What about these 4 new items?
Summary for Items at the end
Wit's End: Cost: 2400 gold Builds out of Recurve Bow + Null-Magic Mantle
Stats: -35 Magic Resistance -35% Attack Speed Unique Passive: +30 On-Hit Magic Damage Unique Passive: Basic attacks (on hit) grant +5 magic resistance and reduce the targets magic resistance by 5 for 5 seconds. Stacks up to a total of 3 times.
94% Gold Efficient without any stacks 129% Gold Efficient with full stacks
Madred's Bloodrazor: Cost: 3900 gold Builds out of Wit's End + Long Sword + Long Sword
Stats: -40 Magic Resist -40% Attack Speed -25 AD Unique Passive: +42 On-Hit Magic Damage Unique Passive: Basic attacks (on hit) grant +5 magic resistance and reduce the targets magic resistance by 5 for 5 seconds. Stacks up to 8 times. Stacks up to 4 times for ranged champions. Unique Passive: Your basic attacks deal bonus Magic Damage equal to 4% of the targets maximum health
I haven't actually figured out how to add in %max health damage into gold efficiency so I don't know about that one so I excluded it for Gold Efficiency. If someone could help me out with that I could add it in.
93% Gold Efficient without any stacks. 122% Gold Efficient with full stacks on a ranged champion 150% Gold Efficient with full stacks on a melee champion
Madred's Edge: Cost: 3900 Gold Builds out of Wit's End + Phage
Stats: -40 Magic Resist -40% Attack Speed -250 Health -20 AD Unique Passive: +35 On-Hit Magic Damage Unique Passive: Basic attacks (on hit) grant +5 magic resistance and reduce the targets magic resistance by 5 for 5 seconds. Stacks up to a total of 5 times. UNIQUE -- RAGE: Basic attacks (on-hit) grant +20 flat movement speed for 2 seconds. Killing a Unit grants +60 flat movement speed instead.
107% Gold Efficient without any stacks 143% Gold Efficient with full stacks
Malady: Cost: 2600 gold Builds out of Recurve Bow + Null-Magic Mantle + Dagger
Stats: -30 Magic Resistance -40% Attack Speed Unique Passive: +35 On-Hit Magic Damage Unique Passive: For every auto attack or single target spell used you gain 1 stack of Corruption stacking up to 8 times. Unique Active -- Corruption: On activation consume all stacks of Corruption and lose Magic Resist equal to 6 times the number of stacks consumed. Gain Immunity to unit collision and +60 movement speed as well as bonus magic damage on auto attacks equal to 5 times the number of stacks consumed for 6 seconds.
93% Gold Efficient without its Active 126% Gold Efficient with full stacks on its Active (counting MR loss)
Sumarry: Wit's End: I wanted to make Wit;s End a little weaker than it currently is while still being a decent buy so it could build into 2 new cooler items as a result. It still has all of the same stats and passives it currently has just a little weaker.
Madred's Bloodrazor: The reason this item was deleted from the game was because it gave weird stats and almost nobody bought it because most carries that wanted the %Health damage wanted to build AD and do more Physical damage than waste an item slot on an item that wouldn't scale very well due to them not being able to itemize for Magic Pen.
With the new Madred's Bloodrazor it now gets some nice on hit Magic Damage as well as some AD and because it now has the magic resist reduction from Wit's End it will scale better into the late game with its %Health Damage when enemies get a lot of Magic Resist. The number of stacks is halved for ranged champions because having an ADC do a ton of damage while being invincible to magic damage would be a bad thing. Melees are less problematic with this so they get the full stacks but need to get it to 8 full stacks to get the full benefit so it isn't super gold efficient for them right from the start.
Madred's Edge: More for Bruisers that like Attack to auto attack a lot. They still have the on hit magic damage and passive from Wit's End but get a nice chunk of HP and AD to go alone with it as well as the Rage passive from Phage to help them with kiting.
Malady: Similar to Wit's End in that it gives you some MR, Attack Speed, and On-Hit magic damage but has a completely different Active tied to it instead of a Passive. It is more for characters that like to go completely ham and get tons of bonus stats to help them out but at the same time lose Magic Resist when they want to do so. 75 magic damage on auto attacks and 60 Movement speed while ignoring unit collision is nothing to be laughed at but as a tradeoff the champion loses a maximum of 48 Magic Resist making them much more vulnerable to being blown up. Note that the active bonus magic damage applies to auto attacks only so champions like Warwick can't abuse the ever living hell out of the item.
Thoughts?