Cooldown Reduction Rebalance Mock-Up
This thread seeks to reduce the large amount of cooldown reduction currently found in items in order to improve itemization.
Cooldown Reduction Removal
These three items should have their Cooldown Reduction entirely removed.
Abyssal Mask and Duskblade of Draktharr simply don't require Cooldown Reduction. They're powerful items on their own due to their stat combinations and effects. The compensation buffs aim to solidify that.
##Abyssal Mask
- Cooldown Reduction:
10%--> None - Mana: 300 --> 350
- Magic Damage Aura: 10% --> 12%
##Duskblade of Draktharr
- Build Path:
Caulfield's Warhammer + Serrated Dirk + 700 Gold--> Serrated Dirk + Pickaxe + Long Sword + 575 Gold - Total Cost: Unchanged
- Cooldown Reduction:
10%--> None - Attack Damage: 55 --> 65
Banshee's Veil would be the best Mage item to lose Cooldown Reduction in order to improving Mage itemization (in combination with two other small changes further down this thread). It's an extremely powerful item on its own because of its stats and Spell Shield, that wouldn't change. Despite its 100 Ability Power, without its Cooldown Reduction and because of its Magic Resistance it wouldn't be the must-buy item every game that Zhonia's Hourglass was before its changes (Patches 6.9, 5.22 and 5.13).
##Banshee's Veil
- Build Path: ~~Fiendish Codex + Null-Magic Mantle + Blasting Wand + 800 Gold ~~ --> Needlessly Large Rod + Null-magic Mantle + Amplifying Tomb + 965 Gold
- Total Cost:
3000--> 3100 Gold - Ability Power: 70 --> 100
- Magic Resistance:
60--> 50 - Cooldown Reduction:
10%--> None
Cooldown Reduction Decrease
These four items should have their Cooldown Reduction decreased by 5% because they are the core damage items of a large group of champions and also offer half the Cooldown Reduction cap.
Trinity Force requires a small build path adjustment to allow for this change. The three items (excluding Morellonimicon) should receive minor compensation buffs in accordance to how likely their buyers are to currently exceed the Cooldown Reduction Cap. The more likely they are the smaller the buffs, because every compensation buff then would be a net late game buff. Also, if everyone gets nerfed no one gets nerfed ...
Morellonomicon shouldn't receive any compensation buffs because of other changes in this thread that seek to improve Mage itemization.
##Black Cleaver
- Cooldown Reduction:
20%--> 15% - Health: 400 --> 425
##Morellonomicon
- Cooldown Reduction:
20%--> 15%
##Essence Reaver
- Combine Cost: 200 --> 100 Gold
- Total Cost: 3400 --> 3300 Gold
- Cooldown Reduction Passive:
Gain increasingly more Cooldown Reduction from Critical Strike Chance provided by other sources--> Gain +5% Cooldown Reduction per 10% Critical Strike Chance from other sources (maximum: +15% Cooldown Reduction at 30% Critical Strike Chance).
##Trinity Force
- Build Path:
Stinger + Sheen + Phage + 333 Gold--> Recurve Bow + Sheen + Phage + 433 Gold - Total Cost: Unchanged
- Attack Speed:
40%--> 30% - Attack Damage: 25 --> 35
- Cooldown Reduction:
20%--> 15%
As an aside: I do believe that these Trinity Force changes will be a buff to most of its buyers. Champions that don't rely on Attack Speed as much (Hecarim, Illaoi, Gangplank), Champions that already get a lot of Attack Speed from other sources or like to spell-weave (Irelia, Jax, Corki, Ezreal), champions that prefer damage on-hit over Cooldown Reduction before Trinity's completion (Recurve Bow over Stinger) and champions that regularly exceed the 40% Cooldown Reduction cap all benefit from these changes despite it being a net nerf of about 1 Attack Damage gold-efficiency-wise. Attack Damage is simply more valuable than Attack Speed in most cases.
Cooldown Reduction Addition
This one item would gain Cooldown Reduction. The Banshee's Veil changes help Mage itemization, however together with the Morellonomicon changes they might force Mages that want to itemize in Cooldown Reduction to buy items that don't fit their playstyle instead of items that aren't as powerful stat-wise. Cooldown Reduction fits to Luden's Echoes 'cast abilities for stacks' fantasy and reducing its offense power makes other Mage items more attractive which should lead to more diverse Mage builds.
##Luden's Echo
- Recipe:
Needlessly Large Rod + Aether Wisp + 1100 Gold--> Fiendish Codex + Aether Wisp + 950 Gold - Total Cost: 3200 --> 2700
- Ability Power: 100 --> 70
- (NEW) Cooldown Reduction: +10%
- Movement Speed: 10% (unchanged)
- Passive Damage: 100 --> 60
Small Suggestion
##Rabadon's Deathcap
- Combine Cost: 1265 --> 1165 Gold
- Total Cost: 3800 Gold --> 3700 Gold

