What about a Tear of the Goddess-HP item?
Champions that have really high Mana problems usually have the option to go for a Tear-Item into the needed upgrade. Varus and Urgot can go Manamune, Kog'Maw and Anivia can go Archangels Staff. By doing that they trade actual combat stats for a bigger mana pool early on wich they would probably be a lot worse and weaker in lane without and to scale with mana into mid-and lategame. Yet there are some tanks that have the exact same Problem like Maokai or Malphite. The option to go Tear does not really exist since the upgrades don't suit the Champions really well. On the other hand there are Champions that already use Tear but could make much more use of a tanky Tear-Upgrade version than the one they use currently. Singed would be off much better with an HP-Tear item than with Archangel's and Yorick could use it much better than Manamune. Plus, the champions that I mentioned could mabye use some love anyway.
So let's look at the trademarks of Tear-Items that an HP-Tear item would have too: -Every Tear Item builds out of Tear and an item that gives it's other stat ( pickaxe gives AD, Needless gives AP ) -Every Tear Item has a unique passive that gives extra stats based on your max. Mana ( extra AP based on Mana on Archangel's, extra AD based on Mana on Manamune ) -When a Tear Item is fully stacked it gets upgraded into a better version of it's former self, giving an extra unique active that grants benefits but will drain mana ( Muramana's and Seraph's Active ) -Another thing to note is that Manamune also gets Tear stacks by autohitting on top of casting spells yet only gets half the amount.
So this is what I came up with:
( insert name here ): Recipe: -Tear of the Goddess -Giant's Belt -580 gold
Stats: -400 health -250 mana -25% base mana regeneration
Unique Passive - ( insert name here ): Gain health equal to 25% of your maximum mana.
Unique Passive - Mana Charge: Grants 4 maximum Mana for each spell cast, mana expenditure and for each time damage is taken ( occurs up to 2 times every 8 seconds ) Transforms into ( insert name here ) at +750 mana.
( insert name here ) ( upgrade of the item above ): Stats: -400 health -1000 mana -25% base mana regeneration
Unique Passive - ( insert name here ): Gain health equal to 25% of your maximum mana.
Unique Toggle - ( insert name here ): Consume 3% of your current mana and generate 6% of your current mana as health every second.
I guess the general idea is clear. It has every aspects other tear items have aswell. I still want to talk about some things though. The thought behind getting stacks by taking damage came into my mind because it fits the tanky theme of the item really well. You would be able to farm stacks by tanking minion waves while you clear them or by trading opponents which I think is a pretty cool aspect of this item. The active would make it so that you trade mana to use for your abilities to survive longer throughout a fight. Or, when you are sieging and you have blue buff on you it basically works like a Warmog's. To stay healthy and tank more is one of the main goals of a tank or a bruiser so I think the active fits the champions that would use it pretty well.
I also would love to see some of your thoughts on that, maybe criticism and suggestions for names of the item itself or it's passive and active. If you think it would be unbalanced in a way please point out why. I'd also like to see some feedback on the numbers I've chosen for this item ( cost, stats, active and passive numbers ) because I'm pretty new to that.
RIP old Warmog's
