Community Discussion on Atma's Impaler, ExeCalling, Frozen Mallet and SotD

Darkomantis··3 votes·995 views

As we are coming closer to Season 5, let's have a discussion on some of the items. Where would you like to see Sword of the Divine, Executioner's Calling, Frozen Mallet, and Atma's Impaler? They can be situationally good if the other team isn't responding well to you but more than likely you could have gotten more common yet solid items that don't fall out favor throughout the game. So please answer these questions:

item 3005 item 3123 item 3022 item 3131

  • What role should [above] play?
  • Who should be getting it(be specific)? And why?
  • What stats/passive/active/recipe would you like to see on [above]?

Please upvote and comment so any nice ideas can be read by a Rioter and used for future use!

4 Comments

Professor Donger1 votes

Executioners calling is perfect its the best item in the game and don't need no change

Jeddite1 votes

A) Let Executioner's Calling retain the passive +2G on CS from Avarice Blade. B) Revert Frozen Mallet to Phage + Giant's Belt. Change Frozen Mallet passive effect to -10 movement speed on hit (-5 for ranged attacks). Stacks up to 3 times.

Sandeon Buisle1 votes

I think Executioner's Calling is the only one that really needs to be updated. I would love to see it build out of a Pickaxe or even BFS instead of Longsword, and provide more AD, because the passive and current mediocre stats have no place on a late-game build, and it isn't as gold efficient as most complete items. Sword of the Divine is an item for AD auto-reliant assassins aiming for quick burst, and Atma's is a good last item for tanks looking for that one damage item. Frozen mallet is perfectly fine as is, although the Phage idea is good.

Pikmints1 votes

item 3123 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.

item 3005 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.

item 3022 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,)?

More from Gameplay

More by Darkomantis