New* Mage Item [Ideas]

Stacona··1 votes·312 views

I am going to create some interesting alternatives for mages to create more customization options for the Mage role for their builds. These ideas will introduce items that have trade offs creating items that may not necessarily grant straight up power, but power in certain circumstances and champions. While some ideas will grant alternative routes to certain existing items, and some will buff passives to other items. Now without further to do, let's get started!


The Magician's Dagger: Recipe: Needlessly Large Rod (1600g) + Amplifying Tome (435g) + Amplifying Tome (435g) + 530g = 3000g

Statistics: +120 Ability Power +UNIQUE Passive - Magic Slash: Increase base values by 50% but decrease Ability Power ratios by 50%.


The Magician's Staff: Recipe: Needlessly Large Rod (1600g) + Amplifying Tome (435g) + Amplifying Tome (435g) + 530g = 3000g

Statistics: +120 Ability Power +UNIQUE Passive - Magic Blast: Increase Ability Power ratios by 50% but decrease base values by 50%.

*So these two items both contradict each other and if you ever purchase both items at the same time you will actually have less damage than if you didn't have these items at all. What the items are intended for is The Magician's Dagger is to obviously increase champions with higher base damages and lower ratios (or roles that cannot afford a lot of gold but want a damage item for some reason like supports, since this item scales with levels rather than gold). While The Magician's Staff is to increase the scaling of higher ratio champions and lower base damage champions being more for someone with a lot of gold to purchase a lot of damage items and not so much for someone that uses levels for their damage for the base damage of spells.

Something to clarify real quick, both items increase their respective value by 1.5x and decrease by 0.5x there is no adding or subtracting. For example: an 80% ratio will go up to 120% or down to 40% for each item respectively and a 300 base damage nuke will go up to 450 and down to 150 respectively.*

Rabadon's Grail: Recipe: Chalice of Harmony (880g) + Faerie Charm (180g) + Faerie Charm (180g) + Null Magic Mantle (400g) + 360g = 2000g

Statistics: +15 Mana Regen per 5 seconds +40 Magic Resist +UNIQUE Passive - Mana Font: Increase Mana Regen by 2% per 1% missing Mana. +UNIQUE Passive: Increase Rabadon's Deathcap's UNIQUE Passive by 50%.

Quick clarification increasing the passive by 50% means the Rabadon's Deathcap's passive becomes 45% bonus Ability Power instead of 30%.

Rejuvenating Chalice: Recipe: Chalice of Harmony (880g) + Rejuvenation Bead (180g) + Rejuvenation Bead (180g) + Cloth Armor (300g) + 460g = 2000g

Statistics: +15 Health Regen per 5 seconds +10 Mana Regen per 5 seconds +30 Magic Resist +40 Armor +UNIQUE Passive - Mana Font: Increase Mana Regen by 1% per 1% missing Mana. +UNIQUE Passive - Health Font: Increase Health Regen by 1% per 1% missing Health.

I know this may not be a mage item, but mages can still but it as a regeneration version for their chalice, but this fits under tanks and supports that want a bunch of regen than anything else, it is however a very good item for siege compositions and if you are wanting regen against physical damage. The item can fulfill as an anti-poke item with the health regen that it grants.

Hope you enjoy these ideas, and leave behind your thoughts of what you think of them. Give any questions or concerns as well and I will most likely answer them. ~ Stacona

4 Comments

360D3GR3SS1 votes

Some of these are unique ideas, but I think riot wants skills and ratios to be independent from items. Also each item should be independent from another item. Meaning you should not have to build two full items to create one "uber" item that takes up two spaces (rabadon's grail and deathcap). I didn't explain it well but I hope you get what I am trying to say :/

Stacona1 votes

Just because an item is currently not in the game that does those things does not mean there can never be one- also items like Rylais affects abilities

Lord Dusteon1 votes

First, the Magician items. The Dagger increases bases, but has 120 AP. Why would anyone who would build a 120 AP item use it to REDUCE their ratios. On the other hand, the Staff provides the same AP (120) AND increases ratios by 50%. This seems kinda silly, since you basically created another must buy item on every mage ever.

The main problem with these is the highest base users are usually tanks and immobile burst mages. Tanks aren't going to spend 3k gold to double their bases (unless it doubles things like Alistar's damage reduction, in which case EVERYONE will buy it on tanks with those kinds of buffs) and get 120 AP, and immobile burst mages tend to also have large ratios that they abuse, making this weaker for mid and late game.

The Rabadon's Grail is both an item that is kinda meh without another huge item (you'd need 3300 gold in an item AND this item for it to be useful), and is either a must buy (gives more AP then Athene's, more mana regen, and more magic resist) or too weak to be worth a buy(less AP, no cdr).

The Rejuvenating Chalice would be OP. It gives both Armor and Magic Resist (great tank item...) lets you have mana font for perma spells, AND increases hp regen by 1% per 1% missing hp. If you don't see why that's bad, look at Mundo, or Garen, or Volibear, or anyone with good regen sustain. You basically make the item a must buy for perma life (it gives defence against physical and magical damage, and makes any regen you get insanely powerful).

BlackRaven1 votes

stop thinking mages need more items. if anything its bruisers. thanks!

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