Phantom hit is a horrible passive effect because...
deals 8% of your current health twice every other attack (physical)
deals 8% of your maximum health every other attack (physical)
deals 14% max health every other attack! (TRUE DAMAGE)
deals 5% of your max health every other attack (magic)
deals 6% - 8% max health every other attack (magic)
deals 10% - 16% max health every other attack (physical)
have no business building a freaking
in the first place but they do it solely to get the phantom hit passive.
You know things are out of hand when you see a
build it, both strictly for the passive.
hits you 8 times with 3 auto attacks.
If you watch challenger matches on client, youtube or twitch you'll pretty much see
banned regularly because nobody wants to see a jungler with
. Guess what the result of those bans are...
use the same build!
"YoU'lL nEvEr bE cHaLlEnGeR sO yOu'Ll NeVeR hAvE tO wOrRy AbOuT tHaT!"
Except I see the shit in my silver matches because they see well it works in high elo. When 3 items become core on that many different champions, the problem is obviously the items! This was also the entire freaking reason SATED DEVOURER was removed. Why switch such a toxic passive to a different item? It wasn't missed! Yes, I know the other issue was power farming jglr who were useless when they fell behind because of stacking mechanic.
