The fatal design flaw of Guinsoo's Rageblade. Double-hit theory item
; the item that nobody uses, but lots of champions wish they could. Well, almost nobody uses it.
There are three major parts to
that a champion needs to work around.
-
It's AD and AP. This isn't a huge problem, as quite a few AD champions have AP scalings. Even a few AP champions have AD scalings on their abilities:

-
It has a double-hit passive. This immediately excludes all of the AP champs above, since their damage comes mostly from abilities. Also, many AD champions are excluded. Only champions with strong on-hit effects can effectively use Guinsoo's now.
-
It has a ramp-up effect. Now there's nothing wrong with ramp-up effects, but there are two conditions to use them effectively. -First, you need to survive long enough to ramp it up. You either need to be tanky, or you need to have defense in your kit. -Second, you need to be able to keep the stacks alive. You can only keep it alive with auto-attacks, which is very restrictive for melees. There are plenty of melee champions that can use the stats and the passive:
But you don't see them building
because they just can't keep the stacks up.
So what champions meet all 3 criteria? Well we can exclude melee champions because of point 3. So our ideal champion has to: -Be ranged -Be reliant on on-hit effects -Be able to survive long enough to ramp up in a fight
This leaves us with...
, and tank
.
These are the only champions that regularly build
, because they're the only champions that fit all 3 criteria.
(Yes, I know Rush builds
on his
jungle. But he gets survivability through a 3 second stun, still fitting the pattern.)
There are three things to learn from the failure of
.
-
Items with AD/AP would be better off not including attack speed. That way, they can include hybrid champions that get more of their damage from abilities than from their attacks.

-
Ramp-up items should synergize with tanky items. Imagine if
ramped up its power over the duration of a fight. And remember how
used to ramp up as well. -
Devourer was strong because it provided immediate power.
supposedly fixed that with the ramp-up, but a ramp-up needs defense. All of the other on-hit items (save
or
) don't provide defensive stats to survive for the ramp-up. So for the double-hit passive to work, you need an item that isn't powerful by itself, but doesn't need a ramp-up time.
This is my idea for a more balanced double hit item:
Builds out of
. Combine cost - 1000g. (total cost: 2600g)
30 Attack Damage
30% Attack Speed
Unique passive: 15 damage on hit
Unique passive: double hit thing
Let me know what you think about my assessment of
!
+
+ 1000
+30 Attack Damage
+40 Ability Power
+20% Cooldown Reduction
+400 mana
UNIQUE passive: On basic attacks grain +4 Attack Damage, and +6 Ability Power for 8 seconds (stacks up to 3 times), and every 3 attack grants a stack of Guinsoo's Rage(Up to 4 stacks).
+
+ 800
+30% Attack speed
+40 Armor
+150% base health regen
+5% movement speed
Passive: All basic attacks now instead deal 100% total AD as on hit. Life steal still applies to this damage but critical strikes don't.
UNIQUE Passive: All on hit damage is increased by 14%(+2% per level) of your total bonus attack speed percent.
UNIQUE Passive - Point Runner: Builds up to 20% movement speed over 2 seconds while near turrets, fallen turrets, and void gates.
). This is further hammered in by Guinsoo's giving both AD and AP making it a poor choice for any champion that scales poorly with either stat.
+
+ 1000 gold = double on hit item
it gives her E a faster time to stack and shes pretty much a bastion when you have the stacks and Q
plus the AP makes the W and Ult hit like a bitch.
because it procs w faster