Buying elixers "strategically"

Leaf of the lake··7 votes·987 views

So, riot said they wanted to introduce strategic choice in the elixers, but if you look at them, they're really just custom-tuned to specific roles.

We've got an ADC elixer (elixer of wrath). We've got a mage elixer (elixer of sorcery). We've got an initiation tank elixer (elixer of iron). The only elixer that is not specifically tuned for a role is the elixer of ruin, which can be somewhat effective on almost anyone, but is particularly effective for split pushers. Why is my "strategic choice" to pick up the predetermined item for my role or to pick up a split push item? Why isn't there an elixer that grants movespeed (or even situational movespeed)? Why isn't there an elixer that grants CDR? If I'm an ADC, I should have the choice between picking up an elixer for kiting and an elixer for damage. If I have utility in my kit, I should have the choice between taking my prescribed item (either elixer or iron or elixer of sorcery, generally) and something that will boost that utility.

We need more elixers like elixer of ruin, which can be used by more than one role effectively, and offer an actual choice besides asking "do I have 400 gold to spend on a non-permanent ball of stats?"

8 Comments

disregardable3 votes

I actually think Elixir of Iron could work well on any champ, especially if you're going against a CC heavy comp.

Actually, I think there's a time and a place for all of them on ADCs. It's just knowing when to use them.

Yoella2 votes

I use Elixir of Iron on karthus when I'm doing well late-game.. cuz mega Karthus.

Long Dong Wukong1 votes

It's just Riot using buzzwords, friendo.

They just say whatever bullshit they think will make it seem like they're intelligently designing their new map.

It's no different than the standard "counterplay" and "toxic" horse shit they spew every so often.

Sire Hippington1 votes

I agree, if the elexires should be used strategically, they have to be usefull for most champions and not just a certain group.

Why not changeing elexir of wrath to increase all damage u do by x% and healing for x% so bruisers, mages, assasins and carrys all can profit from it?

Why not changeing Elexire of sorccery to Elexire of Wind(couldn't think off a more stupid name atm), giveing 25%slow reduction, 25%tenacity and a x%speedbuff path that affeckts ur self aswell, so anyone who wants to be less impared in his mobillity can get it(the increaced Size is rather bad for carrys/mages/assasins as it makes u an easier target...)?

Why not giving Elexire of iron the increased Siz, bonus HP and either some increased sustain or a small slow-aura, like 10% in a 250aoe around you, so it can be considered for everyone who wants to get beefy and even better at bodyblocking/peeling or even sticking to a target?

Why not changeing elexire of ruin to have a minion buffing Aura, giving bonusdamage vs towers and maybe increasing out of combat speed, so u can outrotate ur enemys and sneak towers with it?

Rockman1 votes

[deleted]

My eeeeel2 votes

Iron, Wrath, Sorcery, and Ruin are more efficient on someone.

Meep Man1 votes

Wrath = Used For Heavy Burst Comp

Iron = Anti-Teamfight Team

Sorcery = Poke Heavy

Ruin = Super Push

Leaf of the lake1 votes

After giving this some more thought, what I'd envision for a fifth elixer is something almost entirely utility focused.

+8% MS +10% CDR +cool utility-centric passive

The passive could be almost anything, as long as it doesn't do damage, but some examples of ideas here:

Acceleration: Your basic attacks and single-target abilities mark an opponent with a debuff for X seconds. Other allied champions' basic attacks against the same target grant Y movement speed (half for ranged) for Z seconds.

  • Note that this means only your allies get the speed boost. You're already getting a percentage MS buff from the elixer itself, so this passive would be to help your team with kiting or chasing. The debuff should be short (no more than 1.5s), so it requires some coordination.

Hunter: Your basic attacks and single-target abilities grant vision of enemy champions for X seconds.

  • Another chasing passive, could possibly get rolled in with the previous one.

Protection: Grants a X health regenerating shield after being out of combat for Y seconds.

  • Movespeed and a regenerating shield means anti-siege measures. The shield size wouldn't get very big and it would scale up gradually, so as not to overshadow the raw HP and burst mitigation of elixer of ruin.

I couldn't think of a way to incorporate a slow without it being overwhelmingly better for either bruisers or ADCs, and anything to do with vision or true sight seems broken by default. Since this is supposed to be about introducing meaningful choices, the stats/passive effect shouldn't explicitly favor one role, and should be something usable by (although not ideal for) almost anyone.

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