A Bunch of New Items [Concept Post]

Stacona··2 votes·495 views

The biggest thing I want to across for this post is that this is a concept post and these items are entirely to create customization and alternative options. The items are in no way, shape, or form to replace any current items or necessarily meant to do something better than a current item.


Dragon Staff: Recipe: Needlessly Large Rod (1600g) + Needlessly Large Rod (1600g) + 600g = 3800g

Statistics: +200 Ability Power +UNIQUE Passive: Casting spells grant 10 additional Ability Power stacking up to 10 times for a maximum of 100 bonus Ability Power for the next 6 seconds. +Passive: Mana, Energy, and Health costs are increased by 30% with a minimum increase of 25. If a champion does not use any of these resources then their total Ability Power is reduced by 30%.

The second passive is not UNIQUE meaning it can stack, this is entirely a negative passive.


Dragon Sword: Recipe: B.F. Sword (1550g) + B.F. Sword (1550g) + 700g = 3800g

Statistics: +120 Attack Damage +UNIQUE Passive: Physical damage spells deal 5% increased damage for 6 seconds stacking up to 6 times for a maximum of 30% increased damage when spells are used within 6 seconds of each other. This bonus increased damage cannot exceed 8% of the target's maximum health. +Passive: Permanently grant yourself Grievous Wounds and your basic attacks deal 10% of the damage for yourself.

The second passive is not UNIQUE meaning it can stack, this is entirely a negative passive.


Harpoon / Greater Harpoon / Greatest Harpoon: [Trinket Item] Recipe: Free / Level 9+ / Level9+ + 250g

Statistics: +Active: Fire a harpoon in the target direction that clings onto the first enemy struck to grant a large amount of vision around the target and preventing the target from using any kind of dash, jump, or instant teleport while harpooned.

Harpoon Duration: 3 / 4 / 5 seconds Harpoon Range: 800 / 1000 / 1200 units Tether Range: An additional 500 / 650 / 800 units; exceeding this breaks the tether and harpoon effect Cooldown: 80 / 60 / 40 seconds; if it hits an enemy the cooldown is reduced to 60 / 40 / 20 seconds.


Vampiric Healing Wand: Recipe: 365g

Statistics: +5 Ability Power +40 Health +1 Gold per 10 seconds +Passive: Basic attacks and spells on enemy champions use up a charge to deal 4% of the target's maximum health as magic damage and store up a Vampire Health Pack. 1 charge is stored every 10 seconds up to a maximum of 3 charges at a time. This passive is disabled if a minion is executed for the next 12 seconds. +Passive: If you have at least one Vampire Health Pack you may basic attack an ally champion to heal him for 4% of the true maximum health of the target the Vampire Health Pack originated from and grant yourself +5 gold.

The Vampire's Healing Wand: Recipe: Vampiric Healing Wand (365g) + Amplifying Tome (435g) + 65g = 865g

Statistics: +25 Ability Power +80 Health +2 Gold per 10 seconds +Passive: Basic attacks and spells on enemy champions use up a charge to deal 6% of the target's maximum health as magic damage and store up a Vampire Health Pack. 1 charge is stored every 10 seconds up to a maximum of 3 charges at a time. This passive is disabled if a minion is executed for the next 12 seconds. +Passive: If you have at least one Vampire Health Pack you may basic attack an ally champion to heal him for 6% of the true maximum health of the target the Vampire Health Pack originated from and grant yourself +10 gold.

The Dark Lord's Healing Wand: Recipe: The Vampire's Healing Wand (865g) + Amplifying Tome (435g) + Ruby Crystal (400g) + 500g = 2200g

Statistics: +60 Ability Power +250 Health +10% Cooldown Reduction +2 Gold per 10 seconds +Passive: Basic attacks and spells on enemy champions use up a charge to deal 8% of the target's maximum health as magic damage and store up a Vampire Health Pack. 1 charge is stored every 10 seconds up to a maximum of 3 charges at a time. +Passive: If you have at least one Vampire Health Pack you may basic attack an ally champion to heal him for 8% of the true maximum health of the target the Vampire Health Pack originated from and grant yourself +10 gold. +Active: If you have at least three Vampire Health Packs you may use this active to send a burst of healing blood around you consuming the three Vampire Health Packs to heal yourself and all friendly units within range equal to the amount of health the three Vampire Health Packs consumed had stored up and grant yourself +30 gold upon activation. [1000 units range]


Dragon's Echoing Blade: Recipe: Recurve Bow (1100g) + Stinger (1250g) + Zeal (1100g) + 350g = 3800g

Statistics: +160% Attack Speed +15% Critical Strike Chance +8% Movement Speed +15% Cooldown Reduction +UNIQUE Passive: Basic attacks within 2.5 seconds of each other increase the attack speed cap by an additional 0.1 attacks per second on-hit stacking up to 10 times for a maximum attack speed cap of 3.5 attacks per second instead of 2.5. Upon reaching 10 stacks your basic attacks deal true damage instead of physical damage. +Passive: All physical, magical, and true damage dealt by this champion cannot exceed 200 for one interval of damage.


Hope you guys appreciate the ideas! ^.^ ~ Stacona

7 Comments

DatoneHamster4 votes

All of these items seem super over powered, even with the balance you put in, but cool concept :)

Stacona1 votes

Numbers are the easiest to change; but they are the highest tier gold costs with restrictive passives

DPS Dragon's Echoing Blade creates a damage cap, basic attacks can easily deal more than double this cap so you focusing on a DPS build to burn through high health tanks rather than killing squishies quickly

High Damage Dragon Sword discourages champion with health sustain because the item applies grievous wounds and discourages basic attacking, so this is like a deathcap for AD casters to focus entirely on spell casting rather than a mix of both; damage has a max health cap to fix a DFG issue to kill squishies faster, so now the increased damage passive is only good against health health targets like tanks and not very effective against squishies since blade deals 8% health per attack on a higher dps while being cheaper and giving life steal and no grievous wounds

High Flat AP Dragon Staff, there is an item in games like Final Fantasy and Bravely Default where this is similar to, where you get increased mana costs but deal increased damage; Deathcap is better since it is both cheaper and safer of an item, but sacrificing your costs for a lot more AP for most of the game when rushed creates a risk for a high reward, the cost increase value may be on the low side though and the decreased ability power for resource-less champions may be low too

new support item to grant some risk and applying pressure with a damage boost passive on a charge system and can attack ally champions to heal them, pretty cool concept in itself, the item has a mix between spell thief and targons

new trinket to be an anti-mobility tool and a different way to apply vision on targets if you land the spell

Stacona1 votes

,

FantasySniper1 votes

Sorry, but I'm going to just copy+paste my generic answer to the concept of cursed items:

The thing about "cursed items" is that they usually provide a downside that is irrelevant to the user, resulting in a min-max method of battle that practically has no downsides, ruining the initial concept of actually having to sacrifice this for that, or the cost is just too great/inconsistent to even bother considering in most normal situations.

If the situation calls for it in a multiplayer game, they become "side grades", but in the game of LoL, items are 100% upgrades of your base stats beyond the single exception that is item 3068 (Which needs a toggle so that may be fixed)

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