you left out a lot of on-hit items and the ones you have used are only bad if you build them haphazardly or without thinking, lets dive in shall we?

item 3091 grants and steals magic resists I believe its 40 mag res and it steals 5 mag res from its target as well as having 40% attackspeed boost and dealing extra magic damage with each hit, ap auto attackers (teemo and ap twisted fate, and ap kennen) all benefit from this item as well as an adc who has fallen behind and is now making their mages hit harder

item 3115 has THE highest attack speed boost in the game at 50%, and grants ap and cdr, if your runes are right and your items are right this baby deals a lot of damage and quickly.

item 3748 is the tank melee version of ravenous hydra so yeah its meant for hp tanks not much else

item 3085 I mean cmon, the bolts still deal on hits that are not target specific, such as shiv, wits end, and any other on hit things, it really lets you spread the love and generate stacks for shiv and cannon faster against groups of enemies

item 1416 item 1418 item 1419 these are not the only on hit items in the jungle category, all the jungle items have some sort of on hit effect but these are the most useful if paired with other items, because they deal damage based on maximum health not current health and they give a 50% attack speed boost

item 3043 ill agree with this one because until they make a champion who has more mana and less need for it this item is better retuned towards ability heavy champions and mages

item 3124 should never be a standalone item, you need at least one other heavy attack speed item to make it work properly and it syncs well with a lot of champions passives once at full stacks, whish are not hard to achieve or maintain as long as you have something to hit

item 3022 this is a great on hit item because its basically ashes passive on an item and you can stick to your target if your faster than them with this

item 3071 is technically an on hit item because attacks with it shred armor, combined with wits end you just shred defenses entirely

item 3087 item 3094 they have the same build path and are made to work together, with rapid fire cannon allowing shiv to hit towers with the lightning, a lot of people actually build these

so you see if you only think of the negative ways something can be used it will be bad, when all these items were made to synergise well with certain builds or certain champions and yes I left out BoTRK because it is as you said a very useful and common item

AirKingNeo1 votes

nashors is just an overstat item to make the kits of kayle and azir to operate

AirKingNeo1 votes

nerf kog'maw and sure.

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