[Item Ideas] Guardian Gear

Meserion··2 votes·582 views

Requires: 4 points in the "Legendary Guardian" Talent in the Defense Mastery Tree.

Guardian Sigil: "This is they key to unlocking the Guardian items, Probably shouldn't sell this..."

How to get: is placed in your totem slot when you spawn in, this is required in order to buy Guardian items and while you can sell it, once sold you cannot buy it again.

Guardian Totem: Built from Guardian Sigil and Warding Totem (cost 0 gold) -

Limited to 1 Trinket.

Active: Places a Stealth Ward that lasts 60 seconds (120 second cooldown).

Limit 3 Stealth Wards on the map per player.

**Guardian Orb: **Built from Guardian Sigil and Scrying Orb (cost 0 gold) -

Limited to 1 Trinket.

Active: Reveals a small location within 2500 range for 2 seconds. Enemy champions found will be revealed for 5 seconds (120 second cooldown).

Guardian Lens: Built from Guardian Sigil and Sweeping Lens (cost 0 gold) -

Limited to 1 Trinket.

Active: Reveals and disables nearby invisible traps and invisible wards for 6 seconds in a small radius (120 second cooldown.)

Notes: The Sigil is to make this item something that isn't bought by everyone because going down the defense tree means you don't have as much utility or damage; as you'll see there is a reason why the Sigil is a requirement. The Totem, Orb, and Lens are meant to be a replacement which will allow you to still have the essential guardian sigil in some form while still having A useful trinket. They don't upgrade because you're meant to have the guardian item (hopefully) by the time you get around to upgrading your Totem slot).


**Guardian's Chestplate of Invincibility:**

+50 Armor
+500 Health

*Unique PASSIVE:* Ironhide - Reduce all physical damage taken by 20% (Ignores armor penetration).
*Unique PASSIVE:* Infinity Guard (Physical)  - Physical damage taken that exceeds 10% of your current health is negated, this effect is disabled at 10% of your maximum health pool.

*Only One Guardian Item can be in your Inventory at a time.*

**Built From:**
![item 3082](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3082.png)  Warden's Mail (1000 gold) + ![item 1011](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/1011.png)  Giants Belt (1000 gold) + Guardian Sigil/Totem/Orb/Lens (0 gold) + 1200 gold = 3200 gold

**Notes:** This is meant to be the ultimate counter to physical damage dealers, it has straight damage reduction, armor, and a passive that makes bursting down the player impossible. How is this balanced? You have to have allocated most of your points in the defense tree to get this item thus you're probably not going to be doing lots of damage or getting much gold per5. This item is meant to be a hard counter if say someone like ![Zed](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Zed.png)  Zed or a AD carry like ![Lucian](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Lucian.png)  Lucian gets fed, there is a way to counteract such a thing. 


**Guardian's Cloak of Mystic Immunity:**

+50 Magic Resistance
+500 Health

*Unique PASSIVE:* Infinity Guard (Magic) - Magical Damage taken that exceeds 10% of your current health is negated, this effect is disabled at 10% of your maximum health pool.
*Unique ACTIVE:* Magi Guard - Summon a Rune on the ground that projects an anti-magic zone for 5 seconds reducing all magic damage taken to ally players in the zone by 50% (180 second cooldown).

*Only One Guardian Item can be in your Inventory at a time.*

**Built From:**
![item 3211](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3211.png) Spectre's Cowl (1400 gold) + ![item 1028](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/1028.png)  Ruby Crystal (400 gold) + Guardian Sigil/Totem/Orb/Lens (0 gold) + 1200 gold = 3000 gold

**Notes:** Like the chestplate, this item is meant to be the ultimate counter to Magic Damage. The reason it has an active is because while physical damage is mostly single target with a few exceptions, magic damage tends to have a lot of Area-of-effect as such the active helps deal with that issue and can be used to save yourself or allies from getting bursted down. 




Final Thoughts: These are my item suggestions; there is indeed the possibility of having Offense and Utility specific Items but at the moment, I think this is sufficient. These items are meant to be a answer to the snowballling that plagues League so much.

6 Comments

Kuroi862 votes

Wow, op as hell, too much.

Meserion1 votes

Wow, op as hell, too much.

you think its op? How so? you have to spend atleast 20 points in the defense tree to get which is 20 points not in offense or utility; it costs either 3200 or 3000 gold (depending on which one you get); you can't have more than one either "anti-AD" or "anti-AP"; and finally It will only counteract one type of damage, it doesn't stop true damage and it provides no protection to the opposite damage source.

Yes, its meant to hard counter a certain type of damage but if your team is smart they will 1st have a diverse pool of damage and 2nd when dealing with the tank with one of these items they'll attempt to take them out of the equation in a teamfight. Also if both an AD carry and AP carry end up getting fed it doesn't stop all of the fed players.

Marthian2 votes

If you were going to spend 20 points in the defensive tree, there is absolutely no reason not to build it anyways.

For Comparison, Randuin's Omen is only 3000 gold, gives 500 HP, 70 Armor, some slows, and that's it. A pure flat damage reduction they can do nothing against would be broken. Maokai would even benefit further and just become an unstoppable juggernaut.

Kuroi862 votes

Damage reduction is one thing, it's hard to balance but can be done. Damage negation is another, it's ridiculous and not fun to play against.

I applaud your attempt, but you cranked it up to 11 when Riot prefers around a 9.

Meserion1 votes

bump for cookies (in your browser :P)

JustMyBassCannon1 votes

Holy fuck.

You've taken Poppy's passive, which is most likely not going to be kept when she is reworked, and made it so that it gives basically infinite damage reduction.

Yes, it's specific to one damage type, but it still basically negates a huge portion of one team's damage. If I grabbed the physical one on any bruiser, I would carry my team. A Mercurial Scimitar, a Maw of Malmortius, and I don't have to worry about a mage.

This idea is not good, it's not balanced, and it's not likely to happen in DotA, let alone LoL.

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