Compared To Full Crit And Full Pen Builds, Full On-HIt Builds Don't Really Work ATM
I think that's a shame. Before, the only one who would make use of a full on-hit build is Kog'Maw because of his old W and the whole double attack speed thing. At the same time, old Kog existing made it impossible for other on-hit items to be added or buffed, because he single-handedly made doing that a death sentence for the game balance.
After the W revert, there are still tons of marksmen and on-hit carries who would love to be able to build a full on-hit build, if only proper items existed for that. Even on the current Kog, which is supposed to be the go-to on-hit carry, you will have to buy crit besides Trinity Force and Blade of the Ruined King to have an effective build and you can't just go full on-hit.
So basically, we need several roles for several items to make the whole on-hit build a thing.
First off, we need a central scaling item, something your whole build scales with, which is very expensive and which spikes the power of every other item in your build. AP champions have Rabadon's, crit champions have Infinity Edge and armor pen builds have Duskblade. On their own, these items might not be that great but once you add other items to your build they become really powerful and make their cost worth it.
Guinsoo's has been described by several Rioters as "The Infinity Edge of On-Hit Builds" ever since it got its rework. Instead, it really is only a niche item for hybrid on-hit champions and even then it's outclassed by other items. Only Kayle and Jax build it, other on-hit carries who are actually supposed to build it like Kog, Vayne, Yi or even Irelia have much better options at their disposal. Plus, if it actually were to be buffed, Jax and Kayle would be overpowered while on the other champions I mentioned that don't have as good AP ratios as Jax and Kayle have, it would really only be decent.
This is why Guinsoo's itself should be changed to a hybrid on-hit item first and foremost and the role of the central scaling item for on-hit builds should be given to another, new item, aswell as the phantom hit passive. I came up with something like this:
Insert Name Here: Build Path: Recurve Bow, Several Daggers Gold Cost: Around 3.6k, should be expensive Stats: 40-60% or more attack speed, 15-40 damage on hit Passive: Autos grant 8-14% attack speed per stack, up to 6 stacks. At 6 stacks, get phantom hit passive.
This is an item that would give you on-hit, an attack speed base, attack speed stacks per auto to give a ton of attack speed when it is fully stacked and it will also grant you the phantom hit passive when it is fully stacked. It would be really powerful but costly and it would only really shine when combined with other on-hit and attack speed items because for the phantom hit to matter, you will need on-hit damage from other sources and you need more attack speed from other items to be able to stack the attack speed that the item itself grants you properly. I know, these values are really shaky but they are only there to demonstrate what the item could look like in game.
Another thing on-hit builds are kinda lacking is sustain and dedicated anti-tank items. There is BotRK but it only is mediocre at both tasks. Its anti-tank on-hit gets countered by armor stacking rather easily and is not really high compared to other on-hit percent damages in the game. The lifesteal is not that useful either, because it only heals off the auto itself and not the on-hit it procs. It only heals off the on-hit that the BotRK itself has, which is not a lot as I already said. Plus, 10% lifesteal is not a lot compared to the 20% that BT gives you. Because there are so much things that BotRK does, everything on it is rather mediocre to keep this overloaded item in check. This is why I think BotRK should be split in two items, one that is dedicated to deal with tanks, the other to give on-hit builds a sustain option.
BotRK Half 1: _Build Path:_Recurve Bow, BIlgewater Cutlass _Gold Cost:_Around 3k or maybe a little less _Stats:_25 AD, 40% or more attack speed Active: Pretty much the same it is right now, maybe make it deal flat damage instead if needed _Passive:_Heal for X% of all on-hit damage dealt ( including sheen, auto resets like Vayne Q, on-hits from other items like Bloodrazor, on-hits in champion kits like Kog or Vayne W, ....)
This is the Bloodthirster of the on-hit build. The % damage is removed and added to the other half of the split BotRK:
BotRK Half 2: _Build Path:_Recurve Bow, Several Daggers _Gold Cost:_Around 2.6-3k, like Van Dominik's or Mortal Reminder Stats: 40% or more attack speed _Passive:_Deal X flat damage + X% of the target's bonus HP as true damage.
The tank killer item, the Void Staff or Last Whisper Item of the on-hit build. It only really is good against armor and HP stacking while being pretty bad at dealing with squishies, just like it's counterparts. I know, %true damage seems scary but keep in mind - if it would be physical or magic damage it would be pretty easy to counter by resistiance stacking which it shouldn't be, since it is made to deal with exactly that. Plus, it's only bonus HP, which makes it much less worrying.
These are just some items that I randomly came up with. If you like them or not does not matter, the items that are listed here are only for demonstration of how much can be made with the on-hit niche. But what's for is sure that something has to be done about on-hit items and something has to be added to the game, if full on-hit carry builds are supposed to become a thing. Now that Kog's W is not insane as it used to be anymore, this is a perfect opportunity to do exactly that.
Anyway, would love to see some of your ideas on what other on-hit items could look like. And please come up with awesome names and ideas for what the icons could look like for my fanmade items because I haven't really thought about it that much.
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and
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. One a kiting tool, the other for dealing with low armor, high HP targets.
instead of
if they were HP stacking.
was nice to have for mixed damage while also giving some MR.
was good in extended fights where you could utilize the passive and the added stats
was nice for melee mages at the time (until
came and forced changes)
) in which case, the response was to nerf on-hit so that the certain champ wasn't stupidly overpowered which shafted those who used them for niche purposes.
because of how his Q works. Maybe some day Riot will remake his Q for the same reason they re-reworked Kog's W, because it breaks itemization for everyone else.
if you don't have a tanky support to save ur squishy ass when caught.
never forget!
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or
usually works in my elo
. Anything more than that and maybe