Can we rework Rylais into a healthier AP item? Pitch your ideas!
Currently Rylais is in a pretty bad spot.
And it's well deserved! In its peak it was built on EVERY mage since it gave 400 HP, 100 AP and a full 35% PASSIVE slow. It made Mages unbelievably tanky while still dealing a ton of damage and being virtually inescapable/untouchable.
It had to be nerfed but by doing so it became a shell of an item only built as a bandaid for certain kits that should've been reworked ages ago.
So, today I'd like to talk a little bit on how to make Rylais a healthier item that can be great on a plethora of champions to fill their needs of becoming durable and having some nice utility to go with it.
So, here's a schemata you can apply to your own idea!:
What's Rylais' power fantasy?: Who should be its intended users?: What stats would you suggest?: What passive/active?: What balance problems might your version of the item have?:
https://i.imgur.com/00bPQLs.png
**What's Rylais' power fantasy?: **Freezing scepter that keeps enemies where you want them to be!
**Who should be its intended users?: **Battle mages and Ap fighters with maybe supportive mages as well
What stats would you suggest?: 400 Hp and 80 AP (Eventually just 60 Ap + 15 Mpen if we'd go for a
build path)
What passive?: Gathering Snowstorm: While in combat you gather stacks of "Blizzard" up to a cap of 300, movement while in combat and damage suffered give you addition stacks
What active?: Winter Dreams (Yes, a metal reference, duh!) Discharge all stacks for a ground targeted slow field that deals Frost stacks + 0.2% Ap damage and slows based on your frost stacks/10 times 2
What balance problems might your version of the item have?: The active might be problematic if artillery mages abuse it with poke spells and get a failsafe escape, might have to become exclusive to in combat damage taken/movement
But what are your own ideas? Share your own thoughts on Rylais' here!

these champions rely on the constant slow quite often depending on how you build. This will cause more end time problem in the game
isn't an active issue in the game and changing the item to just benefit some champions but at the same time gutting others is not worth it and causes more harm than good. Champions that build
should get some use of it it's quite messed up. Is it a kit problem? ofcourse it is! but they haven't fixed that so why take away one of their most helpful option? that won't make the game healthier, just make it harder for them. Except
he'd receive too much benefit from a stat buff.
,
, but now it just feels bad.
+750g(3200g total)
75AP
500HP
10%CDR
with more HP but less AP and have a more significant slow, or they could make it more offensive and have something like that one rune (whatever it's called. I've used it, like once.) where every 20 seconds or after 100 charges from moving, your next ability slows for like 40-50%.
. And by that I mean, make it an active effect, but increase the strength of the slow effect. This would make it more strategic for mages to really secure a kill or use it to kite away from danger in specific circumstances. I've also felt like Rylai's giving health makes no sense thematically (since your post mentioned what it's theme should be). I would suggest perhaps replacing hp with a passive that grants an "adaptive" shield.
(850g) +
.
+ 450g (2700g)
+65 AP
+475 Health
Unique passive -- Icy: Damaging abilities and pet attacks Slow affected units.
for instance so what about either
Same passive or
Active:Once Active This will apply 20% Slow for Aoe Damage type Spells and a 25-30% slow for Single Targets