Sunfire rework idea
This is my sunfire rework
let me start with the passive, it doesn't need to be like this,
What this needs to do is give waveclear power and a bit of damage in fights, preferably with a bit of counterplay.
So it can have its aura but that aura could simply do low damage massively amplified to minions and monsters And then have a charge up effect which requires you to take hits and move around to charge up think of it as an energize effect there will be a visual display of this and once you reach full energize your next attack or the next time you get hit consumes those charges to release a wave of fire which deals a chunk of damage in a larger radius
This whole mechanic has tons of counterplay since you need to get hit which limits it to tanky builds for being effective and enemies don't have to hit you which would make it charge up slowly, it's an aoe effect so it requires you to be surrounded for maximum effectiveness. An enemy can force the '' fire explosion'' while out of it's range of effect. It wont trigger tons in a 1v1 but more often in teamfights which helps it scale beyond lane phase and makes it a good item for the entire length of the game. With more counterplay it can be a little stronger overall but ill leave that up to the balance team to figure out
All that remains is to change some of the stats
i would substitute
for
in the buildpath and add another
for convenience
and the end stats would be 45 armor 400 health 10% cdr 125% hp regen
less upfront bulk and more sustain and a little bit of cdr
This way, with the cdr, it would fit many builds a lot better and it wouldn't be so braindead in the spammable aoe damage department. It would have an easier buildpath which makes it ideal in lane phase.
Well that's it pretty much let me know what you think in the comments.