Core Item (suggestion) for AD Assassins Other Than Black Cleaver
Right now with PBE changes to AD assassin items and changes to black cleaver (again), I think it might be time for assassins to get sort of a "core" item that's almost always a solid first buy, much in the same way
is for mages,
is for several spell-weaving autoattackers,
is for juggernauts, and
has been for several ADCs. I am well aware that several of these items have been problematic in the past (if not this patch), due to items being overtuned (which is a #s problem) or being too important or perhaps crowding out other first item picks (
), which again I see as the item itself as having too much power attached to it.
Ideally, a core 1st assassin item would of course have lethality and CDR (assassin kill potential is often tied quite heavily to Ult). The main three goals that I have would be to 1. Make an item that would be a better 20% CDR alternative for assassins than
or
(which is not purchased by assassins), and 2. Try to avoid unintended, quite possibly definitely ranged champions (
) from using the item, and 3. Make the item a bit of a heavy stat stick, similar to trinity force or Deathcap where you pay quite a bit but also get some nice stats after a slightly later spike, along with slot efficiency.
Build path would perhaps look something along the lines of
+
+
+ 225 gold for a total price of 3300, or maybe
+
+
+ 300 gold for a price total of 3300. The build path or final price doesn't absolutely have to be that (75 AD is a LOT), although if the item could be 3200+ that'd be nice. Talon has the #1 first blood rate in the game, he can afford slightly nicer items! Giving assassins more expensive items allows for two things- delaying power spikes (assassins already have strong early games, this would give the enemy team juuust a bit more time before the AD snowballs out of control), and allowing them to still be slightly more relevant late if played correctly. Of course, being stunned as an assassin in the enemy backline should definitely mean death, but with all the big expensive items ADCs get to play with on top of shielding and heals, slightly bigger combos will make sure that just because you have a
(not just him ofc) on your team doesn't mean you have to deal with playing a 4 v 5 late.
With my suggestions above (which are not concrete, but just for example), the items would have the following stats: (The Longest Sword) 3300 +75 Attack Damage UNIQUE PASSIVE: +20% Cooldown Reduction UNIQUE PASSIVE: +15 Lethality UNIQUE PASSIVE: +20 Movement Speed out of Combat
with these stats, here is where gold value comes from: 75 AD = 2625 gold 15 lethality ~ 340 gold 20 ms out of combat: I cannot actually find the gold efficiency of this stat, however it appears just based on all items in game that it should be a part of the lethality description 20% CDR = 450 gold (yes, it's that cheap)
The total gold value of this item is 3415, which actually puts it at 103% gold efficiency when out of combat. I know this seems inconsistent and weird, but I'm just basing these stats off of the way they currently are in game. The 20% CDR pretty much has to be unique, so that you can't buy two of these for 150 AD, 30 lethality, and 40% CDR... that'd be waaay too strong. I have two problems with an item like this: 1. it's actually just a giant stat stick. There is no interactivity (other than being out of combat), it is literally just numbers and 2. I honestly can't think of anything that
would want more as a first item... TONs of AD, 20% CDR, and lethality. Oh my. At this point, we all know that Riot for whatever goddurned reason won't make anything melee only other than Tiamat items, so there's absolutely no point in even suggesting it. Moving on to the next build path:
(Executioner's Quillion) 3300 +65 Attack Damage UNIQUE PASSIVE: +20% Cooldown Reduction UNIQUE PASSIVE: +15 Lethality UNIQUE PASSIVE: +20 Movement Speed out of Combat
with these stats, here is where gold value comes from: 65 AD = 2275 gold 15 lethality ~ 340 gold 20% CDR = 450 gold Grievous Wounds: 275 gold
Total gold value when out of combat is 3340, putting it at 101% gold efficiency. Once again, this is a lot of numbers that benefit ADCs as well as assassins. ___________________________________________________________________________________________________-
So pretty much all the way up to here has led me to a conclusion: In order to have a high AD, 20% CDR lethality item, you need to do one of two things: Make the item melee only, or give it some sort of a passive that ADCs would find useless paying for, thus wasting several hundred gold. All of the total gold values up there^ would have to increase to pay for said new passive/actives. Unfortunately, this is the point at which I can no longer look up gold efficiencies of stats for you, as some of my passive ideas would be totally unique to the game. I'm excited to hear suggestions anyone else has as well, or feedback about my (bad) ideas!
UNIQUE PASSIVE: Adrenaline Rush- Grants out of Combat movement speed to champion after killing an enemy champion or epic monster UNIQUE PASSIVE: Overkill- if enemy champion or epic monster is killed by single target spell damage (from the champion owning this item), then the killer receives all extra damage issued back (or perhaps a decaying shield) UNIQUE PASSIVE: Dexterity: Increases ability damage by 10%, decreases autoattack damage by 10% (numbers subject to change of course) UNIQUE PASSIVE: Cripple: Upon dealing damage within 325 range of enemy [hehe it's melee but would TECHNICALLY still work on ADCs if they're that close...], all enemy healing effects are canceled for .5 seconds
Thank you for reading, I know that was a really long post (especially to say that lethality stat stick items need passives that are borderline useless for ADCs, which I'm sure Riot already knows). To reiterate I'd like to remind you that the goal of a new item suggestion would be to provide an alternative 20% CDR for assassins to Black Cleaver, give a nice blob of stats while being expensive, and to avoid ranged use to whatever extent is possible. Shoutout to League's Item design team, because making these things balanced and fun to use is quite a bit more difficult than I'd thought! Comments/criticisms/suggestions are appreciated, whether you play assassins or not- you're a league player who has to deal with them too!