Bringing back older items.

62021319DEL1·2/5/2018, 2:02:57 AM·2 votes·430 views

** Mirage Blade: +60 attack damage. +15% crit chance. +12% life steal. Active: Unique – Mirage Step: Blinks 350 units directly away from the marked target. 60 second cooldown. Passive: Unique – Mark of the Sands: Basic attacks apply a Mark of the Sands to the target, revealing them for 3 seconds. Only a single enemy can be marked at a time. Recipe: item 1053 + item 1037 + item 1018 + 695 = 3200. **

This item would be amazing on immobile melee champions due to the Mirage Step passive but could potentially be a go-to item for ADCs so why not make it melee only and replace item 1018 with item 3067 and adding CDR with 400 health. Would make it so bruisers can do their job easier and would make for some champions to come out of hiding.

** Madred's Bloodrazor: +40 attack damage. +25 armor. +40% attack speed. Passive: Unique: Basic attacks deal 4% of the target's maximum health bonus magic damage on-hit, capped at 120 damage against monsters. Recipe: Madred's Razors + item 1037 + item 1043 + 775 = 3800. **

All the jungle enchantments have a normal counterpart. So why should Bloodrazor be any different? Put this bad boy back into the game and you got a nice item for melees. Lowering the cost by 400 for lack of Madred's Razors(you'll see why right below) so people can choose between item 3153 or Bloodrazor. Reducing the damage by half for ranged would make it strong for melees and still ok on ADCs.

** Madred's Razors: +15% attack speed. Passive: Unique – Maim: Basic attacks against monsters deal 50 bonus magic damage and restore 8 health. Recipe: Dagger + 300 = 750. **

This item wouldn't be all that great first back but would be amazing as a starting item. Take away the dagger, lower the cost to 450g, 400g, or 350g and you got yourself a decent starting item, however, the base stats on it isn't all that great so add 60 health and make the bonus magic damage apply to minions and you got yourself a nice starting item that offers 15% attack speed, a little sustain, and extra damage against minions for a easier early game.

** Netherstride Grimoire: +100 ability power. +100% base mana regeneration. +20% cooldown reduction. Passive: Unique – Malice: Gain 20% movement speed for 2 seconds whenever you deal ability damage. Recipe: item 3802 + item 1052 + 765 = 3000. **

Mages don't really got much diversity when it comes to building, unlike every AD champ, so you can fix that by adding in this bad boy. Instead of getting mana back each kill you get some extra speed to compensate for your lack of maneuverability looking at you Xerath ,Annie ,Brand, Heimerdinger, Nami, Taliyah.

** Pox Arcana: +100 ability power. +100% base mana regeneration. +20% cooldown reduction. Active: Unique – Disease Harvest: Deals 100 magic damage plus 20 (+5% AP) per stack of Pox (maximum of 200 (+25% AP)) to all nearby enemies affected by Pox, and restores 5% of your maximum mana for every Pox stack harvested. 60 second cooldown. Passive: Unique – Pox: Applies a stack of Pox for 10 seconds whenever you deal ability damage, stacking up to 5 times. Recipe: item 3802 + item 1052 + 765 = 3000. **

Yet another great item that would be great on mages and would be a nice alternative to item 3165 .

** Ranger's Trailblazer: + 30 on large monster kill.. Passive: Unique – Blasting Smite: Upgrades Smite to Blasting Smite. Blasting Smite deals 50% splash damage to all surrounding minions and monsters and stuns all damaged units for 1.5 seconds. If cast on a monster, you will also restore 15% of your missing health and mana. Passive: Unique – Jungler: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters. Recipe: Hunter's Machete + 450 = 850.**

This was removed in the same patch that item 1039 was introduced so that's why the recipe is lacking it. This item would be amazing for off meta champions and/or current junglers who have poor clears even after first back. I can see this being abused on good junglers but at the same time they're missing out on either item 3715, item 3711 or item 3706.

** Runegorger: +50 attack damage. +40 magic resistance. +16% life steal. Passive: Unique: After taking magic damage you gain attack damage and magic resistance for 8 seconds. Stacks up to 50 attack damage and 50 magic resistance after taking 800 magic damage. Recipe: Hexdrinker + Vampiric Scepter + Pickaxe + 575 = 3300. **

An alternative item to item 3156 and/or item 3053. This was introduced back in the alpha and seems to have been removed while still in the alpha but now with the updated item 3155 this can be a fairly good item on any AD champ and seeing how you needs to take damage in order to benefit from it bruisers would really benefit from this item and, in some cases, the ADCs. There's always adjusting it for ranged(half resistances and AD for ranged) or locking it to only melee champs.

**Razzle's Pride: +550 health, +50 armor. Unique Passive: Shields your champion, absorbing the next 250 damage, +80% of your ability power (25 second cooldown). **

Another alpha item that would be great for mages. Seeing how there is a lack of recipe, cost, and the passive is a little bit funky we can adjust it sorta like this------> Recipe: item 3067 +item 1031 +item 1026 + 550g = 3000g. Stats +350 health, +50 armor, + 50 AP Passive: Unique-Lifeline: If you would take physical and/or magical damage that would reduce your maximum health below 30%, you first gain a shield absorbing 250+50% of your ability power that blocks both physical and magical for 7 seconds. Triggering Lifeline increases your ability power by 5% while you're in combat and your abilities heal you for 10% of the total damage. This in turn gives AP champions a lifeline item that is reliable, balanced and allows them to fight back when bursted in teamfights or in skirmishes.

** Wizard's Regalia: +25 ability power. +54 armor. Passive: Unique: +25 ability power. Passive: Unique: +60 armor. Passive: Unique: When hit by an enemy reduces cooldowns by 0.4 seconds and restores 20 mana (1 second cooldown). Recipe: item 1052 + item 1031 + 600 = 1735. **

This item was released while the game was being beta tested and I assume was removed within the same time. This item would be amazing for APs due to the stats but needs to be tweaked because of this **Passive: Unique: +60 armor. Passive: Unique: When hit by an enemy reduces cooldowns by 0.4 seconds and restores 20 mana (1 second cooldown). ** Having a item that gives 50 AP and 114 armor that is also a tank item is great and all but the cost of the item and the third passive that decreases your cooldowns by almost half a second each time you get hit by an enemy every second which allows this item to be abused on every AP tank. Here is a possible tweak to it so both mages and tanks can benefit from it ------> + 50 ability power, +50 armor. Passive: Unique: +15 armor. Passive: Unique: When hit by an enemy reduces cooldowns by .2 and restores 10+3% of your missing mana(10 second cooldown). This allows you to gain more mana depending on your current mana pool and your cooldowns still are reduced every 10 seconds which allows you to proc it a few times in fights.

** Flesheater: +20 attack damage. +10% life steal. Active: Unique – Flesheater: Rip the flesh from the target enemy minion, dealing 200 (+75% AD) true damage and restoring 50 (+75% AD) health. Each cast of Flesheater permanently increases the item's attack damage by 1. Passive: Unique: Basic attacks build Flesh charges. At 5 charges, you gain the ability to cast Flesheater. Recipe: item 1053 + item 1036 + 300 = 1460. **

This item was introduced during the Black Market Brawlers event god knows how long ago. This item would make ADCs scale harder(they really don't need to scale harder let's be real for a moment)and it would allow for the champs that don't scale all that well to actually have a bit of impact in the mid and late game. Making this bad boy cost 1500 would make it a nice first back item. Making this a melee only would be a buff to all melees and might be a bit out of control but at the same time it's a high risk high reward item. You're sacrificing a item slot for an item that could either be really great mid or late game or a terrible item that gets sold due to being unable to get enough stacks.

** Marksman's Rifle: +35 attack damage. +20% crit chance. Passive: Basic attacks gain a 25% chance on-attack to reveal the target, prevent them from dodging, and reduce armor by 20 for 4 seconds. **

I didn't forget you ranged right-clickers. Marksman's Rifle would most definitely not fit in with it's current passive seeing how the only one that could dodge is Jax so we can tweak it to fit into the current game like so----------------> Marksman's Rifle: +50 attack damage, +30% attack speed. item 1038 + item 1043 + 700g = 3000. Unique: Passive:Basic attacks cause a target to become exposed, revealing them for 3 seconds and reducing their armor by 5. This effect can stack up to 5 times. With every 20% crit chance you have the armor reduced is lowered by 1. Note: the armor reduced is increased by 10 at max stacks if you have 0% crit chance You might be asking "why lower the armor shred with every 20% crit chance?" Well this allows ADCs to change up their build some and think a little in terms of itemization. Do I want to go full damage with Marksman's Rifle or do I want to go traditional ADC with crit? By going 50% crit you get upwards of 15 armor reduced against the people you're hitting vs reducing their armor by 35 and having no crit chance. You might be missing out on some armor shred but you can still make use of the passive.

** Sword of the Occult: +10 attack damage. Passive: Unique: Grants 5 attack damage per stack and starts with 5 stacks upon first purchase. Grants 2 stacks for a kill or 1 stack for an assist, maximum 20 stacks, for a total of 100 attack damage. Half of the stacks are lost upon death. At 20 stacks, grants 20% bonus attack speed. Recipe: item 1036 + 1040 = 1400. **

Riot had originally planned on reworking this item but instead they removed it. Right now only mages have a high risk high reward item that provides extra damage for each kill you get with said item. This item would allow top laners to snowball and making this thing melee only would make it a must have on any melee champion looking to snowball. Reason as to why I would recommend making this melee only if we do see a comeback of this is because right now ADCs can already snowball pretty hard without this item and if they had access to it right now ADCs would have the tools to become even more hard to handle.

Now for some items I put together while making this nice list

Doran's Greatsword: +50 attack damage. +200 health +10% CDR. MELEE ONLY. Unique: Passive: For every nearby champion you gain +3 AD, +3% tenacity, and +100 health capping at +15 AD, +15% tenacity, and +500 health at 5 enemy champions. NOTE: Must have two items that give AD or passive does not apply. Recipe: item 1038 + item 3044 + 250g = 2700g

While this would make tanks a pain in the ass by making it so you have to have at least two items that give AD this makes for a nice mid game item and makes it viable on juggernauts and bruisers. Many melees struggle getting to their targets, especially in teamfights, this item encourages them to go in and go in hard. Champions who need to go in balls deep really benefit from this item and this would help them greatly in achieving their purpose.

Essence Stealer: +30 ability power +300 mana. Unique: Active: Absorb a minion's soul dealing 200+1 true damage for every stack and restore 10 mana + 1% of your missing mana. Each stack permanent increases this item's ability power by 2. Unique: Passive: If you land a ability you gain a stack of Essence Stealer. At 5 stacks you can use this item's active. Point-And-Click abilities require 10. NOTE: Only the first tick on damage over time abilities provide a Essence Stealer stack. Any ticks after do not. Recipe: item 1052 + item 1027 + 725 = 1500

This would be the AP version of Flesheater. Seeing how you need to use your abilities to get stacks you get some mana back Sapphire Crystal builds into this and it costs roughly the same as Flesheater so you can get this or start to build this on first back. This allows mages to snowball a bit more and scale better.

Sword of the Damned: +40 attack damage, +30% attack speed. Unique: Active: Upon activation you deal 6% extra damage but take 6% extra damage for 10 seconds(90 second cooldown) Unique: Passive: While active shields and heals you receive are reduced by 50%. Recipe: item 1038 +item 1043 + 500g = 2800g.

With the extra damage you take and the reduced heals and shields you receive this item would be nice for ADCs looking to play a bit risky and great on bruisers looking for that extra risk. Reducing the heals and shields you receive by 50% might sound a bit over the top but think about it. You pop Sword of the Damned and then all you gotta do is get shielded and lifesteal with not much risk. With the shields and heals reduced you become a bit less reliant on your support to assist and more reliant on keeping your distance while maximizing your damage like any other ADC.

I've spent roughly three hours making this list due to the fact that it has deleted itself multiple times. Looking forward to you guys sharing your two cents.

3 Comments

TekkenPlayer2/5/2018, 4:41:09 AM1 votes

i liked the formatting

Śhunpo2/5/2018, 4:42:55 AM1 votes

Bring back Atma's Impaler DansGame [sg-poppy]