What if several On-hit damage items got the same name Unique passive... WARNING: Wall of text

Irelia Bot··2 votes·439 views

TL;DR What if on-hit was good but limited in how good by making several items have the same Unique Passive name. Also make several items have reasons to be bought over other options based on champion being used, item synergy or what is being faced in the game but limited in how worthwhile buying more then 1 of them will be to keep item diversity in tact.

None of the numbers are final but some would be nice to keep cough never forget 42cough

I know WW players might be excited by reading some of these on-hit item ideas on their own but the goal is to make even WW have a hard time abusing this by making many of them have the same Unique passive in PHANTOM STRIKE reducing the power of getting several of them together.

Included will be all recurve bow items including 2 items that were in the game but are no longer and a utility change to Sheen to keep things from changing for Trinity too much since that item will be included in these changes based on a change to the build path from Zeal to Recurve Bow.

Current issues? Champs like Master Yi and Shyvana are able to peak really quickly because of Sated Devourer and Rageblade being too easy to get.

What should change? Sated Devourer should be removed and Devourer should scale better into late game but be more dependent on kills/assists and objective control instead of farming for 15 to 20 minutes and then using the Sated Devourer's phantom attack to kill everything while proceeding to build fairly tanky after rageblade. Rage blade on its own is not the problem but it is an amplifier of the biggest problem which is Sated Devourer giving 3 for 2 on hit damage through the phantom attack of on-hit damage every other auto for melee.

You will see the unique passive PHANTOM STRIKE many times in this and it is to keep the items less then ideal for buying several of them together. It functions in much the same way that SPELLBLADE damage works between Trinity and IBG in that the 200% base damage from trinity applies to the main target and the AoE slow and 125% base AD damage to everyone within range from IBG. The crossing of the same Unique Passive has proven effective enough to make Trinity and IBG not be bought together and it would likely work for keeping on-hit items in check.

Example of how 2 of these items work together: When having a Fully stacked Devourer (60 on-hit magic damage with max stacks) and also having Madred's Blood Razor (42 + 4% of missing health) the damage would be the higher base on-hit magic damage and any extra effects offered from the PHANTOM STRIKE items. The Devourer offers a higher base on-hit magic damage compared to Madred's 42 but Madred's offers 4% missing health as magic damage on-hit the end result will be 60 + 4% missing health magic damage on-hit.

First Change is to Recurve Bow (1000) 25% attack speed Unique Passive PHANTOM STRIKE: 15 on-hit magic damage

Rageblade: Might need a few changes but overall if Sated Devourer is no longer in the game this item will die off outside of perhaps a couple couple champs like jax getting it. It is mainly got by Irelia in top currently since Trinity has been less then ideal due to preseason changes.

Recurve bow + jungle item + 2450 = Devourer (2450) 35% attack speed Unique passive PHANTOM STRIKE: 35 on-hit magic damage Unique passive PHANTOM STRIKE: Can get up to 50 stacks; Every 2 stacks increases attack speed by 1% and on-hit magic damage of PHANTOM STRIKE by 1. (max of 60% attack speed and 60 on-hit magic damage) How to get stacks: 1 is granted by large neutral monster kills, 2 stacks are granted forenemy kills and assists, 4 are granted by assisting in turret destruction. 3 for Rift Herald kill/assist assuming your team gets it, 4 for Dragon and 5 for Baron; all three of these are if your team gets the kill and the Devourer owner got the kill or assisted in the kill. This will make it more objective and kill/assist focused then farming focused.

Recurve Bow + Null-Magic Mantle = **Wit's End **(2000) 25% attack speed 26 MR Unique Passive PHANTOM STRIKE: 42 on-hit magic damage Unique Passive WIT's: Auto attacks increase MR by 4 atacking up to 4 times for 5 seconds (caps MR at 42 in the item when at max stacks).

Ranaan's Hurricane: unchanged except for the physical damage on-hit is now magic damage. this change is minimal and will likely not have a huge effect on the game unless facing an armor stacking enemy team since this will diversify damage a tiny bit for marksmen.

BotRK: 3400 same build path 35 AD 40% attack speed Unique Passive: Restores 10% of physical damage done to main target of auto attacks (This applies to on-hit abilities for 5% of physical damage done) Unique Passive: On-hit does 15 +7% current Health physical damage (max 60 against neutral monsters) Unique Active: Does 8% max health (minimum 80 damage) and 20% movement speed stolen for 2 seconds; half of the damage done by this is restored to the user. (The active is nerfed so that more power cna be put in the passive) This might need some work but the item is kinda dead currently compared to other options, The change is being aimed at not interact the best with magic damage on-hit builds but be a good option for Marksmen builds and good with Trinity force for SPELLBLADE procs

Sheen: now gives 5% movement speed instead of 10% CDR. IBG: has 6% movement speed and 10% less CDR. Lich Bane: builds our of Sheen + Fiendish Codex Blasting want and has the same cost and stats as it currently does.

Recurve bow + Sheen + Phage = TRINITY FORCE 3800 30% attack speed 30 AD 250 Mana 250 Health 7% movement speed Unique passive: 30 not hit magic damage Unique Passive SPELLBLADE: Does 200% of base Damage on next hit after using an ability (1.5 second cooldown) Unique passive RAGE: basic attack grant 20 movement speed for 2 seconds, 60 movment speed if target is killed. This is halved for ranged champions.

REINTORDUCED ITEM: Wit's End + Raptor Cloak + 400 = Madred's Blood Razor 3600 42% attack speed 42 MR 42 Armor Unique Passive PHANTOM STRIKE: 42 On-hit magic damage + 4% of missing health Magic damage Unique passive WIT'S: Auto attacks increase armor and MR by 4 stacking up to 5 times for 5 seconds. Unique Passive POINT RUNNER: build up to +20% Movement speed over 2 seconds while near turrets and fallen Turrets.

REINTRODUCED ITEM: Wit's End + Blasting Wand + 550 = Malady (3400) 42% attack speed 42 MR 65 AP Unique Passive PHANTOM STRIKE: 42 + 5% AP on-hit magic damage Unique Passive: Auto attacks reduce the targets MR by 4% and increase MR by 4 stacking up to 5 times.

The 3 items that in this that can build from recurve bow and do not have the PHANTOM STRIKE passive are Trinity, BotRK and Ranaan's Hurricane. None are that effectively over the top in the damage offered from mixing with a single PHANTOM STRIKE item and all are likely not going to become a problem when being bought together since some kind of trade off is being made in getting them together.

5 Comments

Evêñtfûl Hôrïzôñ1 votes

I'm guessing AD wouldn't be as much as a problem to us AP midlaners???

Zero Skill Tank1 votes

What is the point of bringing back 42 when it's on Madred's and not on Wit's End...?

Irelia Bot1 votes

{quoted}

What is the point of bringing back 42 when it's on Madred's and not on Wit's End...?

Somethign had to be made into the middle item. Wit's end ended upo being the best option for making into the middle ground itemthat builds into Madred's and Malady but I just want to see it somewhere on something related to Wit's end and so it shows up on both items that build from this version of wit's end more then once.

Also none of the numbers are final so making it 42 on hit magic damage but reducing the stacking to 4 MR and a max of 4 stacks, the base MR to 26 (26 + the 16 for a total 42 MR) and attack speed to 25% might also work.

I'll go change the Wit's end to this since that would actually return the item to what it was always know for having. 42 on hit magic damage and another 42 on it when at full power for MR.

Zero Skill Tank1 votes

Would be nicer to make Malady lower tier and for Wit's to have forty to. It just doesn't fit symbolic of the number to be on something called malady.

Irelia Bot1 votes

{quoted}

Would be nicer to make Malady lower tier and for Wit's to have forty to. It just doesn't fit symbolic of the number to be on something called malady.

None of the numbers are final but I am trying to make Wit's into the mid tier item which if you were around in season 1 and 2 it was a good early to mid game item for 2000 to 2200 dependihng on patch. Then have it build into 2 good but different options late game. One being more of an on hit kayle or teemo item that is clearly more AP focused to be more like Wit's end from season 3 and later with the MR shred and the other being more clearly ideal for on hit fighters which would match season 1 and 2 wit's end which was a solid buy for some fighters while making the 2 not ideal to put together.

We are kinda getting stuck on the smaller details but I will agree that wit's should have 42 something on it.

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