Guinsoo's Rageblade and Hextech Gunblade

Stacona··2 votes·1,200 views

So this post is a concept post to change the two items, Guinsoo's Rageblade and Hextech Gunblade. Rough ideas upfront will be gunblade will remain as a hybrid item, but I am going to make it less burst assassin favouring meaning the item will be less of Akali's personal item, but will of course still be a really good item on her - my ideas to gunblade will hopefully make gunblade less of a niche pick and more viable on more champions outside of just Akali. Guinsoo's Rageblade, you probably forgot this item even exists, and even less often bought - rageblade will receive a majour change for my ideas, but the one unique thing about it that I like is the stacking attack speed passive it has, this factor I will keep.

Without further to do let's get into the thick of thing!


Hextech Gunblade: Recipe: Hextech Revolver (1200g) + Blasting Wand (850g) + Vampiric Scepter (800g) + 650g = 3500g

Statistics: +90 Ability Power +35 Attack Damage +UNIQUE Passive: Restore 20% of damage dealt from all sources of damage as health. +UNIQUE Passive: Deal 5% Attack Damage as bonus magic damage whenever you deal magic damage and 10% Ability Power as bonus physical damage whenever you deal physical damage.


Guinsoo's Rageblade: Recipe: Recurve Bow (1100g) + Hextech Revolver (1200g) + 900g = 3200g

Statistics: +80 Ability Power +30% Attack Speed +UNIQUE Passive: Deal 10 bonus physical damage on-hit. +UNIQUE Passive: Restore 15% of all damage dealt from on-hit effects before resistances apply as health. +UNIQUE Passive: Basic attacks on-hit and casting spells grants 2% bonus Attack Speed and 5% increased damage to your on-hit effects (stacks up to 10 times for a maximum of 20% bonus Attack Speed and 50% increased damage to your on-hit effects) for the next 4 seconds.

So this is kind of like make Rageblade the "deathcap and infinity edge" of on-hit builds with the multiplicative stat of increasing the damage you deal with your on-hit effects, and it has the heal being before resistances because on-hit builds are hard to build penetration for where as life steal is a straight forward you build last whisper and such items to help your life steal. I choice Hextech Revolver over Vampiric Scepter for the build path mainly because Attack Damage in the item's stats may make the item too good because of all the Attack Speed it can potentially be giving (80% with 10 stacks and the base stats) and Ability Power makes sense for more on-hit champions making this item good for picking champions that will go for an on-hit item path, and not that great for marksmen to pick it up (basically forcefully make it so Blade is always better for marksmen to take, while Rageblade be better for someone actually looking to go an on-hit build; maybe we can see AP Varus, on-hit Kog'Maw, on-hit Kayle, etc. and of course everyone's favourite love/hate relationship rodent T-T-Teemo!!)


EDIT: Guinsoo's Rageblade: Gave the item less Attack Speed from [40 + (4x10)] 80% to [30 + (2x10)] 50% Gave more Ability Power from 40 to 80 On-Hit buffer passive the attack speed to 2% per stack from 4%; the damage amp for on-hit effect increased to 5% from 3% up to a maximum of 50% from 30%

Basically making this item feel like a deathcap esq item with the late game investment of multiplying your on-hit damage in the late game and the sustain passive because on-hit means you become a basic attacker so you end up playing like a marksman which basically needs life steal to function for the late game (sorry, but I want to see AP Varus as one of the champions for on-hit builds go and one of the main weaknesses to why you don't see it is because he is a pure basic attacker with no health sustain since life steal nor spell vamp work). The damage amp increase is because unlike Deathcap which works with a lot higher base numbers on-hit effects are typically lower base numbers so 30% maximum felt low, deathcap having 30/35% amp with like 400-500 base AP is a lot more potent where as on-hit effects are under 200 typically so a higher damage amp from 30% to 50% would make it a worth while item as a multiplicative investment item like deathcap and infinity edge. More Ability Power and less Attack Speed is for the item to feel better in an AP build since the main goal is make the item more realistic viable on more champions rather than just one which is Jax and he doesn't even build the item; so the intended audience for this item can still be Jax being really strong with it, but opening it up to the likes of Twisted Fate, AP Varus, AP Kog'Maw, Orianna, Kayle, Teemo, etc.

10 Comments

Mathbalnase1 votes

I don't think on-hit builds right now need even more AS.

Stacona1 votes

considering they are on-hit builds they go with attack speed - besides it is moving the item away from the hybrid route so it can be a viable item for a class of champions rather than no one or overpowering on jax

hextech gunblade does not have attack speed and can function in an on-hit build - of course it does not need to be in an on-hit build to function---

but anyways, opening up the items to be realistically bought and bought by more champions rather than just 1 champion

Mathbalnase1 votes

Almost all of the on-hit items already have substantial AS. It is quite easy to max out your AS with an on-hit build. Adding in another item - one that grants a whopping 80%AS - is just unnecessary.

Stacona1 votes

but you can go something like nashor's tooth and rageblade here and build ap items - diversity build right there --- on-hit build does not mean you have to build only on-hit items with attack speed

Mathbalnase1 votes

And even those two items would get many champions more than half way to the AS cap. Without even accounting for common in-kit AS steroids. Or Runaan's Hurricane, which is basically built for on-hit builds.

80% AS on an item is massive. Even RH only has 70%, and that's the only basic stat it even provides.

Stacona1 votes

An AP on-hit with Nashor's Tooth and concept rageblade would be champions like Twisted Fate (which has a bonus attack speed passive), Orianna, Kayla, Teemo, AP Varus, even AP Kog'Maw; also Diana but she would only get Nashor's Tooth --- but these champions do not have attack speed buffs---

There are items and spells in the game that do reduce attack speed --- besides the item concept is turning rageblade into more of a late game on-hit effect buffer; besides attack speed on its own is a weak stat and you need to stack up the attack speed so it is not just 70% attack speed like hurricane the only synergy the items would have is AoE sustain, but you need damage for that which neither item gives direct on-hit damage - the only on-hit items are devour, nashors, and wits end (blade is a weird item, yea it is technically an on-hit item, but also in its own category) and concept gunblade can work in an on-hit build, but that damage passive works on spells and not just basic attacks

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