Marksmen Item [Effort Post]

Stacona··5 votes·1,040 views

Now do note that this is a post about marksmen items and not Attack Damage items; I will both make changes to current items obviously, some items I will acknowledge but nothing changes, and introduce some cool creativity ideas basically to form more customization, options, and diversity in marksmen builds. So just like the Ability Power items, B.F. Sword will become cheaper with less AD just like Needlessly Large Rod, while other items will be similar costs and stats, but grant different utility to them mainly through passives and active.


B.F. Sword: Recipe: 1250g

Statistics: +40 Attack Damage

Remind everyone that the attack damage to current gold cost of B.F. Sword is unchanged.


Runaan's Hurricane: Recipe: Recurve Bow (1100g) + Dagger (450g) + Dagger (450g) + 500g = 2500g

Statistics: +70% Attack Speed +UNIQUE Passive: Deal 10 bonus physical damage on-hit +UNIQUE Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 50% AD physical damage and applying on-hit effects.


Statikk Shiv: Recipe: Zeal (1100g) + Avarice Blade (800g) + 600g = 2500g

Statistics: +40% Attack Speed +20% Critical Strike Chance +6% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive: Moving and attacking grants charges, up to 100 charges. At 100 charges your next basic attack expends the charges to deal 100 bonus magic damage to up to 4 targets which this magic damage may critically strike.


Phantom Dancer: Recipe: Zeal (1100g) + Cloak of Agility (730g) + 670g = 2500g

Statistics: +30% Attack Speed +25% Critical Strike Chance +5% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive: Basic attacks deal (+10%AD) bonus physical damage on-hit which may critically strike.


Zephyr: Recipe: Stinger (1250g) + Cloak of Agility (730g) + 520g = 2500g

Statistics: +40% Attack Speed +15% Critical Strike Chance +10% Cooldown Reduction +8% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive - Tenacity: Reduce the duration of crowd control effects by 35%.


Frost Dagger: Recipe: Zeal (1100g) + Dagger (450g) + Dagger (450g) + 500g = 2500g

Statistics: +60% Attack Speed +10% Critical Strike Chance +5% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive: Basic attacks slow their target by 15% for 1.5 seconds, increases to 50% for 1.5 seconds when the basic attack critically strikes. This passive is disabled while this item's active is on cooldown. +UNIQUE Active: Blast enemies slowed by this item 350 units directly away from you (45 seconds cooldown).




Blade of the Ruined King: Recipe: Bilgewater Cutlass (1400g) + Recurve Bow (1100g) + 700g = 3200g

Statistics: +25 Attack Damage +40% Attack Speed +10% Life Steal +UNIQUE Passive: Basic attacks deal 8% of the target's current health (min 10) in bonus on-hit physical damage (max 60 vs. minions and monsters). +UNIQUE Active: Deal 10% of target champion's maximum health (min 100) as physical damage, get healed for the same amount while stealing 25% of your target's movement speed for 3 seconds. (90 seconds cooldown). [550 units range]


Rusted Rapier: Recipe: Long Sword (360g) + 340g = 700g

Statistics: +10 Attack Damage +UNIQUE Passive: 10% Cooldown Reduction

Low tier build into something Attack Damage and Cooldown Reduction item, this can help smooth out builds of certain items as well as add more items into the game that involve AD and CDR.


Essence Reaver: Recipe: B.F. Sword (1250g) + Vampiric Scepter (800g) + Rusted Rapier (700g) + 450g = 3200g

Statistics: +80 Attack Damage +20% Cooldown Reduction +10% Life Steal +UNIQUE Passive: Dealing physical damage restores between 2% and 8% of the physical damage dealt as Mana, based on your missing Mana.


Bloodthirster: Recipe: B.F. Sword (1250g) + Vampiric Scepter (800g) + Long Sword (360g) + 790g = 3200g

Statistics: +70 Attack Damage +UNIQUE Passive: 20% Life Steal +UNIQUE Passive: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50-350 damage and decays when out of combat for 25 seconds.


F.P. Sword: Recipe: B.F. Sword (1250g) + Recurve Bow (1100g) + 850g = 3200g

Statistics: +50 Attack Damage +50% Attack Speed +UNIQUE Passive: Basic attacks restore 20% of the damage dealt from on-hit effects as health with a minimum of 25 health on-hit. +UNIQUE Passive: You leave behind a trail of flowers behind you for 3 seconds that heals allies on the trail for 50% of the health this item's passive heals yourself for and for every ally champion on your flower trail increases the healing value by an additional +5% for yourself.




The Brutalizer: Recipe: Rusted Rapier (700g) + Long Sword (360g) + 277g = 1337g

Statistics: +25 Attack Damage +10% Cooldown Reduction +UNIQUE Passive: 10 Armor Penetration


Youmuu's Ghostblade: Recipe: The Brutalizer (1337g) + B.F. Sword (1250g) + Long Sword (360g) + 853g = 3800g

Statistics: +80 Attack Damage +20% Critical Strike Chance +20% Cooldown Reduction +UNIQUE Passive: 20 Armor Penetration +UNIQUE Active: Gain +40% Attack Speed and +20% Movement Speed for 6 seconds (45 seconds cooldown).


Infinity Edge: Recipe: B.F. Sword (1250g) + Pickaxe (875g) + Cloak of Agility (730g) + Long Sword (360g) + 585g = 3800g

Statistics: +80 Attack Damage +20% Critical Strike Chance +UNIQUE Passive: Critical strike damage deals 250% damage instead of 200%.


The Hawk and Bow (Ranged Only): Recipe: B.F. Sword (1250g) + Pickaxe (875g) + Long Sword (360g) + 1315g = 3800g

Statistics: +80 Attack Damage +UNIQUE Passive: Deal (+10%AD) bonus magic damage on-hit. +UNIQUE Passive: Permanently summon a hawk that follows you around that attacks with your every other basic attack which copies all your on-hit effects.

So an item like this makes sense to have Attack Speed rather than Attack Damage, but other people brought up that on-hit builds have an over-the-top abundance of Attack Speed to them so to make the item more unique and more dependent on other items since I want this item as an investment item and weak when it is by itself, but strong based on your champion and items you bought with the item. This item is ranged only to have better balancing and not worry about certain melee champions abusing the item (you don't want Yi, Irelia, Jax terror).




A Quick Rundown: 2500 gold is for the utility attack speed items; 3200 gold is for the health sustain items like Life Steal; 3800 gold is for the high damage items, ghostblade was moved here since it makes more sense to be high damage than complimentary it mainly has stat buffs to make up for the over 1000 gold increase on the item it should be roughly the same gold value as it is now.

Another quick point is I tried to introduce some self-peel options like the Frost Dagger for a hardcore utility item with a slow or push back to grant marksmen a utility-defensive item so they have more power in that regards. The other thing I wanted to make viable are on-hit builds for marksmen with the introduction to on-hit sustain and on-hit high damage multiplicative stat increase like how Infinity Edge and Deathcap work. So the biggest thing that will change marksmen build diversity is changing and introducing more high damage items and making on-hit builds viable since on-hit builds are lot more obviously distinct than the average AS, crit, AD builds; but I also tried to introduce more options that and made Bloodthrister cheaper but less stats and made some changes to Essence Reaver just to see more of an equal split between these two items (less defaulting to Blood Thirster and more choices between the life steal and shield of BT or the damage, cdr, and mana of Essence Reaver).

22 Comments

sp4412 votes

I like it, it actually adds options to AD itemization instead of buying the exact same 8 items every single game.

Stacona1 votes

Thank you;

I think adding the on-hit items is the best addition to add marksmen item diversity since that is so different than the standard AS, AD, crit builds --- shiv is obviously the same item with ignore unit collision added, but PD is more single target focused rather than a bundle of stats, while zephyr is for tenacity, and frost dagger for self peel utility and less damage which opens up a lot of diversity to buy what you want here rather than "what is the best stats" since all the stats are equal to each other and you buy the items based on their passives --- this is basically the main section that adds real decision making and diversity every game, while the other tiers of items are simply options to what you want to do

Erockandroll2 votes

I'm going to be perfectly honest. Most of your items are Broken (though some are interesting.) But if your tried to balance them around the other items that are available to ADC's, they would never get picked up. WHY? Cause ADC's only want to do one thing. And that is deal damage. ADC's basically never want to deviate from their core build. Which is part of the reason why they only build a hand full of items.

Stacona1 votes

That is why they offer similar stats for their tiers, so if you need defensive aspects in order to deal damage in that game then you get utility of a slow or tenacity instead of damage of a shiv or pd and it offers that customization and diversity in that regard with buying what you need rather than having a "best" item--- all the items will represent what type of item you need within your build and so you choose what you need for that game within each category rather than picking the best since there is not best item there are only what items you need or want at the time rather than deciding the best which is the goal here --- the only item type which cannot having differing factors is penetration so Last Whisper is forever alone - but we can separate complimentary, health sustain, and high damage into multiple items for players can choose what they want and what they need between their champions and games

EvilRabbitt1 votes

That and if you look at my earlier post today, AD players go by a checklist. Marksman are always ad (unless you're satan...er...teemo). Its not "this is the best damage" all the time (though it happens often) its "What can I get for my character that will allow me to be relevant". Meanwhile in AP land, "hey guys Rylai + liandry sounds fun =D I'ma get that this time instead of ludens/hourglass". =( AD needs help, I like op's ideas. I was going to post a list, but I'd redo the entire ad list instead of JUST marksman oriented.

Woken Spectre 2 votes

Dude all those ideas are amazing, sadly i can't upvote you more than once

Stacona1 votes

thanks; i try

The Bíg Ticket1 votes

Reported for low effort.

Prospector Pete2 votes

Oh look. It's someone trying to be sarcastic and looking for upvotes.

The Yetii Rider1 votes

Phantom Dancer...Full AD Corki with PD incoming. 10% AD as true damage on hit, 10% AD as physical damage on hit, Hawk and Bow for 10% AD as magic damage on-hit, and then Infinity Edge, Ghostblade and BT for all the safety, AD, and AS you could want.

Stacona1 votes

Not a realistic build - phantom dancer and infinity edge is obviously - but there are no games can you ever get more than one 3800 gold item --- besides i set it up so phantom dancer is definitely not dealing more damage than statikk shiv, shiv is a lot more bursty and also is not reliant and constantly AAing with 100% up time and has AoE properties, but PD if you can have full uptime and only value single target damage (of course works with hurricane, the bonus damage on the bolts cant crit) then it can be slightly better in that regards , both items have the same scaling just different utility

Builds will be rather than items it should be item tiers - Complimentary at 2500g, high damage at 3800g, health sustain at 3200g and penetration at 2300g (last whisper, item is too unique and necessary to be able to have multiple armor pen items like Last Whisper, so it will forever be by itself, alone, and only option for armour penetration) --- and this will make up your 4 damage item core build with the other 2 slots being for movement and whatever you need whether it be defense, more mobility, utility, or more damage

Ironclad Dragon1 votes

Hawk and the Bow? Sounds inter... http://media.giphy.com/media/oSLxPXE38BTYA/giphy.gif IT'S BIRD DEVOURER! IT'S BIRDEVOUER! RUN! RUN WHILE YOU STILL CAN!

Stacona1 votes

It is easily balance-able though; like the proc can be every 3rd basic attack rather than every other basic attack for example if it is too strong, if too weak then perhaps the on hit magic damage can be 15% ad instead of 10% ad--- but if the item is balanced on everyone but one champion then we nerf that one champion to compensate

Ironclad Dragon1 votes

Then why hasn't Riot been willing to change Devourer?

Stacona1 votes

feral flare and devour have multiple flaws with the items; and riot never seems to fix the problem with these types of items - a multiplicative stat for on-hit effects is not the problem however which is the sated portion

Stacona1 votes

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