has had a consistently low pick rate due to no champs finding it too valuable unless they're either Critplank or against a champ with lots of sustain. I think it's important to retain Grievous Wounds as that helps keep champs like Swain and Mundo from snowballing to the point of being unkillable, and does so for champs that build AD (Morellonomicon reserved for AP champs). It's important to have this passive, yet making this item too powerful with offensive stats could make this item a must-buy for bottom laners that want to deal damage while making their opponent unable to sustain via lifesteal and their support.
I suggest turning this item into more of a tank/fighter item by giving it some additional defensive stats. This would likely require a reduction of the stats it already has, but as it stands this item is tough to balance on an offensive level. This would be good for tanks/initiators that could use the defensive stats while also giving them an item with utility. One thing I would like to note though would be that this item, if given defensive stats, shouldn't be given hp5, as some characters with sustain may pick this up to further their sustain/tankiness while making it so that this item becomes a counter to itself of sorts.
is an item that is good for turning a character that built durable all game into a champ that can dish out more damage later on. With items like Warmogs and Frozen Mallet giving a lot of health, this item can give a fair amount of AD. This item runs into a couple of minor problems though, one in particular being that it gives 15% crit chance which seems tacked on there so that it can gives some offensive stats to its owner no matter how early it's achieved, but all-in-all seems like a stat they just forced onto the item for little reason. Another thing about this is that it's designed for AD-tanks, a category that few champs fall into, even less when you consider that the tanky side of the character benefits more from health (ie. better for Garen than Jax/Rammus). The item is already cost efficient for all champions in the game at level 13, but because it's an item a tank would want to get, a champion would likely be level 18 before they got it anyway.
I feel that this item needs to be more expressively designed for tanks by removing the crit chance on it all together and adding a Rejuvenation Bead + some combine gold to make it feel like a purchase for a defined role. I will admit that balancing this item in particular may be a tad difficult as it would be important to keep it from being a dominant strategy that is picked every game by a champ simply because it maximizes everything about them, high durability + high damage.
is definitely in a tough spot because it has the potential to be devastating with its ability to be a permaslow for ranged champs. This item has been made more unique my changing Phage and Trinity Force from slowing opponents to speeding the user, making this item more of a defensive item than an offensive one. Again, we run into the situation of it seeming optimized for AD-tanks, except this one gives little offensive stats in all scenarios. With the game in it's current design, ranged champs are either utility champs or damage champs, and melee champs are either tanks or assassins (for the most part). This makes it so that a ranged champ would not want this item for it's inability to deal massive damage and thus why Jinx doesn't ever have a permaslow, while melee champs could (if they're assassins) not benefit much from the slowing aspect much at all, or simply give up another item they could have build like Randuins or Sunfire that give resistances on top of their health + passives.
(character limit approaching) Offensive stats would make this item be a regular permaslow for carries, defensive stats could still cause it to fall for other tanky items due to reliability of its passive. Utility stats (CDR,mp5,)?