[Item Overhaul] The Carry&Fighter Project (Revised)

Pyro··19 votes·2,154 views

TL;DR: Remove crits from lane - Tune down crit damage - Make crit builds more than just damage (with smaller damage spikes) - Rework the fighter items such as BotRK

http://i.imgur.com/TX71yqN.jpg

This item overhaul is a complete set of suggested changes to improve the gameplay diversity in League of Legends. The ultimate purpose is expanding the realm of possibilities, both in the spectrum of "viable champions" and the in-game actions. The overhaul covers all item systems, from AD and Critical Strike rework through AP and Support expansion to differentiating Fighter and Tank classes.

Why? Well, more or less to have more than top 3-5 champion picks for every role in LCS with cookie-cutter builds. Item builds should be more flexible and reactive, not predefined for a whole class of champions.

Full list of all items

#The Carry Project Rightclicking people to death isn't a particularly complicated task. In most cases, marksmen use their spells to add some extra burst or reposition, sometimes in order to avoid damage. When it comes to dealing damage, however, they're all about using basic attacks to shred their enemies to pieces. And that causes their item builds to go rather stale, since there's only one optimal way to build for glass cannon ADC.

With the removal of dodge, Critical Strike Chance is the last truly RNG-based element in the game, although the calculations take the previous results into consideration, so the chance isn't truly random. This has been the object of lots of criticism from players, especially since one lucky IE crit in lane can unfairly turn around a trade (250% damage after getting just one item? Come on). It came to the point where "remove crit" became a popular opinion, and surely that's one way to go.

However, one argument for preserving crit in game is that it brings flavour and variance to basic attacks, making them less "basic" for carries. Uncertainity - to some degree - can be good for the game health. It adds a risk assessment factor to some actions - while crit enhances your overall DPS, you can't count on single basic attacks to always strike at a certain level. This adds to the "unsafe" design of carries. If you flash in with 100 AD to finish a 120 HP target, one basic attack is not guaranteed to take down the target, even if you have a chance to critically strike.

And please don't tell me that without crit there would be no damage spikes. I'm not gonna believe that you keep track of Statikk Shiv stacks or Caitlyn's passive on the enemy, or at least 95% of us won't. As long as the damage spikes aren't absurd and overbearing, variance isn't necessarily a bad thing.

The easy way out would be replacing crit with a fixed AA enhancement. I believe, though, that a much better solution may be achieved by removing what's bad about critical strikes and emphasizing what's good. Here are the changes to Critical Strike in this project:

  • Critical Strike runes and item 1051 Brawler's Gloves are removed from the game
  • This is to remove "lucky crits" from lane that build up due to the nature of pseudo RNG system.
  • Overall critical strike becomes something that you really use once you get more than one item.
  • Critical Strike no longer causes you to deal 200% damage
  • Instead, you deal bonus damage equal to 100% of base AD (down from 100% total AD). This is equal to a Sheen proc
  • Items can alter that scaling. Only the highest modifier will apply
  • For example, Infinity Edge brings crit to the old 200% total AD functionality (not 250% as on Live).
  • Some other builds are possible, either with a different crit modifier core or relying on on-crit effects
  • Overall, though, critical strike oriented builds should be a little bit stronger in the lategame
  • Simple as that - champions building crit are hard carries and are supposed to stomp the lategame as hard as currently Vayne does, paying with the price of weaker early game.
  • Many items (Hurricane, BotRK, etc.) gain additional effects on critical strike
  • Overall, carries are expected to crit more often, but for less damage. This way the damage will be a bit more consistent and less spiky.
  • % penetration applies to bonus armor only
  • Last Whisper becomes a carry anti-tank item with Attack Speed and 50% bonus armor penetration, losing value against unarmored targets (bonus penetration is stronger above about 200 total armor)
  • Other methods for carries to work around armor stacking (crits reduicing armor or basic attacks dealing damage equal to % of armor)
  • With LW weaker on the likes of Pantheon and Zed, items with flat armor penetration can be buffed without fearing about the overwhelming synergy
  • Blade of the Ruined King rework - Things like BotRK are supposed to be response items, not core items. Current BotRK costs a lot and is so good in all conditions that it doesn't even matter if the enemy builds health or not, which in return invalidates building health against BotRK users.On fighters, it's a "Build this then go tanky" option that doesn't fall off in the lategame.
  • Bilgewater Cutlass no longer builds into BotRK and builds into Entropy (active slow on longer range) and Executioner's Calling (old BotRK's active with speed/health absorption)
  • BotRK retains its passive % health damage, but loses the active and becomes cheaper. Its interaction with crits makes it a good response item for carries

#The Fighter Project

This is a sum of the Tank Project and Carry Project, with a few additions.

  • Tank items are worse on their own and better in full tank builds (see: The Tank Project)
  • Sunfire Cape scales its damage with % of current health instead of champion level
  • Randuin's Omen loses the slow and gets a damage block from ranged attacks (but at the price of base stats, 70->50 armor and 500->400 health)
  • In general, in order to be really tanky, you need two tank items, and in order to have high DPS, you need two crit items.
  • One fighter item is stronger than one tank/carry item, but two tank/carry items woprk together better than two fighter items
  • Advanced components reworked
  • item 3086 Zeal loses crit chance and gains the current Phage passive (Rage) in place of %MS
  • item 3044 Phage gains the armor penetration passive from The Brutalizer and loses Rage passive
  • item 3134 The Brutalizer remains a 10% CDR item without the arpen
  • New advanced item: Malady (20% AS, 15 onhit magic damage) building into things like Wit's End, Nashor's Tooth and BotRK
  • Armor penetration unique between Phage upgrades (stacking more than one isn't the best idea):
  • item 3071 The Black Cleaver as a generic fighter item, especially when there's more than one AD champion (with new awesome build: Phage + Brutalizer)
  • item 3184 Entropy for the engage potential (builds from item 3144 Bilgewater Cutlass)
  • item 3022 Frozen Mallet for bruisers who want to be tanky (passive slow is halved in strangth, but item can be activated to get the full slow)
  • item 3078 Trinity Force, doing more or less much what it does now (+arpen -%MS)
  • Items emphasizing "active" playstyle - fighter items are stronger when you're low on health, under pressure or getting into a dense fight (Maw of Malmortius, Guinsoo's Rageblade, Zeke's Herald, the Warrior enchantment)

The change to fighters here is that they have a better "flow" in-combat, but can't get as high DPS as carries or be as durable as full tanks when all the champions get to 6 items.


Time for items, then. Keep in mind that numbers aren't as important as the general ideas listed above.

#Basic items

item 1051 Brawler's Gloves

  • Removed.

item 1018 Cloak of Agility

  • +20% critical strike chance (+5)
  • Critical Strike causes your basic attacks to deal bonus damage equal to your base AD (instead of total AD).
  • Builds into: Executioner's Calling, Cloak and Dagger, Infinity Edge, Phantom Dancer, Wicked Hatchet, Youmuu's Ghostblade

Important note: critical strike chance is at a different gold value now since crits hit for less damage on their own. By itself, Cloak of Agility scales only with your AS and base AD, not bonus AD - unless you've already completed one of the crit-scaling items.

#Advanced components

item 3093 Avarice Blade

  • Removed.
  • Alternative: Advanced item with the GP10 passive that doesn't biuld into anything
  • Sample recipe: Long Sword + Dagger + 165g (total cost: 975g)
  • +15 attack damage, +15% attack speed; unique: +3 GP10, +2 gold on kill

As a laning item with crit it has to go, but it could function as a cheap but very much not slot efficient item. Something to buy when you're behind in lane and don't care about slot efficiency - "we've lost lane and the minions are at our T2/T3 tower, let's make use of that, farm for 10 minutes and try to make a comeback".

item 3144 Bilgewater Cutlass

  • Builds into: Executioner's Calling, Hextech Gunblade and Entropy. No longer builds into Blade of the Ruined King.

BotRK retains its % health damage, but no longer has the active. This item builds into EC, which gets the BotRK's active, and Entropy, which has a new slow effect.

item 3134 The Brutalizer

  • +30 attack damage (+5)
  • Armor penetration removed (moved to Phage)
  • Unique Passive: +10% cooldown reduction
  • Builds into: The Black Cleaver, Essence Reaver, Youmuu's Ghostblade and Zephyr

This is labeled now as "AD Caster item" for both melee and ranged champions. Separating armor penetration and cooldown reduction helps smooth out power curves of AD champions and include this item in CDR AD items without arpen (like Zephyr or Reaver).

http://i.imgur.com/0gIDwW5.png Cloak and Dagger (new item)

  • Recipe: item 1018 Cloak of Agility + item 1042 Dagger + 420g (total cost: 1600g)
  • Melee only
  • +25% attack speed, +25% critical strike chance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Builds into: Spellbreaker and Sword of the Divine

I'm not gonna hide it - I'm trying to make melee carries a thing. I don't have a clear genius idea how to do it, but this is a good start. This should make a sort-of-laning item with crit for the champions craving for it, like Tryndamere and Yasuo.

http://i.imgur.com/eAEYKI6.png Emblem of Valor (new item)

  • Recipe: item 1053 Vampiric Scepter + item 3801 Crystaline Bracer + 400g (total cost: 1800g)
  • +20 attack damage, +200 health
  • Unique Aura - Stark's Fervor: Grants nearby allies +10% lifesteal and +75% health regeneration. (1100 range)
  • Builds into: Zeke's Herald

Mini-Zeke's. Equivalent of Aegis. Generally a much better thing for supports to sit on, if they wanted it.

item 3155 Hexdrinker

  • Combine cost reduced to 490g from 590g (total cost reduced to 1350 from 1450g)
  • +25 attack damage, +25 magic resistance (-5)
  • Passive unchanged
  • Builds into: Maw of Malmortius, Spellbreaker

This item received a slight buff to MR with price increase that wasn't really needed. The shield is strong enough already.

http://i.imgur.com/C22H6BD.png Malady (new item)

  • Recipe: item 1042 Dagger + 400g = 850g
  • +20% attack speed
  • Unique Passive: +15 bonus magic damage on-hit
  • Builds into: Blade of the Ruined King, Devourer, Ionic Spark, Nashor's Tooth, Statikk Shiv and Wit's End

This item could be summed up with "We fix Wit's End", but it also gives foundation for on-hit as an item class. If the on-hit synergy becomes too strong, this passive could get nerfed to +10 onhit damage or become named and unique between items.

item 3044 Phage

  • Combine cost reduced to 540g from 565g (total cost reduced to 1300g from 1325g)
  • +20 attack damage, +200 health
  • Unique Passive - Bash: +10 armor penetration (new)
  • Rage passive removed (moved to Zeal)
  • Builds into: The Black Cleaver, Entropy, Frozen Mallet and Trinity Force

This change resembles how Haunting Guise works. You dump part of the gold into not-so offensive stats. Flat armor penetration now doesn't stack between the items, allowing for high amount on one item without having to account for a full build - resistance penetration is more effective the more of it you have.

item 3140 Quicksilver Sash

  • +30 magic resistance (-5)
  • Active unchanged

As it is, QSS is too cheap for an item with as much MR and as powerful active. It became 300g cheaper while losing only 200g of stats. This slightly tunes down its sheer power.

http://i.imgur.com/1o5Hkd5.png Soul Sickle (new item)

  • Recipe: item 1037 Pickaxe + item 1004 Faerie Charm + 195g = 1250g
  • +25 attack damage, +25% base mana regeneration
  • Unique Passive: Your basic attacks restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana.
  • Builds into: Essence Reaver

Component for the reworked ER. Provides mana regen when it's needed instead of way later. If too problematic in lane, can be replaced by a single B. F. Sword, but the overall gain for the likes of Jayce from this project should be zero since they can't get both CDR and armor penetration on one item.

item 3086 Zeal

  • Recipe: item 1042 Dagger + item 1042 Dagger + 200g (total cost unchanged)
  • +30% attack speed (+10)
  • Critical strike chance and % MS removed
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new, moved here from Phage)
  • Builds into: Guinsoo's Rageblade, Phantom Dancer, Statikk Shiv, Trinity Force and Zephyr

Doubleswords are now truly doubleswords. Or doubledaggers, to be precise. The Rage passive moves here from Phage. Zeal still increases your damage output by the same amount.


#Critical Strike items Al these grant Critical Strike chance and are regarded "carry items".

http://i.imgur.com/z3PFNR6.png Executioner's Calling (new item)

  • Recipe: item 3144 Bilgewater Cutlass + item 1018 Cloak of Agility + 570g = 2700g
  • +30 attack damage, +30% critical strike chance, +10% lifesteal
  • Unique Active: Drains target champion, dealing 15% of the target's maximum health in physical damage (min. 100) and healing you for the damage dealt. Additionally you steal 25% of their movement speed and inflict Grievous Wound on them for 3 seconds - 90 second cooldown. (450 range)

The item is back, but now its healing reduction works only with the BotRK active, which moves here. BotRK retains its % health damage.

item 3031 Infinity Edge

  • Combine cost reduced to 445g from 645g (total cost reduced to 3600g from 3800g)
  • Unique Passive - Critical Strike: Your critical strikes deal 200% of your total attack damage. (nerfed from 250%)

When you do the math on old IE, its crit chance and passive increases your DPS output by about 35%. This build is fairly similar, but since the amp is lower, so is the price. No longer a first item to rush on everyone, it's a much better idea to get another crit item first.

item 3046 Phantom Dancer

  • Recipe: item 3086 Zeal + item 1018 Cloak of Agility + 770g (total cost reduced to 2600g from 2800g)
  • +50% attack speed, +40% critical strike chance (+5)
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Kills and critical strikes grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Your champion ignores unit collision.

Crits now grant you full speed from Rage like kills do. Phantom Dancer is defined as a mobility item with highest crit chance in the game, but since crit is now cheaper, so is PD (it's raw gold efficiency goes down a bit).

http://i.imgur.com/7jZcPzC.png Spellbreaker (new item)

  • Recipe: http://i.imgur.com/0gIDwW5.png Cloak and Dagger (new) + item 3155 Hexdrinker + 450g (total cost: 3400g)
  • Melee only
  • +30 attack damage, +30% attack speed, +30% critical strike chance, +30 magic resistance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Unique Passive - Lifeline: Upon taking magic damage that would reduce health below 30%, removes all crowd control effects and grants a shield that absorbs 300 magic damage for 5 seconds (90 second cooldown).

My melee carry bias is showing. "Hello, I'm Master Yi, and welcome to Jackass". The item is centered around protection and unlike other crit items, it does not affect or interact with critical strikes.

item 3087 Statikk Shiv

  • Recipe: item 3086 Zeal + http://i.imgur.com/C22H6BD.png Malady (new) + 700g (total cost: 2500g)
  • +50% attack speed (+10), +30 on-hit magic damage (new)
  • Critical strike chance and % MS removed
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Your critical strikes deal 60 magic damage to up to 4 targets. (reworked)
  • Unique Passive - Statikk Charges: Moving increases your critical strike chance by 1 per 10 units moved. This bonus is reset once you critically strike. (reworked)

The effect is very similar in work, but occurs more often with critical strikes. The item, however, doesn't grant you any critical strike chance by itself unless you move around.

http://i.imgur.com/6mZfyld.png Sword of the Divine (new item)

  • Recipe: http://i.imgur.com/0gIDwW5.png Cloak and Dagger (new) + item 1037 Pickaxe + 925g (total cost: 3400g)
  • Melee only
  • +50 attack damage, +30% attack speed, +30% critical strike chance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Unique Passive - Critical Strike: Your critical strikes deal damage equal to 100% of your total AD + 150% of your bonus AD.
  • Unique Active - Critical Strike: Your next 3 critical strikes deal damage equal to 250% of your total AD. 45 second cooldown.

While the item is active, your crits will deal damage equal to the IE on Live (250% total AD). When not active, the crit damage is lower by 100% of your base AD. Basically this item scales very well with high AD and becomes better than IE in this project once your bonus AD is twice higher than your base AD.

item 3142 Youmuu's Ghostblade

  • Recipe: item 3134 The Brutalizer + item 1018 Cloak of Agility + 333g (total cost reduced to 2400g from 2700g)
  • +30 attack damage, +20% critical strike chance (+5), +10% cooldown reduction
  • Armor penetration removed
  • Unique Passive: Critical strikes reduce this item's cooldown by 3 seconds. (new)
  • Unique Active: Gain 40% attack speed and 20% movement speed for 6 seconds. (60 second cooldown).

AD Casters may lose interest in this particular item, but the're getting much more to compensate.

item 3122 Wicked Hatchet (new item, all maps)

  • Recipe: item 1037 Pickaxe + item 1018 Cloak of Agility + 975g (total cost: 2600g)
  • New item (now available on all maps)
  • +30 attack damage, +30% critical strike chance
  • Unique Passive: Your critical strikes reduce target's armor by 10% for 6 seconds (effect stacks up to 3 times).

Keep in mind this item brings diminishing returns with Last Whisper now that LW penetrates only bonus armor - but you can still use it to fight against absurdly heavy armor. Anyway, a good "mid tier" anti-armor response.


#80 AD The "endgame" high AD items other than Infinity Edge. All four (with IE) are priced at 3600 gold.

item 3072 The Bloodthirster

  • Recipe: item 1038 B. F. Sword + item 1053 Vampiric Scepter + item 1053 Vampiric Scepter + 450g (total cost increased to 3600g from 3500g)
  • Stats and passive unchanged

I'm not entirely sure if the item deserves such a smooth buildpath past the BF Sword, but it seems to make sense.

item 3508 Essence Reaver

  • Recipe: http://i.imgur.com/1o5Hkd5.png Soul Sickle + item 1053 Vampiric Scepter + item 3134 The Brutalizer + 63g (total cost increased to 3600g from 3200g)
  • +80 attack damage, +50% base mana regeneration (new), +10% lifesteal, +10% cooldown reduction
  • Unique Passive - Restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana. This effect is halved for spell damage. (buffed)

The item should now appeal to those who need it: champions who want to cast spells and use mana. If Soul Sickle is too strong in lane, it can be replaced with a B. F. Sword or Pickaxe.

item 3139 Mercurial Scimitar

  • Combine cost reduced to 800g from 900g (total cost reduced to 3600g from 3700g)
  • +80 attack damage, +30 magic resistance (-5)
  • Unique Active – Quicksilver: Removes all debuffs from your champion and grants +50% movement speed for 1 second. 90 second cooldown.

With QSS significantly cheaper, this item is actually stronger now. The tiny MR nerf is part of the MR compartmentalization.


#Armor penetration

Flat penetration Phage upgrades, pick one. Or pick more than one and let the armor penetration go to waste, that's still an option.

item 3071 The Black Cleaver

  • Recipe: item 3134 The Brutalizer + item 3044 Phage + 363g (total cost: 3100g)
  • +50 attack damage, +200 health, +10% cooldown reduction
  • Unique Passive - Bash: +10 armor penetration
  • Unique Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 6 times. (+1 max stack)

Now with a smooth buildpath. Reeeeeally smooth. Cost goes up by 100. Since LW is gone and the flat armor penetration doesn't stack between the items, it shouldn't be too much.

item 3184 Entropy

  • Recipe: item 3044 Phage + item 3144 Bilgewater Cutlass + 400g (total cost: 3100g)
  • +50 attack damage (-5), +200 health (-75)
  • Unique Passive - Bash: +20 armor penetration (new)
  • Unique Active: Slow the target enemy champion's movement speed by 25% for 2 seconds. Hitting the target with a basic attack will refresh the slow, up to 5 seconds total. 90 second cooldown (700 range) (reworked)

Now available on Summoner's Rift as one of the Phage upgrades. The functionality is fairly simple - you slow the target with the Bilgewater active (with longer range), and if you catch up and attack them, the slow is prolonged.

item 3022 Frozen Mallet

  • Recipe: item 3044 Phage + item 1011 Giant's Belt + 1000g (total cost unchanged)
  • +30 attack damage, +600 health (-100)
  • Unique Passive - Bash: +10 armor penetration (new)
  • Unique Passive - Icy: Your basic attacks apply a 20% slow for 2 seconds (10% for ranged attacks). (nerfed)
  • Unique Active: Doubles the strength of this item's passives for 10 seconds. 60 second cooldown. (new)

This is better suited for fighters than carries, but I guess it could still be purchased when in need for high health.

item 3078 Trinity Force

  • Recipe: item 3044 Phage + item 3086 Zeal + item 3057 Sheen + 3g (total cost: 3603g)
  • +30 attack damage, +30% attack speed, +30 ability power, +300 health (+50), +300 mana (+100)
  • Critical strike chance and % movement speed removed
  • Unique Passive - Bash: +10 armor penetration (new)
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
  • Unique Passive - Spellblade: After using an ability, your next basic attack will critically strike. 2 second cooldown. (reworked)
  • Unique Passive - Critical Strike: Your critical strikes deal damage equal to 100% of your total attack damage + 200% of your base attack damage. (new)

Trinity Force now has 3 components, 4 passives and 5 statistics. Spellblade procs are unchanged by the numbers (they deal the same damage), but they don't stack with crit chance now. Higher crit modifiers will be applied, though, so if you have IE, Spellblade will deal 100% of your total AD if it's higher than 200% of your base AD. The downside, as mentioned, is that a basic attack cannot crit on top of Spellblade.

Heavy penetration

item 3035 Last Whisper

  • Recipe: item 1043 Recurve Bow + item 1037 Pickaxe + 925g (total cost increased to 2700g from 2300g)
  • +30 attack damage (-10), +30% attack speed (new)
  • Unique Passive: Your basic attacks and abilities ignore 50% of target's bonus armor. (reworked)

Yes, it allows you to shred the enemy tanks in the lategame, but against anyone below 100 armor or so the passive is practically useless. And as for tanks you might want to take a look at the Tank Project.


#DPS ADC items without crit chance (but with built-in crit compatibility).

item 3153 Blade of the Ruined King Recipe: http://i.imgur.com/C22H6BD.png Malady (new) + item 1053 Vampiric Scepter + 750g (total cost: 2400g)

  • +30 attack damage (+5), +30% attack speed (-10), +10% lifesteal
  • Unique Passive: Your basic attacks deal 5% of the target's current health in physical damage (60 max vs minions and monsters). This effect can critically strike, dealing 5% of target's maximum health in physical damage. (reworked, down from 8% but can crit)
  • Active removed

The item is cheaper, the % health damage is higher when you have crit chance, but the active is gone. No longer a first item for ADCs, but a very strong situational anti-health item nevertheless.

http://i.imgur.com/2kclZSz.png Ionic Spark (new item)

  • Recipe: item 1043 Recurve Bow + http://i.imgur.com/C22H6BD.png Malady (new) + 250g = 2500g
  • +50% attack speed
  • Unique Passive: Your basic attacks deal magic damage equal to 25% of target's armor. This effect can critically strike, dealing magic damage equal 50% of target's armor.

A different way to work around armor. Doesn't scale that well into lategame since the base stats are meh and it's magic damage, not physical - but should be a very good response against heavy armor stacking without any MR.

item 3085 Runaan's Hurricane

  • +70% attack speed
  • Unique Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 (+50% AD) physical damage and applying on-hit effects. If no secondary targets are found, the bolts fire at the primary target, dealing 10 (+10% AD) physical damage. This effect can critically strike, bolts at up to 4 targets. (buffed)

I don't really think the usage of this item on Teemo and Kayle should be all that there is. Scaling with crit could make it worthwhile in a 6 item build outside of ARAMs. Of course if the bolts hit the primary target, they don't apply on-hit effects, otherwise we'd get some ridiculous interactions with 3 onhit effects on a single basic attack.


#Fighter items Items defining the fighter class, combining damage with survivability.

Atma's Impaler (new item) Recipe: item 3077 Tiamat + item 1031 Chain Vest + 850g (total cost: 3500g)

  • Melee only
  • +50 attack damage, +50 armor, +100% base health regeneration
  • Unique Passive: Gain attack damage equal to 1% of your bonus health.
  • Unique Passive – Cleave: Your attacks deal physical damage up to 60% of your Attack Damage to units around your target (185 range), decaying down to 20% near the edge.
  • Unique Active – Crescent: Deals physical damage up to 100% of your Attack Damage to units around you, decaying down to 60% near the edge. 10 second cooldown.

The dreaded Impaler. This item requires about 1000 health from other items to become gold efficient. Probably not the best starting item, but a good finishing one. Atmogs is back!

item 3124 Guinsoo's Rageblade

  • Recipe: item 1037 Pickaxe + item 3086 Zeal + 625g (total cost unchanged)
  • +30 attack damage, +30% attack speed (new)
  • Ability power removed
  • Passive: Autoattacks (on attack) and champion abilities grant +3 armor penetration and +3 magic penetration for 8 seconds (stacks up to 5 times). (reworked)
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Falling below 50% health grants +10% life steal and +10% spell vamp until out of combat. 30 second cooldown. (AS removed)

A set of changes to revamp the item - the stats are different, the price is lower and the passive grants hybrid penetration instead of AS and AP. AP was really a dead in-combat stat for a vast majority of autoattacking champions. Flat penetration is not worth as much by itself, but it's a better multiplier. Core on Jax? Possibly, but without AP it should significantly reduce his burst. Anyway, the item is redefined as for "AD-AS champions with magic damage", be that Jax or Shyvana.

item 3156 Maw of Malmortius

  • +50 attack damage (-10), +30 magic resistance (-10)
  • Unique Passive: Grants +1 attack damage for every 1% of missing health, up to 70 Attack Damage. (buffed)
  • Unique Passive – Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown).

Less base AD/MR (way below the cost efficiency), but TONS OF DAMAGE when you get low on health. Compared to the Live version, it starts giving more AD below 80% health.

item 3074 Ravenous Hydra

  • +80 attack damage (+5), +100% base health regeneration, +12% lifesteal
  • Passive and active effects unchanged

A small buff making up for the relative nerf to the health regen provided by the item (which is significant only early in the game while holding Tiamat and breaks even mid- to lategame).

item 3091 Wit's End

  • Recipe: http://i.imgur.com/C22H6BD.png Malady (new) + item 3140 Quicksilver Sash + 900g (total cost: 3000g)
  • +50% attack speed, +30 magic resistance
  • Unique Passive: +42 magic damage on hit
  • Unique Passive: Basic attacks steal 5 magic resistance from the target (stacks up to 5 times).
  • Active – Quicksilver: Removes all debuffs from your champion and grants +50 Tenacity for 3 seconds. 90 second cooldown.

Old Wit's End is... old and busted. Behold the new awesomeness and channel your inner Irelia. Tenacity stacks multiplicatively with other sources.

item 3050 Zeke's Herald

  • Recipe: http://i.imgur.com/eAEYKI6.png Emblem of Valor (new) + item 3067 Kindlegem + 350g (total cost increased to 2800g from 2450g)
  • +30 attack damage (new), +400 health (+150), +10% cooldown reduction (-10)
  • Unique Aura - Stark's Fervor: Grants nearby allies +10% lifesteal and +75% base health regeneration. (1100 range) (AD aura removed)
  • Unique Active - Rally: Reduces the armor of nearby enemies by 10 for 10 seconds and grants nearby allies 10 atack damage per enemy affected for 10 seconds. Nearby allied champions receive half of this bonus. 60 second cooldown (700 range) (new)

The active is a giant "WE GO IN" signal. The range of the effect isn't enough to reach your AD Carry sitting in the back, but for a pair of diving fighters it's helluva effective. If you want to run two fighters into the enemy team, get Black Cleaver and this thing, and charge with no fear.

item 3172 Zephyr

  • Recipe: item 3134 The Brutalizer + item 3086 Zeal + 563g (total cost: 3000g)
  • % MS removed
  • +50 attack damage (+25), +50% attack speed, +10% cooldown reduction
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
  • Unique Passive - Tenacity: Reduces the duration of crowd control by 35%.
  • Unique Passive - Slow Resistance: Reduces the strength of slows by 25%.

Without 10% MS bonus it loses strength as a boots replacement, but the anti-CC passives should be a really nice bundle for melee champions. Slow Resistance doesn't stack with Boots of Swiftness, just like Tenacity doesn't stack with Mercury's Treads.

#Jungle

item 3726 Devourer

  • Recipe: http://i.imgur.com/C22H6BD.png Malady (new) + 650g (total cost unchanged)
  • +50% attack speed, +30 on-hit magic damage (+5)
  • Unique Passive - Devouring: Scoring a champion kill or assist will increase this item's damage by 2. Killing a large monster will increase this item's damage by 1.

Malady has 15 on-hit damage, so assembling Devourer is mostly a jump in AS.

item 3714 Warrior

  • +50 attack damage (+5), +10% cooldown reduction
  • Armor penetration removed
  • Unique Passive: Gain +5% lifesteal per nearby enemy champion. (700 range) (new)

Less oppressive. More impressive. AD junglers like Jarvan or Vi usually don't have place in their inventory for lifesteal - this gives them some sustain in full-blown teamfights.


#Afterword to fighters

This overhaul is merely an answer to "what can be done with items?". Item changes alone are only half of the solution. Fighters as a champion class are tainted with kit homogenity and lack of diverse identity. To truly balance fighters, almost every single fighter champion would need changes to their kit. As it is, they're all too similar to each other - they're balls of stats with AD/AS steroids and slows, and sometimes bits of innate tankiness.

Ask yourself a question "What can X do that other champions cannot?". For example, Shyvana is a brick wall of magic DPS with AS synergy and tank transformation. For magic DPS, Dr. Mundo does her part; for AS synergy on a bruiser, there is Trundle and to some extent Shen and Volibear. And Shyvana's tank transformation is laughable when compared to Gnar, who gains TONS of crowd control in his Mega form. Darius has three types of damage, including true damage? Well, so do Irelia, Olaf and Rek'Sai. Compare this to how unique Thresh's lantern, Morgana's Black Shield and Braum's Unbreakable are.

Similarities between fighters causes the top 3-5 picks to dominate over the rest, since there is no strong reason to give up the currently strongest picks if they can do everything the weaker picks do. If champion kits were more diverse, even the "weaker" picks would have a reason to exist, since they would do something noone else could.


#Changelog

Most important changes after your feedback to the previous post:

  • Changed the wording on all Critical Strike modifiers to make it clear how the crit damage is calculated
  • Cloak of Agility is down to 20% crit chance and Live price from 950g and 25% crit, prices of all items it builds into are adjusted
  • Essence Reaver has lifesteal without having to toggle Mana Leech off
  • Ionic Spark and Last Whisper builds changed to address some problems
  • Zeke's Herald now has a 1800g component (good old Emblem of Valor) and is no longer a Phage upgrade

#The Other Parts of the Overhaul

Full list of all items

Thanks for getting through this wall of text! Even if you didn't read much, scrolling down still required a lot of work :D Feel free to leave any feedback, especially the critical (heh) one - it's the best way for me to improve the project.

14 Comments

SlackerboyTC2 votes

I like this honestly, thumbs up and bump :)

Pyro2 votes

The thread is at 0 at the moment, so apparently two other people decided that Boards need more one-line circlejerk posts and jokes instead of in-depth discussion :)

SlackerboyTC1 votes

{quoted}

The thread is at 0 at the moment, so apparently two other people decided that Boards need more one-line circlejerk posts and jokes instead of in-depth discussion :)

Yea sorry bout that man, I think discussion like this is much more important because the state of this game isn't up to par anymore.

Rebonack2 votes

{quoted}

The thread is at 0 at the moment, so apparently two other people decided that Boards need more one-line circlejerk posts and jokes instead of in-depth discussion :)

Heh... I can empathize with this.

Brevity can have its place sometimes.

And for the record? I still think that bonus True Damage based on the target's relevant resist value would be the best possible way to fix Void and Whisper since it would make the damage more akin to the damage on BotRK, totally divorced from your base damage. Best of all, it would make it so Whisper/BotRK aren't an uncounterable one-two punch against defense.

Pyro1 votes

And for the record? I still think that bonus True Damage based on the target's relevant resist value would be the best possible way to fix Void and Whisper since it would make the damage more akin to the damage on BotRK, totally divorced from your base damage. Best of all, it would make it so Whisper/BotRK aren't an uncounterable one-two punch against defense.

Well the BotRK-LW combo in this project already got hit hard - it's a good tank shredder, but really bad against squishies.

And as for the armor-based damage, take a look at my Ionic Spark. Is that what you've meant?

Rebonack1 votes

{quoted}

Well the BotRK-LW combo in this project already got hit hard - it's a good tank shredder, but really bad against squishies.

And as for the armor-based damage, take a look at my Ionic Spark. Is that what you've meant?

Very similar, just True Damage on any physical damage source (only procs once on DoTs) rather than magic damage. Basic idea is that the anti-HP effects should be dealing magic or physical damage since HP doesn't counter those, but resist does. In the same sense, the anti-mitigation effect should be dealing True Damage since mitigation doesn't counter that, but HP does. I'm shooting for as little overlap between the effects as possible, effects that would be wholly reactive to one particular type of defense stacking. On that side of things I agree that BotRK should be a 2k range item like Whisper instead of a 3k range item.

Of course, I didn't suggest any hard numbers for how much the Whisper/Void true damage would scale. I don't typically shoot for any degree of fine-tuning with my concepts, only the raw ideas.

UberAffe1 votes

I like removing the RNG part. What does it mean for Runaans to "crit" and hit up to 4 targets?

Also I had a general idea for how to rework/create items: No item should have more than one top tier base stat. BloodThirster currently breaks this rule -top tier base ad -top tier lifesteal -only item that can over heal

As far as I can tell none of the items you proposed break that concept.

Pyro1 votes

What does it mean for Runaans to "crit" and hit up to 4 targets?

Normally Hurricane fires bolts at 2 secondary targets. Critiing Hurricane would fire bolts at 4 targets (so you can hit 5 targets with 1 basic attack if they're close enough).

No item should have more than one top tier base stat.

That's an interesting concept, but I wouldn't count lifesteal as a separate statistic to be "maxed" outside from attack damage. After all, lifesteal can't even be bought on its own now. Your 30% lifesteal on one item could be too much, and having the ADC heal for significantly more damage than they're being dealt would be a nightmare.

UberAffe1 votes

The numbers I proposed are just for the sake of example, but the itemization changes I invision would allow for 110% lifesteal at significant costs to damage/attack speed.

Ideally I would like builds to have to be focused on one or two stats in order to get a significant amount, not just build one or two items and now I do so much damage that I can build tanky and still eat people.

Helmight1 votes

Some interesting ideas here. Let's hope the Reds see this one

PrinceOfStorms1 votes

Dodge was removed. I don't see why crit can't go the same way.

This isn't the likes of WoW, where damage is tuned around players doing big damage and thus having big health pools. Losing half your health because the enemy ADC decided to right click you isn't engaging gameplay either.

IMO crit should go and ADCs should have to weave their abilities into their autos to do optimal damage (ie more abilities that empower autos, lower base damage)

Pyro1 votes

Dodge was removed. I don't see why crit can't go the same way.

Dodge created a binary interaction when the attack was completely nullified, which was frustrating for the attacker.

Losing half your health because the enemy ADC decided to right click you isn't engaging gameplay either.

This project reduces raw damage from crits a LOT. And ADCs are supposed to deal high damage with basic attacks, just maybe not as high as 250%.

Tis a nice day1 votes

Instead, you deal bonus damage equal to 100% of base AD (down from 100% total AD). This is equal to a Sheen proc

This is the only thing I have issue with. Carries generally have low base AD (hence the need for items), whereas bruisers have comparably higher base AD. Changing crit to work on base AD would likely lead to a lot of crit-centric bruiser builds, or require rebalancing a whole set of champions

Pyro1 votes

JarvanIV Jarvan IV - Base AD: 56 – 114 Caitlyn Caitlyn - Base AD: 50 – 101

You can check the values for other champions here. Anyway, the difference is miniscule.

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