Utility Item Rework [Frozen Mallet / Rylai]

Stacona··4 votes·1,134 views

My ideas will mainly be for a Frozen Mallet rework and small tweaks and changes to Rylai's Crystal Scepter. There will be a third option however that is strictly a pure tank option, Frozen Mallet will be less defensive and more offensive, while Rylai's will be mainly the same item just with updated tweaks with the changes I am making. The perma-(on-hit)-slow is being removed, and the other two items will proc their slow on damaging spells just like Rylai's Crystal Scepter; the reasoning here is to make the items stronger for melee tanks who get easily kited with being able to slow someone with their abilities and for tanks that lack the CC in order to make these champions less likely to just be kited pin-cushions and make them feel useful in fights to either help peel or stick to their target better. Single target slows are getting nerfed while AoE and DoT slows will be getting buffed; this is mainly to discourage Icy for being an assassin effect for better kill potential since assassins/marksmen/melee carries do not need extra kill potential since their kill threat is already really high; plus Rylai's feels better in the hands of a mage using it, Scepters are not really considered good assassin weapons last time I checked. Lastly I will introduce a starting utility item that will build into all three paths of mage, AD, and tank that will be used to help either set-up plays or ganks or to help a jungler gank better.


Useless Piece of Ice: Recipe: 400g

Statistics: UNIQUE Active - Ice Toss: Hurl a snowball in the target direction. If the snowball strikes an unit then that unit takes 30(+10 per champion level) true damage and is slowed by 40% for 2.5 seconds. (60 seconds cooldown) [approx. 1000 units range] UNIQUE Passive - Refreeze: Lower the cooldown of Ice Toss by 1 second (5 seconds against enemy champions) on-hit.


Frozen Mallet: Recipe: Giant's Belt (1000g) + Pickaxe (875g) + Long Sword (360g) + Useless Piece of Ice (400g) + 265g = 2900g

Statistics: +400 Health +65 Attack Damage +UNIQUE Passive - Icy: Dealing damage with spells will slow their target by 25% for 2 seconds (0.5 second for damage-over-time effects). +UNIQUE Active: Slam your frozen mallet down on the ground in front of you to deal (+150% Total AD) physical damage and slow by 40% for 2.5 seconds to every enemy struck. (45 seconds cooldown) [approx. 400 units range]


Rylai's Crystal Scepter: Recipe: Giant's Belt (1000g) + Blasting Wand (860g) + Amplifying Tome (435g) + Useless Piece of Ice (400g) + 205g = 2900g

Statistics: +400 Health +100 Ability Power +UNIQUE Passive - Icy: Dealing damage with spells will slow their target by 25% for 2 seconds (0.5 second for damage-over-time effects). +UNIQUE Active: Send forth an ice beam with your Rylai's crystal scepter in the target direction to deal 100(+60% AP) magic damage and slow by 40% for 2.5 seconds to every enemy struck. (45 seconds cooldown) [approx. 1200 units range]


Freljord's Hiking Gear: Recipe: Giant's Belt (1000g) + Chain Vest (750g) + Cloth Armor (300g) + Useless Piece of Ice (400g) + 450g = 2900g

Statistics: +400 Health +85 Armor +UNIQUE Passive - Icy: Dealing damage with spells will slow their target by 25% for 2 seconds (0.5 second for damage-over-time effects). +UNIQUE Active: Throw out your Freljord's ice pick in the target direction to cling onto the first unit or terrain struck and pull yourself to that location. Then the weight of your gear unleashes a shockwave around you when you land to deal (+80% Total Armor) true damage and slow by 40% for 2.5 seconds to every enemy struck. Use your Freljord's hiking boots afterwards to stand your ground for the next 3 seconds to be immune to all displacement effects. (45 seconds cooldown) [approx. skill shot range is 800 units] [approx. shockwave radius is 400 units] (Displacement effects being all types of knock-ups and knock-backs)


Glorious Piece of Ice: Recipe: Giant's Belt (1000g) + Recurve Bow (900g) + Dagger (450g) + Useless Piece of Ice (400g) + 150g = 2900g

Statistics: +400 Health +60% Attack Speed +UNIQUE Active - Ice Toss: Toss a glorious piece of ice in the target direction. If the ice hits an enemy then that unit is chilled and slowed by 40% for 2.5 seconds. (60 seconds cooldown) [approx. 1000 units range] Basic attacks against the chilled unit increase the chill and slow duration by 0.5 second additionally basic attacks deal 10(+1 per 3% Attack Speed) bonus true damage on-hit against the chilled target. Maximum chill and slow duration is uncapped. +UNIQUE Passive - Refreeze: Lower the cooldown of Ice Toss by 1 second (5 seconds against enemy champions) on-hit.


~ Stacona


EDIT: Useless Piece of Ice now deals true damage based on champion level in addition to slowing the struck unit

All upgraded actives now apply a 40% slow for 2.5 seconds up from applying Icy (25% slow for 2 seconds), same slow strength as the starting item

Frozen Mallet's active damage has been increased to 150% Total AD from 120%

Name changed to Freljord's Hiking Gear from Freljord's Hiking Boots

Freljord's Hiking Gear builds from a cloth armor instead of a null magic mantle, now the stats no longer grant 30 magic resist but now gives 85 armor up from 60 armor

Freljord's Hiking Gear got a new active to both because 40% slow for 2.5 seconds even being duration based would be too strong to apply on being attacked and to make the active in more control of the user and more satisfying to use. The active is now a skill shot like the AD and mage paths which uses a bunch of hiking gear for multiple phases, the first phase is you throw out a ice pick that can cling unto terrain or units to pull yourself to the location (more like fling yourself) and then the next phase uses the weight of the gear that causes a shockwave around you when you land that deals true damage based on how heavy you are (how much armor you got on) as well as slows struck enemies; then the next phase you use your hiking boots to dig your feet into the ground to be immune to displacement effects (knock-ups and knock-backs and the like) for a short duration.

NEW* Glorious Piece of Ice: This item ends up being for on-hit users, which would be good on champions like Warwick who need the extra CC, so this is pretty much the item that replaces the old frozen mallet and to be a direct upgrade to Useless Piece of Ice's active. The most note worthy difference is that the on-hit slow is now conscious, active based rather than a passive allowing for better gameplay in both the fact that the slow is not always up, it is dodge-able through the skill shot, and the user has to actively stay in combat to keep the slow going. Despite me original saying I was going to remove the melee carry and marksman item, I ended up discovering an item that can keep the on-hit slow and have it better balanced than what it currently is.


EDIT (2): Useless Piece of Ice and Glorious Piece of Ice have their actives and passives named to clarify that they cannot stack with each other.

Glorious Piece of Ice on-hit true damage to the slowed by Ice Toss unit lowered to +1 per 3% attack speed from +1 per +2% attack speed

26 Comments

AccountaBilabudy2 votes

no please. i like rylais and mallet how they are. i dont need ANY more activate items.

Stacona1 votes

rylai's didn't change much- it is better for mages and weaker for assassins for Icy and the active is an add-on it is better for the item to be slow based on spell damage it will help out the champions that need a mallet, while the on-hit slow is very problematic i did add-on a better (healthier) version of an on-hit slow as one of the item you can build for those primarily basic attack focused champions

ModThe Djinn1 votes

Interesting idea. I especially like the "no stats but gives you a form of ranged CC" item concept, although I'm not sure quite the effect it would have on the game.

I wouldn't make the slow duration and strength decrease from the base item though. Either make the base item also 25% for 2 seconds, or, preferably, change the Unique Active to have the full 40% slow strength.

I'm also concerned the hiking boots are simply too good. They give health, armor, and MR, along with a great passive and active. That's basically making it a requirement on every tank ever: it literally gives you EVERYTHING you could want. It needs to lose at least one of those stats. Also, re-name it, please. We already have a category specifically for "boots." :P

Stacona1 votes

Hiking Boots are not speed boots though they are for gripping the land and keeping you firm in your position for you do not get blown off from let's say strong mountain winds--- the active is a single target skill shot slow intially - where as the passive procs on your abilities and the upgraded active- despite the numbers appearing to go down the Icy passive is a lot stronger since you can re-apply the slow where as the initial active is a one-time wonder, and maybe two times--- The Useless Piece of Ice is pretty much for early game play-making if you land the slow, and can make interesting things happen during early game and possibly more action and less passive play if an active player buys the item


Hiking Boots are stat efficient including the passive and active, but not to the point it is blatantly op, or op at all --- randuins, sunfire, fh, banshee, visage, etc can still be better depending on the circumstance and what exactly you need- because the item give all three defense stats it has mediocre stats for all three- so unless you need the slow and all three stats the other tank items are just as good if not better

ModThe Djinn1 votes

{quoted}

Hiking Boots are not speed boots though they are for gripping the land and keeping you firm in your position for you do not get blown off from let's say strong mountain winds

I know. But League has a thing where Boots = Speed so, for the sake of item clarity, I'd change it. Just like a Sword that gives no Attack Speed or Attack Damage would be strange, or a Shield that offers movespeed + ability power, but no health or armor. I see why you named it what it is, but League has conventions that should be followed. One of those is that all boot items = unique movement speed increases.

the active is a single target skill shot slow intially - where as the passive procs on your abilities and the upgraded active- despite the numbers appearing to go down the Icy passive is a lot stronger since you can re-apply the slow where as the initial active is a one-time wonder, and maybe two times-

I understand that. But the active component of the items (the Mallet's smash and the Sceptre's missile) should, I feel, inherit the stronger slow value. Upgrading items to lose effectiveness hurts, and giving those items back the occasional 40% slow would really help the active component feel more impactful than the passive component.

The Useless Piece of Ice is pretty much for early game play-making if you land the slow, and can make interesting things happen during early game and possibly more action and less passive play if an active player buys the item

In theory. The real test is whether or not a slow on a 60 second cooldown is worth the 400 gold and the loss of an item spot. It would be worth testing, definitely.

Hiking Boots are stat efficient including the passive and active, but not to the point it is blatantly op, or op at all --- randuins, sunfire, fh, banshee, visage, etc can still be better depending on the circumstance and what exactly you need- because the item give all three defense stats it has mediocre stats for all three- so unless you need the slow and all three stats the other tank items are just as good if not better

Riot has specifically said they like to avoid a triple-stat defensive item though. I don't want to bother tracking down the exact post where it was said, but there's a reason there is no item in the game that gives all three defensive stats. It's because a triple-defensive item is simply way too good in way too many situations.

Stacona1 votes

it would neither be in the boots category or movement speed--- i guess i rename it to Gear instead of Boots because the vagueness can have the item still be a pair of hiking boots without boots in the actual item name


i guess i could leave the active with the same strength- the tank path I would need to change the active though because 40% slow for 2.5 seconds whenever you get attacked even for a short duration would be too strong (25% for 2 seconds is at least fair play)

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I may add true damage attached to the snowball that scales based on champion level, damage and slow would add to the play-making of the item

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defensive stats of triple stats is fine, the problem is the items that had them in the past, Aegis was extreme gold efficient and also gave your team all the defense stats--- but i could exchange magic mantle for cloth armour for more armour instead of mr

ModThe Djinn1 votes

{quoted} it would neither be in the boots category or movement speed--- i guess i rename it to Gear instead of Boots because the vagueness can have the item still be a pair of hiking boots without boots in the actual item name

That would work very well.

i guess i could leave the active with the same strength- the tank path I would need to change the active though because 40% slow for 2.5 seconds whenever you get attacked even for a short duration would be too strong (25% for 2 seconds is at least fair play)

That's fair. The tank active is also decidedly unique, so I think the loss of the targeted slow is just fine.

I may add true damage attached to the snowball that scales based on champion level, damage and slow would add to the play-making of the item

That could work...but then you'd lose it again when you upgraded. Since all your items have health included, however, it might be easier to simply remove Giant's Belt from the recipe in favor of something else and give the Snowball some health so it's not 100% statless.

defensive stats of triple stats is fine, the problem is the items that had them in the past, Aegis was extreme gold efficient and also gave your team all the defense stats--- but i could exchange magic mantle for cloth armour for more armour instead of mr

Riot has clearly stated that they don't think triple stats is okay. I'd track down the post but there isn't a good way to search Red posts that accurately. I think making it just armor is going to be the best way to go, especially since it triggers off being attacked.

Stacona1 votes

i made the tank active more of an active role rather than being attacked- all active slows went up- and all active deal damage which all are favoured and catered towards the intended user (armor scaling for tanks, ap scaling for mages, ad scaling for AD path)--- if you added stats to Useless Piece of Ice the cost would go up - at 400g you can get two pots and have it as an option to start the game with, whether people start with the item is a different story- but giving that option and freedom i feel is really nice and allows players to experiment and see what the player wants to do and then you can get your stats later as well as the Icy passive upgrading the active that suits your champion the most


powerful slow with some true damage would not be useless, it may be better as a second item rather than first item or just not bother with the item at all and you get the item when you get the completed path- all these options are readily available for the user which is what i would like to see more from league is more options to do whatever we want, rather than Riot's current "play it our way or else" (the jungle, FORCING junglers to buy machete, instead of allowing champions to choose between madred's spirit stone, or quill's coat which opens up the most possible junglers and then upgrade with the stat enchantments later would be the best choice)

ModThe Djinn1 votes

{quoted} Stuff

I quite like the changes. I think the tank item might have a little too much True damage and a bit too much range (as it's pretty possible to get nearly 250-300 True Damage plus a 40% slow in an AoE almost as large as Amumu's...and that's pretty obscene, especially since it's also a gap-closer and also gives immunity to several forms of CC), and the Mallet probably needs some base damage given to the proc (as it's more of a bruiser item than an ADC item, so 120% AD may be a marked decrease from the potential 210 True Damage of the snowball alone), but the damage numbers are the easiest thing to adjust.

I'd also suggest considering one more item though...possibly a ganking jungler or ADC-focus item that doesn't have a slow passive, but keep the slow projectile and the "on-hit cooldown" mechanic. That would allow junglers or carries who value the repeatable kiting/ganking tool over the consistent application of a slow and a bigger slow on a long cooldown to still be able to consider the item.

Stacona1 votes

gives immunity to one form of CC- and total AD already is a base damage amount (i am going to remove the base damage on the tank one, rylai's needs base damage because AP is not a stat you get naturally aka need to build AP to get AP)-- i might up the damage a little bit for mallet's active, but remember the actives become AoE instead of single target

the starting item is for ganking slow- the upgraded item should excel on this further plus apply a slow to your abilities, plus if you have a chilling smite you can stack slows one after another --- the tank path helps the most with ganks because of the gap closer and follow-up slow-- plus marksmen can buy blade and ghostblade

800 range skill shot is not that long for a skill shot, amumu's Q is much longer than that

ModThe Djinn1 votes

{quoted} and total AD already is a base damage amount

My point was more than the Rylai's damage is liable to be in the realm of 300-400+ magic damage, which the AD one is going to be (likely) closer to 200-300 physical damage. Which is a straight nerf from the potential 210 true damage the Chunk of Ice gives...but the more pressing concern is the damage gap between Mallet and Rylai's, which is made a little worse because Rylai's is also likely to hit more targets.

rylai's needs base damage because AP is not a stat you get naturally aka need to build AP to get AP)-- i might up the damage a little bit for mallet's active, but remember the actives become AoE instead of single target

I do remember that, no worries. :P

the starting item is for ganking slow- the upgraded item should excel on this further plus apply a slow to your abilities, plus if you have a chilling smite you can stack slows one after another --- the tank path helps the most with ganks because of the gap closer and follow-up slow-- plus marksmen can buy blade and ghostblade

Yeah. Just a suggestion. The trio of items is solid enough as is.

800 range skill shot is not that long for a skill shot, amumu's Q is much longer than that

I was actually more concerned about the 400-unit radius 40% slow + 250+ true damage, actually. :P

Stacona1 votes

pretty sure randuin's active is 500 units

i removed the base damage on the tank path, it only has armor ratio now

i did end up creating an on-hit path as well that melee carries, marksman, and warwick can purchase and instead of having any kind of passive slow (these types of champions cannot use a spell slow passive, warwick can always purchase the tank path if he wants his Q to slow) it is now entirely active based which the user has to both consciously use the item, land the ice, and stay in combat which grants a perma-slow like mallet with on-hit true damage that scales with attack speed to the chilled target, and the item is an upgraded Useless Piece of Ice

i boosted the damage for the active on the AD path

ModThe Djinn1 votes

{quoted} pretty sure randuin's active is 500 units i removed the base damage on the tank path, it only has armor ratio now

While Randuin's does indeed have 500 range, I was concerned more about the large amount of CC plus damage. Now that the base True Damage has been removed, I have no issue with the item.

i did end up creating an on-hit path as well that melee carries, marksman, and warwick can purchase and instead of having any kind of passive slow (these types of champions cannot use a spell slow passive, warwick can always purchase the tank path if he wants his Q to slow) it is now entirely active based which the user has to both consciously use the item, land the ice, and stay in combat which grants a perma-slow like mallet with on-hit true damage that scales with attack speed to the chilled target, and the item is an upgraded Useless Piece of Ice

Nice! I quite like the way you managed the extended slow and extra damage upon activation. I think it makes a nice addition to the build paths.

i boosted the damage for the active on the AD path

Looks good to me!

Stacona1 votes

the only problem with the on-hit path is that it needs a large amount of play testing to balance because ALL of the power is in the active since attack speed and health are the two worst stats when alone so despite all the items being "stat equal" to each other the on-hit path is the weakest, but with the potential of having an uber active--- the main thing to resolve with an on-hit slow was take away the passive play and introduce active, conscious play (spell slow is different because you have to be active with spells, while basic attacks you can AFK and still do something so an active effect for to create the passive effect should fix this)

Be Kind Rewind1 votes

PLEASE do not touch Rylai's Crystal scepter. It's one of those obscure items where some champion's viability is largely contingent upon its current state.

It does not need to be changed.

Stacona1 votes

i didn't do much to it, i just made it weaker for assassins and stronger for mages- you may see more champion diversity here - also i gave it an active

Be Kind Rewind1 votes

{quoted}

i didn't do much to it, i just made it weaker for assassins and stronger for mages- you may see more champion diversity here - also i gave it an active

You took it from being a strong niche pick into a generic meh item, it seems. Except with a possibly overpowered active.

The 25% slow is weaker than a 35% slow. Forget the duration. Weakening the slow by that much is horrible.

It's like shaco. Uncommon but incredible in the right hands. No need to change. Though I appreciate the effort you put in.

And incidentally, they're reworking Shaco...-_-

Stacona1 votes

Rylai's right now is 15% for 1.5 seconds or 35% for 1.5 seconds for single target spells - i weakened the single target to weaken the effect for assassins and strengthen the AoE and DoT because this is what mages use which is what the item should be for , i made it for there is not a duration for DoT spells to have the slow only work while the DoT spell is in effect (most of which is like 2-5 seconds long depending on the spell) in short it is stronger for mages and weaker for assassins, assassins can buy gunblade or DFG


Shaco is broken, he has a blink and stealth on a 3 second cooldown-- he only can thrive off of solo queue chaos, and in a very toxic manor i might add --- a rework is necessary

Toru Itai1 votes

:/ plz don't remove the onhit slow from frozen malet.

Stacona1 votes

the on-hit slow is the most balance issues, and champion that want mallet are typically melee where they want a way to slow the enemy to get in melee range, the on-hit slow is most problematic for marksmen who do not need the item nor do they get the item anyways

Yakas1 votes

The only thing that really needs help is frozen mallet and its mostly cause it only gives hp which people seem to not care much about these days cause there are other items that give hp+arm/mr. If it were my decision, frozen mallet should be lowered in price and have a global effect to slow all movement speed of all enemies by a small amount like 5%. Seems op, but it's balanced and shows a difference rather than slowing people in teamfights who insta die anyways whether or not you were there.

ModThe Djinn1 votes

{quoted}If it were my decision, frozen mallet should be lowered in price and have a global effect to slow all movement speed of all enemies by a small amount like 5%. Seems op, but it's balanced and shows a difference rather than slowing people in teamfights who insta die anyways whether or not you were there.

You've now made Frozen Heart an extremely powerful support item (slowing the entire enemy team is great...it allows you to out-position them throughout the entire game), made Tier 3 Dragon buff hugely important (if you get it and you have a Frozen Mallet, the enemy team is basically boned), and given high-mobility teams a way to become even better at split-pushing and multiple-objective dominance. Oddly, however, Bruisers probably aren't as fond of it, because it no longer helps them stick to their targets as well.

Was...was that intentional?

Stacona1 votes

Riot does not really like passive auras or the perma-slow of mallet --- while the spell slow is different because there is a conscious and active decision making that needs to take place which is why the mallet slow needed to be fixed plus the champions that need the slow the most need a way to get in melee range and not so much staying so a spell slow allows melee champions to be a ranged slow while the tank path can offer a gap closer for tanks to get in the middle of everyone since they have super short range spells

I did move mallet to be more like an AD rylai's (the AD is equal to the AP and all the health and costs are the same)

i did make an on-hit slow path - but this is a lot better and healthier than mallet because you have to make a conscious decision FIRST with the active, land the active, and then stay in the fight to get full benefits

Stacona1 votes

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