Tenacity item idea (mainly for chain cc)

LilxPaprika··7 votes·5,575 views

item gives no tenacity until after you got CCed once, if just slowed or soft CCed tenacity is 20, if hard CC tenacity goes to 30.

Where hard CC is prioritized, so if you're slowed then hard cced it'll go from 20 to 30.

tenacity will last until out of combat for 2.5 to 3 seconds. and could decay.

this allows enemy team to still get strong initiation, picks off because the first cc will affect you 100%, since you'll likely just have 0 tenacity. However subsequent cc won't be as bad. so it's a great way to deal with chain cc.

Onced CCed subsequent knock up or displaced could also give you bonus MS for short duration. like 10ms. this last bit might be a bit much tho

4 Comments

ForFoxSakes3 votes

Diminishing returns usually happens in most games, but right now in LoL you likely wont survive past 2 CCs anyways [slayer-pantheon-thumbs]

LilxPaprika1 votes

regarding dying within 2 CC, well this season is pretty high on dmg and this could change in the future.
that said there are still many scenarios where you can last more than two CCs example summoner 3 or if you run summoner 21 (maybe barrier will receive a slight buff too), or if you activate item 3003 item 3053 while in battle, then there are shields and supports that can lend a hand and keep you alive.
this kind of tenacity item could be very useful with Kindred's ultimate or Tryndamere or even Kayle since you can get CCed during kayle's ulti something as simple as changes to turrets can at least maybe force the enemy to dive a bit more and risk trading more. If it doesn't keep you from dying at least it will place the enemy at more risk of an ally following up.

there's also Shen ult ... so many scenarios that could benefit from this tenacity.
Jax ult gives him good survivability. ShyvanaSinged

Pendergast8912 votes

the problem is that tenacity doesn't effect knock ups and displacements which what seems to be the majority of the cc you get hit with now a days

ZT Xperimentor2 votes

Like the idea, but is it multiplicity or additive? The former is how they used to stack back when there were multiple options for tenacity, but it led to harshly diminishing returns; the flipside of the later is that it'd be too strong raising it flatly 30%. Or perhaps just make tanks that have a channeled ability to be unstoppable during the channel, so such an item isn't abused by assassins.

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