6 new items for ADC's

Pale Pirate··15 votes·8,450 views
http://imgur.com/tR5a7Mb.png

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. :)

40 Comments

Critmaster Garen7 votes

cdr is not supposed to be an adc stat.

so the blades nope, because adc are supposed to be heavily mana gated, and theyre not supposed to be auto attackers and casters at the same time. you have a resourceless ranged source of damage. critical strikes already deal as much damage as an entire burst rotation of a mage. your spells are only there to support your ability to auto attack. they shouldnt deal a lot of damage or be frequently available.

the iron torch, nope because cait and tristana.

but i would love to take a dump on ranged ad with yasuo and garen with that point blank zapper. we can get that item no problem.

Dr Poro2 votes

It says (ranged only). This item is actually a pretty bad design as it promotes bad plays. As an ADC, you want to get out of melee range by any means possible, while this item wants you to stay in range. Yes, sometimes you can't escape from melee range, but that is supposed to be a sub-optimal position.

Critmaster Garen1 votes

[{quoted}](name=Dr Poro,realm=EUW,application-id=3ErqAdtq,discussion-id=wKyiy6vT,comment-id=00010000,timestamp=2015-07-28T17:07:01.716+0000)

It says (ranged only). This item is actually a pretty bad design as it promotes bad plays. As an ADC, you want to get out of melee range by any means possible, while this item wants you to stay in range. Yes, sometimes you can't escape from melee range, but that is supposed to be a sub-optimal position.

not to mention, if it was good enough to actually work, it would remove the intended need to kite their opponent. lets just sit in place and take a dump on anyone with enough lifesteal and infinity edge.

FurryFluffyFoxy1 votes

[{quoted}](name=Dr Poro,realm=EUW,application-id=3ErqAdtq,discussion-id=wKyiy6vT,comment-id=00010000,timestamp=2015-07-28T17:07:01.716+0000)

It says (ranged only). This item is actually a pretty bad design as it promotes bad plays. As an ADC, you want to get out of melee range by any means possible, while this item wants you to stay in range. Yes, sometimes you can't escape from melee range, but that is supposed to be a sub-optimal position.

Graves only

Dreadlocks1 votes

Lucian item 3142 item 3158 or did we forget?

Beoridas7 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=wKyiy6vT,comment-id=0001,timestamp=2015-07-28T17:02:28.901+0000)

cdr is not supposed to be an adc stat.

so the blades nope, because adc are supposed to be heavily mana gated, and theyre not supposed to be auto attackers and casters at the same time. you have a resourceless ranged source of damage. critical strikes already deal as much damage as an entire burst rotation of a mage. your spells are only there to support your ability to auto attack. they shouldnt deal a lot of damage or be frequently available.

the iron torch, nope because cait and tristana.

but i would love to take a dump on ranged ad with yasuo and garen with that point blank zapper. we can get that item no problem.

adcs cant have CD or mana?item 3025 item 3142 item 3172 item 3508 adcs cant be casters? Corki Ezreal Varus

honorable mentions to: Graves MissFortune

WAIT I FORGOT URGOD Urgot

Decrit1 votes

The champions you listed can be caster focused, but at that point they are no more ADC's ( except corky, but he is an isolated case). Being able to cast a lot of spells hinders the ability to put down turrets, that is the main source of power of ADC carry marksmens along costant flux of phisical damage ( and this is why crit chance and botrk are picked).

Beoridas1 votes

{quoted}

The champions you listed can be caster focused, but at that point they are no more ADC's ( except corky, but he is an isolated case). Being able to cast a lot of spells hinders the ability to put down turrets, that is the main source of power of ADC carry marksmens along costant flux of phisical damage ( and this is why crit chance and botrk are picked).

the point of my post is that the person who said adcs cannot be casters, are mana gated and cannot have cd was flat wrong. There is also urgot btw and ezreal.

Decrit1 votes

At this point the question is legit: What do you mean as ADC now? Marksmans or Marksmans that usually play botlane focusing on costant damage and tower taking?

Beoridas1 votes

{quoted}

At this point the question is legit: What do you mean as ADC now? Marksmans or Marksmans that usually play botlane focusing on costant damage and tower taking?

marksman is a role. what you build for that role is up to you. it doesnt make you any less marksman if you are urgot or quinn or varus (who were designed to go to other lanes)

For instance: Ezreal and varus were designed to go mid. To poke and trade. Urgot was meant to be an anti-carry ranged adc. Quinn was meant to be a top split pusher. anti-carrish (blind) Corki's lack in steroids is traded with 3 types of dmg. hes a special kind of adc.

and the list goes on.

See, there isnt a set role to what it has to be and must do. But it also means people need to pick around these champs to be more rounded and fit the team's need. (like taking towers)

Decrit1 votes

Then we disagree on some stuff.

Marksmans are a class, a stereotype for defining some power aspects, ADC to me is a role defined by a position and a strategy ( like Supports, that is also used as a class term).

For a class, at least so i define them, there is not a defined role and position - but so happens that Marksmans always stay in botlane, always build glass cannon and are always protected by a support because that is optimal on taking turrets and ending the game.

This does not mean they are not native to other lanes, or can' t work well with other lanes: Quinn as you said is a good splitpusher, Varus a good Midlaner and so is Ezreal ( even tought he is builded blue or ap for that role, usually).

This said: yes, you can build how you prefer. You can interpretate your role how you prefer. You can even go botlane Gangplank and Master yi and still win the game. But is out of discussion that the ADC, as ranged marksman that builds glass cannon for costant damage and taking turrets, is an obligated reality for the botlane if you want to play a minimally optimized strategy.

There are some exceptions again, because it relies also in team composition and strategy, but it does not change the view of the role as whole.

BudoBoy072 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=wKyiy6vT,comment-id=0001,timestamp=2015-07-28T17:02:28.901+0000)

cdr is not supposed to be an adc stat.

so the blades nope, because adc are supposed to be heavily mana gated, and theyre not supposed to be auto attackers and casters at the same time. you have a resourceless ranged source of damage. critical strikes already deal as much damage as an entire burst rotation of a mage. your spells are only there to support your ability to auto attack. they shouldnt deal a lot of damage or be frequently available.

the iron torch, nope because cait and tristana.

but i would love to take a dump on ranged ad with yasuo and garen with that point blank zapper. we can get that item no problem.

Original poster here

I get that CDR wasn't meant for ADC's, but is it unhealthy for the game to make it a viable purchase for the role? You don't get it for free, it's something you'll have to get instead of AS or AD or Crit Chance. I know that ADC is about sustained damage in the form of basic attacks, but your four abilities is what makes ADC champions different from each other. Being able to cast their spells more frequently doesn't break the role if it comes at the cost of other stats. I guess the mana regen could be removed if it were unhealthy for bot lanes early game, but I don't believe that spell-centered ADC's are bad for the game. When CDR Lucian happened, it was because lucian was broken, not the CDR on ADC's.

Mandang01 votes

The problem with ADC itemization is that "not an adc stat" applies to almost everything. Riot's not going to be able to diversify ADC itemization without reaching outside AD/AS/Crit. It's only gonna come down to what's most efficient at that point.

ProfDrDeath4 votes

Whenever suggesting an item, peopl should answer some questions:

  • Who should benefit from this item?
  • Why is this item a beneficial addition?
  • Who could abuse this item? And under which conditions?
Zyorhist3 votes

lots of time and effort put in here. I gave you +1 just for being open minded

Lowvyr2 votes

You put a lot of effort into this, so you get a +1 for that, but not for the items. While interesting and well thought out, I really don't see a need for them. The role of ADC is to sacrifice defense and utility to maximize damage. They're one goal in a game is to do damage. They are a very static group of champions. They all have the same goal and do it in the same way. Some are just better at it than others due to current meta changes. Even after implementing these items, build paths will be very static as they will find the most effective build and spam it every game. They want to maximize damage, and their is typically one build path that maximizes it in the most efficient way. I.E.: While a build with 3 Infinity Edges, 2 Bloodthirsters and 1 Merc Scimitar may have the highest possible AD without getting super fed and building a SotO, It generally won't work well for 2 main reasons: It is extremely expensive and it doesn't have that high of an attack speed, so your overall damage output actually drops. A mix of AD and Attack Speed is what ADCs want so they can kill people very fast and do lots of damage to towers. So almost no matter what you do, the builds of ADCs will almost always be static.

It was really well thought out though, and you had an actual argument. I give you merit for that. Most people on these boards just whine and gripe with no real arguments and no other idea rather than "Delete Riven"

KONO RUBICK DA1 votes

imo all those items are bonus damage on hit (the majority)

BudoBoy071 votes

{quoted}

imo all those items are bonus damage on hit (the majority)

Original poster here Yeah, unlike other roles, you can't really afford to not build damage as ADC. So when it comes to new items for ADC, different ways to deal damage is all you have to work with.

GamerThink1 votes

The 3rd and the 4th seem the only interesting ones... for the 2nd I think it would be better to have an increased lifesteal ability on melee-engaging opponents, maybe reworking the already existing Essence Reaver to do so.

Hiemdol1 votes

So these items were made because you felt that the build paths for the ADC role is to static? I can see a lot of work when in to this but while there is a legitimate complaint about the static nature of items for marksmen and the AD carry role the call to change items will not fix these kind of issues.

For this to make sense first we should look at what an AD carry really is and why they have been a staple of any meta regardless of changes to the game. The AD carry is a role which sacrifices utility and defense in order to maximize damage, both in team fights and against structures. It is the second reason that will have the largest impact on this argument.

There are ways to use ability power to help speed up the destruction of towers but as a generality it is attack damage that will be doing the largest amount of damage on structures. No matter how complex any part of a game of league may be the ultimate goal is relatively simple: destroy the enemy nexus. Several things are needed to facilitate this goal, the major and unavoidable one being the destruction of any structures between your team and the enemy nexus.

Because in all games the goal is to destroy structures having a minimum of one champion who excels at fulfilling this goal maximizes your teams chance of winning. This brings us back to what the AD carry role really is. It is a role that maximizes damage. If Riot were to change the itemization for marksmen there may be a week, two at the most, where people were experimenting with how best to adapt, not for the sake of a new build path, rather for new optimized build for damage.

Because the goal for AD carries is so simple in most cases anyone with a moderate understanding of math could easily calculate builds which would likely be the new optimized build paths and just build those each game. This has been seen before with item changes for marksmen. Most recently with the change to Bloodthirster and the Infinity Edge. All the changes did was shift the priority for each items, but the goal and overall build for AD carries was largely the same.

Riot could change every item in the game in a massive sweeping change, but this would not change the goal of the game and by extension the reason why AD carries will always find the most static and optimal build path for the average game.

TL:DR

Change for the sake of change will only result in a new static build path being discovered. Even if many new items were introduced which played to a variety of champions strengths it would only cause individual AD champions to have individual optimal build resulting is a larger number of still static build paths.

BudoBoy071 votes

TL;DR: Change for the sake of change will only result in a new static build path being discovered. Even if many new items were introduced which played to a variety of champions strengths it would only cause individual AD champions to have individual optimal build resulting is a larger number of still static build paths.

Original poster here

I get what you're saying, and I don't expect these items to solve the problem of AD diversity. However, the issue with ADC's doing the math and finding the optimal build path is definitely something that was on my mind.

We currently have few item builds because every single item in the standard Infinity Edge > Phantom Dancer > Bloodthirster > Last Whisper have some kind of synergy with each other. There are no real replacements. While Essence of Zaun might be a weird item, it's something you can get instead of Last Whisper if you think it's better in a specific situation. Same can be said about some of the other items. Whether or not I succeeded with my design is another story, but that was the idea; to have replacements for parts of this build path depending on the situation.

Also, ADC isn't all about "the choice that gives you the most damage". If some mathematicians were able to do the calculations, why is multiple ADC's even played? Wouldn't we be able to find the one that's best at dealing damage? The truth is that different ADC fits into different situations, and the same can (hopefully) be said about my new items.

This is something I did in my free time because I like being creative, and I would obviously put more thoughts into it if I were to make a real suggestion for the game. Thanks for the feedback though! :)

Paress1 votes

There are some ideas in the actives

However, your items have sooooooo small stats, I'd never buy those

And they are very similar to item 3172 item 3087 item 3134 item 3085

Critmaster Garen1 votes

the problem is there isnt much variety to adc itemization, because at its core every adc does the same bloody thing. there are slight variations but its not enough to make a difference past, does corki buy triforce instead of stattic shiv, and does kallista buy hurricane? otherwise theyre buying exactly the same items.

adc itemization means what its the most cost effective stat combination to get the most damage on auto attacks at the time.

you can introduce more items, but in the end there will only be one viable build path. the one that gives the most ad/crit/attack speed for the least amount of gold.

other classes have more variety in itemization, because champion abilities vary more than the slight differences how adc apply their auto attacks. hence there are more different items that can synergize with the different kits.

this is also the same reason why only 2 or 3 adc are ever viable at the same time. because theyre always played in the same position and always only against other adc. and the one that is the safest and auto attacks the hardest at the time is the top adc for that meta.

the entire class is a total mess and broken at its core. the first step to fixong them is to make the game less centric around them and nerf them enough that you dont get a 40% win rate for your team just for not taking a ranged ad with you into the game. then you can look into making them viable in more than a single position on the map and less dependent on only surviving with a support at their side. instead of simply owning the leategame and having win or loss of a team dependent on the performance of the adc and how well the team peels for him, they need a clear nieche where the entire game doesnt revolve around them.

F031 votes

you guys support this?

but wouldn't support my idea for boots which only purpose is to give the lowest movement speed in the game out of all the boots and a 300 range blink only when out of combat every 10 seconds?

Decrit1 votes

You proposed something like that? Oh god please no. I had already enough of it and i had already enough of League of Mobility, this would make things much worse.

Uncatchable carries even if they are supposed to not? check Slow tanks that have big ccs and damage ( Nasus ) gated only by initiation power? check

I' d rather play League than Dota, thanks http://dota2.gamepedia.com/Blink_Dagger

F031 votes

{quoted}

You proposed something like that? Oh god please no. I had already enough of it and i had already enough of League of Mobility, this would make things much worse.

Uncatchable carries even if they are supposed to not? check Slow tanks that have big ccs and damage ( Nasus ) gated only by initiation power? check

I' d rather play League than Dota, thanks http://dota2.gamepedia.com/Blink_Dagger

because giving adcs damage and an ability to gap close due to a huge movement speed boost isn't a bad idea either. plus being able to do a gap close is only possible if you are out of combat meaning if you take damage, or do damage you wont be able to use the boots. (which again is a problem because these boots would be only giving you the lowest movement speed in the game.

but hey giving people damage and a means of gap closing is perfectly acceptable

we all know how that turns out in this game.

Decrit1 votes

Do you know that, while engaging, you are not in combat right? You know, since it's before taking or dealing damage. Or that if you are being ganked you can burst out some space with the active of the boots before taking damage? Also, looking at the Cd, at how it can fit for every role and how much something like that would cost, Flash would like to have a discussion with you...

F031 votes

{quoted}

Do you know that, while engaging, you are not in combat right? You know, since it's before taking or dealing damage. Or that if you are being ganked you can burst out some space with the active of the boots before taking damage? Also, looking at the Cd, at how it can fit for every role and how much something like that would cost, Flash would like to have a discussion with you...

THATS THE WHOLE POINT OF THE ITEM. to be used before fights start.

these boots also have a lower gap close range of flash

you are just being ignorant. and 300 range is less than flash so what are you talking about?

these boots also take up a whole item slot meaning you will sacrifice everything except for some mobility and movement speed. you are talking out of your ass.

Decrit1 votes

you are just being ignorant. and 300 range is less than flash so what are you talking about?

these boots also take up a whole item slot meaning you will sacrifice everything except for some mobility and movement speed. you are talking out of your ass.

First of all there is no need to be this aggressive.

Second, while is not as much as flash it can allow wall flashing and can still give a great advantage while using it on stealth or out of a bush, in a 10 second dc.

Third: you are spelling out being able to gapclose before an engage as a way to gate it, i prove you wrong: even only as engaging power it means a lot for those who have not high mobility, and can make a lot of difference ( especially if wallflashing). While not a smuch a sother engagers, it can quickly erase one of the main reasons why an engager is picked.

And the price is not too much: you say an item slot, but we are talking about a boot slot. I see no reason why i should pick any other boots if this were to be made avaiable, thus negating the choice of picking boots.

This said, if you have nothing constructive to add begone.

F031 votes

{quoted}

First of all there is no need to be this aggressive.

Second, while is not as much as flash it can allow wall flashing and can still give a great advantage while using it on stealth or out of a bush, in a 10 second dc.

Third: you are spelling out being able to gapclose before an engage as a way to gate it, i prove you wrong: even only as engaging power it means a lot for those who have not high mobility, and can make a lot of difference ( especially if wallflashing). While not a smuch a sother engagers, it can quickly erase one of the main reasons why an engager is picked.

And the price is not too much: you say an item slot, but we are talking about a boot slot. I see no reason why i should pick any other boots if this were to be made avaiable, thus negatinc the coice of picking boots.

This said, if you have nothing constructive to add begone.

item 3111 tenacity and defense stats to ignore cc item 3006 attack speed item 3047 defense stats item 3158 cooldown for people who already have mobility spells and will end up getting it faster which negates the purpose of buying boots that give you more mobility which can also be used to bring up your damage abilities as well and also gives more movement speed.

the other two boots are mediocre already and aren't even being used except for a few champions in this game.

to bring into perspective how small 300 range is thats the size of a rammus taunt, you wont be flashing any walls unless you are touching them and even then that wall has to be pretty small for that to work.

you're telling me a rammus taunt on a 10 second cooldown out of combat only ability will give people to much mobility?

Decrit1 votes

First, attack speed and attack damage are and always will be primary stats for a ADC. Reason is that the role of an ADC is to put down turrets and deal costant physical damage, and that can only be done with AS and AD. Critical chance, armor penetration, botrk and in some cases trinity are picked up for more team fight based compositions, and even in that case the focus is still on auto attacking since they have already got ad and as and they work on enhancing that. Else they are like varus mid, a marksman that is not an ADC.

This said, my review:

  1. Not that bad, mostly because it sacrifices crit for speed and leaving untouched tower-sieging power. However, i am not really sure about his viability and how much it loses in damage compared to statikk.

  2. Stats too much low, hard to pick up as first item since a carry needs AD most of times early and really not slot efficient. To be said, i like again that it sacrifices crit chance for that passive, that adds crit chance. Also i really like the work and timing of the passive.

  3. I really don' t like that. I like the active, but the stats are completely off, unless you wanted it more for siege marksmans like Varus. At that point however they are no more ADC, i want to note. Also It' s useless to have 20% cdr with low mana pool, tipic for a marksman, and even the mana regen of the item does not help since marksmans have a low natural regen. However i find really palatable to have an enhanced essence reaver passive with the active on hit, so it creates a minigame where the Marksman can cast from far ( since most spells have more range than base attacks ) but then needs to commit a bit closer for mana, or is a really good tool for peopel like lucian that could become a true gunslinger. Still, not for AD carry. AD carry matters most for tower damage and costant flux of phisical damage via auto attacks mostly

  4. I deem this item really really unfair for those champions that are based on having long range. Also i don' t understand his usage... you stand still for a bit of time and you get rooted and obtain the range... that you can cancel by moving? while snared?

  5. This item adds too much sparse and low stats with a niche utility active. Again, ADC do not need that, in this case even for teamfights.

  6. Terribly terribly low stats, cdr not that useful and that sinergizes badly with stats and cost given. I like that it shreds armor, since items based on that are a needed thing, but the way it uses it looks more like a bruiser item than a ADC one.

I am not by all means the ultimate game designer, but honestly this is what i think about it. They are good ideas, sign of great effort and creativity and i commend you for that, but that goes too much far from reality.

Meep Man1 votes

Singed 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!

50000000000000001 votes

AD singed new meta

FurryFluffyFoxy1 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=3ErqAdtq,discussion-id=wKyiy6vT,comment-id=000b,timestamp=2015-07-28T23:26:45.538+0000)

Singed 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!

Ekko: I am from Zaun and I leave a trail too after 6. Shyvana: Can My flame trail automatically ignite the trail? After 6 of course.

50000000000000001 votes

I really think Shock Stabber should build out of phage, since it gives movement speed from basic attacking. It is an active effect, but what if the active was to double the passive bonus?

Bârd1 votes

Miniblades are op.

Plus 50% autoattack damage, and an aoe

ElJanitorFrank1 votes

Aww I got all excited. I thought Riot gave ADCs new items since they're taking away their crit chance.

Gigahappytown1 votes

change title to marksman adc is a broad term are ad glass cannons like fiora yi graves yasuo vayne

FurryFluffyFoxy1 votes

Cait need a Stready Iron Torch. Thresh needs it too.

Iron Angel 2k31 votes

how many drugs were you on when you thought of this

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