Item Stats By Champion Class

Mindworm Jim·9/22/2017, 2:10:12 AM·1 votes·357 views

I've seen a lot of comments lately about items being a big source of problems for the game lately. However, one of the issues with changing items (as opposed to nerfing or buffing a champion) is that each change affects every champion that uses the item, creating a cascading spider web of new changes.

So in the interest of making things slightly simpler, I took a minute to list out what I think are the three most important stats for a champion, based on which class they are (as per this list). I kind of guessed at a few, since I'm not familiar with everything and I'd like people's input so I can correct the list. Theoretically, having such a list will provide a baseline for looking at items and determining what we want it to do and who we want it to be for.

Stats are listed in no particular order, but ideally they'd be presented as most important to least important. (resistances refer to armor and/or magic resist)

TANKS

Vanguards - resistances, health, cooldown Wardens - resistances, health, cooldown

Not a lot to say here. All Tanks want to absorb as much damage as they can and crowd control people as frequently as possible.

FIGHTERS

Juggernauts - health, attack damage, resistances Divers - attack damage, health, attack speed (???)

Mordekaiser and Elise stand out as Fighters that want to build ability bower. Also not sure about attack speed for Divers. They all seem to synergize with it, but many of them rely on built-in steroids rather than buying attack speed items.

SLAYERS

Assassins - ability power / attack damage, movement speed, cooldown (???) Skirmishers - attack damage, attack speed, crit chance (???)

Unlike Fighters, Assassins seem fairly even split between attack damage and ability power. I have listed cooldown reduction and crit chance as ideal stats but I don't feel very confident about them. For those who can actually play Slayer champions, educate me!

MAGES

Burst Mages - ability power, mana, cooldown Battle Mages - ability power, mana, health Artillery - ability power, mana, cooldown

A few champions break the mold. Rumble and Vladimir don't require mana and Jayce builds attack damage.

CONTROLLERS

Enchanters - cooldown, heal & shield power, ability power Catchers - cooldown, health (???), ability power (???)

I don't know what to do with Catchers. Seems like half of them want to build tank and the other half want to build ability power? Also worth pointing out, 'heal & shield power' stacks with ability power the same way attack damage does with attack speed. Might be related to current problems.

MARKSMEN

Marksmen - attack damage, attack speed, crit chance

I have a template and I will stick to it. Don't judge me.

1 Comments

Critkeeper9/22/2017, 3:52:34 AM1 votes

skirmishers by design should have the ability to ignore durability

either they should receive that innately from their kit or should have exclusive access to items that do it intensely enough to make them viable.