Since they removed SotAG, why not give Warmog's it's passive?

Bodkins Odds·1/18/2015, 7:42:20 PM·73 votes·4,257 views

When Riot removed the old jungle items, tanks lost a good mechanism for stacking health. But, the SotAG passive, while useful for HP stacking tanks, had the problem that it was attached to an item that most would normally not build, not only because it was a jungle item but because even in the jungle most tanks were better served by getting a Spirit Stone.

Therefore I think that SotAG's removal is an opportunity for a good HP stacking item that can be built by junglers and laners alike without being worse than alternative items. Warmog's is already the go to "I want a lot of HP" item and would therefore have little problem fitting in the builds of tanks that like to stack HP. As such, I propose this change to Warmogs:

Warmog's Armor Cost: 2500G(300G) (Unchanged)

+640 Health (-160 health from live) Unique Passive: You gain 25% extra bonus health. (New; +160 health if Warmog's is your only source of bonus health) Unique Passive: You gain health regeneration equal to 1% of your maximum health. Health restore increases to 3% of maximum health if damage hasn't been taken within 8 seconds. (Unchanged)

What do you think? I'm open to increasing the price if necessary, but I think Warmog's is already expensive enough.

63 Comments

Rebonack1/18/2015, 8:34:59 PM9 votes

Better to put it on a new item rather than on Warmog's.

Warmog's is the super-sustain Tank item. Don't water down its identity. Rather, make a new Tank item that has the +25% bonus HP passive. Then give it a neat active that takes advantage of that giant chunk of HP somehow.

Cale0171/18/2015, 8:13:12 PM4 votes

Tanks NEED some help out there when carries and fighters can make all their hard earned resistances mean absolutely nothing with a single item. I absolutely loved the bonus health on SotAG before the jungle turned over, it let me feel like I was actually tanking during matches.

Have you ever seen a 5k health Rammus Powerballing at someone? People get scared quick.

Right now, tanks are all but useless as they can't tank efficiently enough to warrant how little damage they end up with on a full tank build. You're much better off with a damage item and then going full tank and hoping that you can hit a balance between doing just enough damage to kill someone and lasting just long enough to do that damage than you are trying to rely on purely outlasting someone.

Yoella1/19/2015, 1:30:31 AM3 votes

I think that would be great. There's not much reason to buy Warmogsitem 3083 over item 3022 Frozen Mallet now

Dreadlocks1/18/2015, 7:51:38 PM3 votes

I like this a lot actually. There needs to be more ways to counter item 3035 item 3031 and I think your idea is a good start. This is because health counters armor pen and since the passive on item 3083 is only sometimes useful I could see myself getting item 3022 more because of the extra damage and slow. Practically same HP.

aaronconlin1/19/2015, 12:31:54 AM2 votes

I would love a new item that gives +25% bonus HP. For example:

item 1011 (1000) + item 3067 (850) + item 1028 (400) + 750 = 3000 (Not sure if this is too low/high)

+750 HP UNIQUE Passive: +10% Cooldown Reduction UNIQUE Passive: Increases Bonus Health by 25%

Espy Psyche1/18/2015, 9:22:35 PM2 votes

Maybe they could even blend the old unique Atma passive into the new item with the 25% bonus health. It'll be a late game item only -- with two multipliers and low base stats, it'll only be gold efficient after the high health items are built. Like:

Atma's Talon -- Giant's Belt + Pickaxe + 800g (2675 total)

30 Attack Damage 450 Health

Unique Passive: Increases total Health by 25%. Unique Passive: Gives Attack Damage equal to 2% Maximum Health.

Cindikle1/18/2015, 10:49:24 PM1 votes

Posted on this before. I'll just copy and paste it.

I think it should upgrade into adding some interesting passives. Passives that aim at helping tanks.

  • % bonus HP
  • % Reduced damage from abilities
  • % Reduced damage from basic attacks and on hit damage.
  • Being brought under 15% hp makes you immune to CC for 3 seconds(half duration for ranged). 60s cooldown. Before you say this would be OP on non-tanks. If you're taken to 15% HP and you're squishy. You're very likely to die anyway. Yes this may save you. But it'll be in a gimmicky way. And it's reduced on ranged champions. If need be it can become 10%. Something a tank could live though but a carry cannot.
  • Your next source of damage taken as true damage is reduced by (5% max HP). 30s cooldown. Cooldown is reduced by 1s when damaged by enemy champions.
  • Reduces the effects of Grievous Wounds to 35%.
  • Every second you are under the effects of crowd control you gain a shield equal to 1.5% of your max health. This shield can stack up to 5 times.
  • Creates a shield that absorbs the next source of crowd control. This shield takes priority over Banshees Vail and will put it on a 10s cooldown if the shield is broken. (Meaning BV wont be up while this is up)
  • Percent health damage now assumes your max health is 20% less.
  • Losing 50% of your health to a single champion within 5 seconds will reduce the damage taken from that champion by 50% for 3 seconds. But you cannot CC that champion. This effect is ended early if you attack that champion.
  • Increases movement speed by 5 for every 3 seconds you are in combat. Stacking up to 5 times.
  • Every 30 seconds you create a ward around yourself. 50% of the next source of damage an ally champion takes is sent to you instead if it deals more than 20% of their max health. (This will deal the exact damage the ally took, if they have no MR items and took a lux ult for 700, you're going to get hurt for 700, but it's still better to be you). This effect can only occur while you are over 40% health and you cannot take any damage from this that would kill you.
  • CC you apply is always followed by a 10% slow for 1 second. (Even if it's another slow)
  • After having 10 spells cast around you, your next basic attack will silence it's target for 0.5 seconds. This can only occur once in combat and will not reset till out of combat. Leaving combat will remove all current stacks. (May be a bit weak overall as you don't really control the CC, but the CC cannot be too strong).
Bresn1/18/2015, 9:24:56 PM1 votes

Have you tried fighting a 6k health Nautilus with a 3k shield because Spirit?

No support.

MidEvilKnight3k1/19/2015, 7:16:07 AM1 votes

I think they want warmogs to be a niche item rigt now that you could pick up to help sieges. This change would make it a must buy tank item and would give all tanks super good sustain. Admittedly warmogs is weak right now, but I am not sure it should become a core tank item.

I support having an item with that passive, but perhaps placed on a different/new item instead.

Kingsgrave1/19/2015, 10:15:02 AM1 votes

Why not put it on item 3800 instead?

Quepha1/19/2015, 3:15:41 PM1 votes

because 25% bonus hp is actually a pretty shitty passive for the game. it makes tanks scale harder when they already are pretty lategame focused it makes hp a better stat to stack meaning tanks think less about their itemization besides "what has the most hps" it's a non-passive when you first get it, and tank champions already have trouble trying to get to a solid powerspike so they can stand on the front line.

DatKiva1/19/2015, 6:26:08 PM1 votes

tanks are pretty good where they are an I would like to see new items, but we've seen what happens to tanks when they get too powerful, it's insane, they didnt have to build any dmg and it took a raid to take them down since they would outlast any dmg dealers on your team. if you buffed them with another item like this you would have to somehow increase the hp pools slightly to everything to compensate or another workaround, or reduce the sustained dm of all tanks, but then again maybe if riot added in items with negative stats like say -10% dmg on everything if you have this item, there would be so much work involved with and item like that

Yandere Carry1/19/2015, 6:53:03 PM1 votes

I like the idea of the SotAG passive being tacked onto Warmogs, but I don't know how I feel about that nerf. You are saying I should invest 2500 gold into a gold inefficient item. Guys you need to realize that 640 hp..... 2 giants belts is 2k for 760 hp. I realize it has it's passive, but that's not good enough in my eyes. If you look at all the core items for other roles in the game and they have items that hit over 200% cost efficiency without passives. The idea of situational worth is not enough to warrant purchasing the Warmogs with such low bonus stats. This is especially true given it doesn't have any bonus defensive stats.