New Support Item Concepts

Stacona··3 votes·606 views

My ideas are going to be 3 new gold items and another trilogy of offense, defense, and utility, but with very distinct and different play styles and diverse strategies attached to them compared to the current 3 gold items. Some will be more emphasize on high-risk play making, another roaming and affecting the map on that front, and another will emphasize about obtaining a lot of gold [almost as much as a dedicated mage or marksman would get] to unlock more champions in the support role that require gold to function and really be about late game investment and carry potential with being another high damage threat on the team.

A quick reminder is that these are indeed all gold items so UNIQUE passives will not be required since only one gold item is allowed at a time unless a passive is similar to an item's passive outside of the gold items.


Ram's Horn: Recipe: 365g

Statistics: Passive: Melee basic attacks deal 30(+2 per champion level) bonus physical damage against minions while ranged basic attacks are half this bonus. Passive: Executing a minion while an ally champion is nearby [1000 units] will grant the closest ally champion the minion's gold while granting yourself 2 gold, 10 Health, 5 Mana, and 1 charge. At 10 charges this item's active may be used. Active: Ram a target enemy champion to consume 20% of your current health and moderately dash into them to grant yourself 20 bonus gold upon collision and stun the struck champion for 0.5 second. [600 units range]

Strengthened Ram's Horn: Recipe: Ram's Horn (365g) + 500g = 865g

Statistics: Passive: Melee basic attacks deal 40(+2 per champion level) bonus physical damage against minions while ranged basic attacks are half this bonus. Passive: Executing a minion while an ally champion is nearby [1000 units] will grant the closest ally champion the minion's gold while granting yourself 3 gold, 15 Health, 10 Mana, and 1 charge. At 8 charges this item's active may be used. Active: Ram a target enemy champion to consume 16% of your current health and moderately dash into them to grant yourself 30 bonus gold upon collision and stun the struck champion for 0.75 second. [625 units range]

Golden Ram's Horn: Recipe: Strengthened Ram's Horn (865g) + Rejuvenating Bead (180g) + Rejuvenating Bead (180g) Faerie Charm (180g) + Faerie Charm (180g) + 615g = 2200g

Statistics: +250% base Health Regen +100% base Mana Regen +15% Cooldown Reduction Passive: Melee basic attacks deal 60(+2 per champion level) bonus physical damage against minions while ranged basic attacks are half this bonus. Passive: Executing a minion while an ally champion is nearby [1000 units] will grant the closest ally champion the minion's gold while granting yourself 5 gold, 25 Health, 15 Mana, and 1 charge. At 6 charges this item's active may be used. Active: Ram a target enemy champion to consume 12% of your current health and dash into them to grant yourself 50 bonus gold upon collision and stun the struck champion for 1.25 seconds. [650 units range]


Wandering Lamb: Recipe: 365g

Statistics: +50 Health Passive: When out of combat for 8 seconds gain +10 bonus movement speed. Passive: When you did not gain any gold or exp from minions for the last 8 seconds then gain +2 gold per 5 seconds and +5 exp per 5 seconds.

Wandering Sheep: Recipe: Wandering Lamp (365g) + Ruby Crystal (400g) + 100g = 865g

Statistics: +200 Health Passive: When out of combat for 8 seconds gain +20 bonus movement speed. Passive: When you did not gain any gold or exp from minions for the last 8 seconds then gain +4 gold per 5 seconds and +10 exp per 5 seconds.

Golden Herd of Sheep: Recipe: Wandering Sheep (865g) + Crystalline Bracer (600g) + Crystalline Bracer (600g) + 135g = 2200g

Statistics: +600 Health +100% base Health Regen +10% Cooldown Reduction Passive: When out of combat for 8 seconds gain +30 bonus movement speed. Passive: When you did not gain any gold or exp from minions for the last 8 seconds then gain +5 gold per 5 seconds and +15 exp per 5 seconds. Active: Grant yourself and nearby friendly units bonus out of combat movement speed that ramps up to 80% over 4 seconds when moving towards enemies (60 seconds cooldown).


Golden Stick: Recipe: 365 gold

Statistics: +2 gold per 5 seconds Active: Strike at a target enemy minion to deal 100 true damage and if it dies then you and the closest ally champion nearby get the gold from it. Additionally, executing units with this active will cause it to continue to bounce to the lowest health nearby enemy minion and continue to bounce and grant the gold to yourself and the closest ally champion until it fails to execute a minion, if there are no available minions nearby, or exceeds the cap of 6 additional bounces. (36 seconds cooldown) [750 units range] This active cannot be used if there are no ally champions within 1000 units of you.

Golden Wand: Recipe: Golden Stick (365g) + 500g = 865g

Statistics: +4 gold per 5 seconds Active: Strike at a target enemy minion to deal 150 true damage and if it dies then you and the closest ally champion nearby get the gold from it. Additionally, executing units with this active will cause it to continue to bounce to the lowest health nearby enemy minion and continue to bounce and grant the gold to yourself and the closest ally champion until it fails to execute a minion, if there are no available minions nearby, or exceeds the cap of 6 additional bounces. (24 seconds cooldown) [750 units range] This active cannot be used if there are no ally champions within 1000 units of you.

Riot's Golden Staff: Recipe: Golden Wand (865g) + Fiendish Codex (820g) + Amplifying Tome (435g) + 80g = 2200g

Statistics: +60 Ability Power +10% Cooldown Reduction +UNIQUE Passive - Death Magic: Increase your Ability Power by 20%. +4 gold per 5 seconds Active: Strike at a target enemy minion to deal 150(+30%AP) true damage and if it dies then you and the closest ally champion nearby get the gold from it. Additionally, executing units with this active will cause it to continue to bounce to the lowest health nearby enemy minions and continue to bounce and grant the gold to yourself and the closest ally champion until it fails to execute a minion, if there are no available minions nearby, or exceeds the cap of 6 additional bounces. (12 seconds cooldown) [750 units range] This active cannot be used if there are no ally champions within 1000 units of you.

Rabadon's Deathcap's passive will be named to Death Magic so the two passives cannot stack on each other, but the greater passive takes priority which is deathcap's at 30% increase Ability Power.

I do want to point out that this item is meant to be entirely selfish and for carry supports on an investment level and for the late game. This item is entirely in place to grant AP supports power in the late game and make them feel more like an actual role than a gimped ward dropper and sacrificial lamb with the gold the item grants and ability power thanks to a similar (and much weaker) version of deathcap's passive.


Hope you guys appreciate the ideas and if you have any comments or concerns feel free to leave them down below! ~ Stacona

15 Comments

50000000000000001 votes

River Shen

Stacona1 votes

What? The sheep item I was thinking roaming Alistars and Bards and other roaming supports that may come up because of the item; but i probably still wouldn't bother with a support shen, but who knows in actuality it can make a support shen viable --- i am going to shave off some HP on the item though because i notice i made the item a little too efficient for a gold item for the final stage and fix one of my tooltips [i realized now that attacking wards would place you in combat so the gold and exp will only be disabled if you get any minion gold or minion exp, and not when you are roaming out of lane, i dont want the gold and exp of the item to be disabled for applying and taking away vision]

Jbob20151 votes

I'd say the stick is a little overpowered because you could have two "supports" in the bottom lane farming each minion to below 100 hp and then sharing each wave of gold between them. Considering this could be done once every 10 seconds (assuming both purchase it), you may want to consider a higher cool down.

Stacona1 votes

Wouldn't that add more strategic diversity? Besides it would not happen because of how necessary it is to have a marksman for your sustain damage late game otherwise tanks will be super impossible to kill if you have a double mage bot lane and most marksmen will get beat up in a solo lane against most match ups, the reason a marksman is paired with a support is to get through the early game by having a dedicated player helping them out--- not to mention the item is extremely weak early with zero stats or combat values until the final tier, so the item is balanced in the terms of weak early and strong late to be a dedicated investment item--- but i did set it up so you can potentially [but very hard to do] kill all 6 minions (7 with cannon wave) with one active, a higher cooldown may be a good idea however

one thing i want from this item is for sure try to have the item grant as close as possible to the gold roles like marksmen and dedicated mages as possible without going over (unless you get a bunch of kills and assists, but that has nothing to do with the item)

Jbob20151 votes

Either way I think the item would be abused and you may want to consider a cap on ricochet targets, or reducing damage after each execute.

Stacona1 votes

i increased the cooldown for the active - but having the effect be able to kill an entire minion wave if you set the wave up perfectly [hard to do] is something i want to have the item to pay gold to become a slightly weaker dedicated mage or a more powerful ap support for the late game - but perhaps having a cap of 6 or 7 [7 because of cannon waves] last hits per active be a good idea as well so that gigantic minion wave build ups with like 400 to 1000 gold is not being doubled, but normal minion waves have the potential to ---

in short an example tooltip will read up to a cap of 6 additional bounces [so maximum 7 last hits since the first active is a not a bounce] --- but since all you are doing is paying gold to get gold [irony here] then the gold the item can potentially give should feel a little bit on the extreme side

Denims Wrath6661 votes

a little op in some spots, but the ideas I like. could be fun if that was a gametype having those items in it.

Stacona1 votes

I tried to make it so the 6 gold items all have very unique playstyles attached to them [6 because of these items and the original 3]

i tried for an opposite approach of the current items for more diversity in the support role and more customization playstyles:

the utility items: coin is a passive low-risk and low-reward item, while horn is a high-risk and high-reward item

the defense items: targon line is a defensive keep your damage safe, healthy, and be a body guard, while the sheep line is the opposite of abandoning your partner to go off roaming and making plays across the map --- as well as the obvious one encourages to be in lane while the other encourages to stay out of it

the offensive items: the spellthief line is a very good item for power early and high aggression early but sucks later [queen's claim sucks compared to the other fully upgraded items], while the golden stick line is does nothing early and sucks early, but has a lot of investment values and power late game


i am going to adjust some values now though

Denims Wrath6661 votes

just to kinda piss on ya though... dont bother changing the stats to be honest. noone will give a fuck about these ideas unless you hit like 100 up votes at least...so leaving thing stupidly op might get some attention. i myself try to suggest some meta changes and always get shot down or ignored. gl though. if you're bored, check out some of my suggestions too?

Stacona1 votes

People usually downvote if they see things blatantly OP

Denims Wrath6661 votes

but without opening up to new ideas at the same time. its a reacuring flaw in league community is the unwillingness to shift unless forced. alot of the guys on these forums just like to shut ideas down because they can't bring something of their own up for riot to consider viable. yeah sure, your stats are fucking crazy but nerfing them a bit and those ideas would add fresh tactic to this game.

Stacona1 votes

I know this community shts on ideas and creativity - which is why i despise the downvoting system because nothing good comes out of it --- i pretty much wants creativity in builds and play styles - pretty much my direct idea here is create 3 new play styles for supports with the current 3 for a total of 6 unique playstyles, and open up more champions in the role - another thing i want to see is more power for the support position, which was the idea behind the golden stick line to give supports a bunch of gold and a weaker deathcap to help them become more of a dedicated threat as a more mage orientated mage support or a stronger utility support with ap and actual, real items [pre-season 4 riot wanted supports to be stronger and these ideas are iterating on this even further]

Stacona1 votes

EDIT (1): Golden Stick Line: Added a cap of 6 additional bounces from unlimited bounces to the item, this means a maximum of 7 potential last hits with one active so the item can still last hit even a full cannon minion wave, but cannot exceed this so if a large minion wave forms you cannot potentially double the total net gold income of a large minion wave. Also the cooldowns increased from 20-10-10 seconds to 36-24-12 seconds respectively.

Other Changes: The sheep line items lost 50 Health for tiers 2 and 3 The horn line items now additionally grants the user [restoring effect] health and mana for last hits of 10-15-25 Health and 5-10-15 Mana respectively for each item tier per successful execute The horn line items' minion "attack damage" now scales per level as well as upgrading the items of +2 bonus damage for melee basic attacks and +1 bonus damage for ranged basic attacks against minions

Wandering Lamb: The active now stuns its champion for 0.5 second from 0

Wandering Sheep: The active's stun is reduced to 0.75 from 1.0 second

Golden Herd of Sheep: Added two Faerie Charms to the recipe, total cost unchanged The item now additionally grants 100% base Mana Regen, everything else unchanged

More from Gameplay

More by Stacona