6 new items for ADC's
I am bringing this thread by BudoBoy07 from another region's forums so it gets more attention. Thumbs up please.
You don't have much item diversity as an ADC. The majority of ADC's go Infinity Edge > Phantom Dancer > Bloodthirster > Last Whisper > Defensive Item and some boots, as this is the superior choice for a variety of reasons.
I was bored so I designed some new items as alternatives to the current build path. It's just ideas and they may not be balanced or even good for the game. Just wanted to share! :)
1: Shock Stabber (2900 gold)
(Dagger + Dagger + Zeal)
+50% Attack Speed +15% Critical Strike Chance +8% Movement Speed
UNIQUE Active: Fire a lightning orb that detonates at the target location, marking all enemy champions hit for 7 seconds. Basic attacking a marked enemy consumes the mark, granting 50% movement speed for 1.5 second.
Designer's Note: Shock Stabber is designed as an alternative to Phantom Dancer or Statikk Shiv. Building this item over Phantom Dancer grants you some movement speed and kiting potential at the cost of offensive stats. Its active works similar to Frost Queen's Claim, but with a different effect. Hitting one enemy is mediocre, while hitting multiple enemies gives you a lot of movement speed you can activate when you need it. Note that you can try to "save" some of the marks for later in the fight if you don't need the boost right away. Usually, you will only be able to hit 1 or 2 enemies most of the time, which is why I think this item is balanced. It's an easy to use/hard to master kind of item and it's a solid choice if you need some speed in teamfights.
2: Point-blank Zapper (Ranged Only) (2600 gold)
(Long Sword + Pickaxe + Cloak of Agility)
+35 Attack Damage +20% Critical Strike Chance
UNIQUE Passive: +25 % Critical Strike Chance against enemies less than 250 range away.
Designer's Note: This is a situational item for when staying at a distance isn't always possible. If you think you will end up in melee range of your enemies a lot, or if you are too lazy to kite, this item grants you some bonus stats for just that kind of fighting. It also gives a lot of Critical Strike Chance but no Attack Speed, something you won't get from any other item. Of course, being in melee range of your opponents as an ADC is very very bad, so I don't expect this item to be picked up all that much by skilled players.
3: Whirling Miniblades (Ranged Only) (3200 gold)
(Forbidden Idol + Pickaxe + Brutalizer)
+10 Armor Penetration +50 Attack Damage +50% Base Mana Regen +20% Cooldown Reduction
UNIQUE Active: Fire an extra projectile alongside your next basic attack, dealing 50% of your AD as damage to your target and enemy champions around it. The projectile applies on-hit effects and can critically strike. 45 second cooldown.
Designer's Note: There are multiple things about this item that makes it an attractive purchase. First off, you gain 20% Cooldown Reduction, a stat you previously didn't have access to as an ADC. It also comes with an active that's great for poking and quickly applying on-hit effects to multiple enemies, such as Red Buff or Kalista's Rend. You could say it's the Sated Devourer for ADC's. Again, an easy to use/hard to master kind of active that gives ADC's an extra ability to play with. Some ADC's might pick this up as a first item, as Infinity Edge isn't that great of an item on its own. You'll gain some early/mid game power, but have to delay your Infinity Edge for later in the game. You also don't need a B. F. Sword, making this item a good option in situations where you can't effectively save up 1550 gold. By purchasing this item you give up some DPS for an easier build path, some cooldown reduction and burst damage (in the form of a double-shot from active.)
4: Steady Iron Torch (3400 gold)
(Averice Blade + Stinger + Pickaxe)
+25 Attack Damage +50 % Attack Speed +10% Cooldown Reduction +15% Critical Strike Chance
UNIQUE Passive: Standing still and taking no action for 1 second causes your champion to enter Steady Fire Mode. While in Steady Fire Mode, you gain +33% range on your basic attacks and abilities but lose the ability to move. Attempting to move will break Steady Fire Mode.
Designer's Note: This is a very unique item; you'll get extra range, but you won't be able to move. This item requires very good positioning, and a solid use of its passive is required to make it worth your gold. You can purchase it late game for safety, or maybe as a first item if you're in a VERY bad lane and wants to passively farm from a greater distance. With that being said, it's an item that's very difficult to successfully use, and even then it requires a certain team composition to work. It's certainly not something you want to buy in the majority of your games.
5: Pathfinder’s Soulstone (2850 gold)
(Vampiric Scepter + Pickaxe + Cloak of Agility)
+35 Attack Damage +20% Critical Strike Chance +10% Life Steal
UNIQUE Active: Place a trap at a target location that arms and turns invisible after 1 second. Enemies stepping on the trap will detonate it, marking and revealing them for 6 seconds. Your first basic attack on the marked enemy has 100% critical strike chance and 75% armor penetration but consumes the mark. Traps last for 3 minutes or until another trap is placed. 60 second cooldown.
Designer's Note: Situational item, probably most useful for splitpushing ADC's. You only have one trap, and your enemies will actively try to avoid it, so it's not just a "free" super attack every 60 seconds. It's something your enemies will be scared of however, and they may think twice about chasing you if they're not at full strength. Alternatively, if you need to throw it while the enemy can see it, you can try to kite around it. It's gold efficiency is also mediocre compared to other items, so you need to be skilled and plan ahead to make this item worth it.
6: Essence of Zaun (2400 gold)
(Brutalizer + Long Sword)
+35 Attack Damage +10% Cooldown Reduction
UNIQUE Passive: +10 Armor Penetration.
UNIQUE Passive: While not on cooldown, your champion leaves behind a trail of combustible chemicals that lasts for 3 seconds.
UNIQUE Active: Ignite the chemicals, dealing 50 (+5 per level) physical damage per second to enemies standing in the trail. Additionally, all enemies caught in the flames will have their armor reduced by 30 % for 4 seconds. Continual exposure renews the duration of the armor reduction. 30 seconds cooldown.
Designer's Note: It works similar to Singed's poison trail, but it reduce armor. It deals some damage, but it's not all that much. This item is an alternative to Last Whisper, as they both help you against armor. The main difference is that this item reduces their armor (so your teammates will benefit from it as well), but it's much harder to apply to your enemies (unless you can get them to chase you). Last Whisper is more consistent, but if you feel like you have the skills to use this item at its full potential, or if you have a lot of AD on your team, then go pick this item up instead.
Gold Efficiency New Items:
Shock Stabber: 2566 gold (88.5% of total price) Point-blank Zapper: (passive off): 2260 gold (86.7% of total price) Point-blank Zapper: (passive on): 3510 gold (135% of total price) Whirling Miniblades: 2913.4 gold (91% of total price) Pathfinder's Soulstone: 2810 gold (98.6% of total price) Steady Iron Torch: 3466.7 gold (102% of total price) Essence of Zaun: 1696.7 gold (70,7% of total price)
Gold Efficiency Current Items (for comparison):
Infinity Edge: 3880 gold (102.1% of total price) Bloodthirster: 3980 gold (113.7% of total price) Last Whisper: 1440 gold (62.6% of total price) Phantom Dancer: 3447.5 gold (123.1% of total price) Statikk Shiv: 2437 gold (97.5% of total price) Essence Reaver: 3746.7 gold (117.1% of total price) Blade of the Ruined King: 2650 gold (82.8% of total price) Youmoo’s Ghostblade (active off): 2387.3 gold (88.4% of total price) Youmoo's Ghostblade (active on): 4377 gold (162.1% of total price) Trinity Force: 4199.2 gold (113.4% of total price) Runaan’s Hurricane: 2100 gold (87.5% of total price) Mercurial Scimitar: 3580 gold (96.8% of total price) Zephyr: 3111.7 gold (109.2% of total price) Manamune (no stacks): 1760 gold (80% of total price) The Black Cleaver: 3140 gold (104.7% of total price)
What is gold efficiency? Gold efficiency is a term that compares an item's gold cost to the amount of gold that item is actually worth, based on the stats it provides. Note that things about an item that isn't stats (BotRK's active or Phantom Dancer's passive) isn't taken into consideration when gold efficiency is calculated. For example, Infinity Edge's stats is worth 3880 gold (based on the cost of Long Sword's and Brawler's Gloves), which is 102.1% of it's total cost. Value!
A lot of time went into creating this, so I'm excited about hearing your feedback. Again, this is not a "please buff ADC's" or "please put these items into your game Riot" kind of post, but just a bunch of ideas to expand upon. :)
or did we forget?
adcs cant be casters?




) gated only by initiation power? check
tenacity and defense stats to ignore cc
attack speed
defense stats
plus Essense of Zaun. I don't care if he doesn't benefit from more than 50% of what the item does, IM DOING IT!