Manamune and Muramana thoughts
There is an item that is only viable on one champion.
After the reworks of Yorick and Urgot and changes to Jayce, Varus and even Corki (going way back here), nobody seems to buy it anymore. I am talking of course of Manamune and Muramana.
There are enough AD-casters. Why would this item not be good on Miss Fortune, Kog'Maw, even Jinx (cause she can stack it with her rockets so easily) Or Spell-heavy Melee bruisers? Darius, Fiora also have an easy time stacking it up.
Well, I have done the math and it just doesn't work. Almost nobody gets enough AD and on-hit damage to make the purchase worth it.
Miss Fortune actually does considerable damage with her Q on-hit, so Muramana damage does mathematically pay off when completed, but still it is probably better just to stack lethality and snowball your lane.
This item should be reworked, so that it is a viable scaling option for ADCs to go for, if you can afford to delay your power spike. But the way the item is now, you can stack the tear all you want, in the end the damage is mediocre at best and will only delay purchasing lifesteal and armor pen, which just give way more bang for your buck.
I have come up with an active for Muramana and would like to hear your opinion on it. UNIQUE ACTIVE: Mana Fury. Instantly consume 20% of your current mana and gain a portion of the mana consumed as decaying bonus Attack Damage for 5 seconds.
This would actually give you considerable damage late game. I think it is more than fair to have this item outscale other items when it comes to flat damage, as it doesn't give you crit, lifesteal, attack speed, percent health damage or really anything but flat damage.
This active would be pretty ''broken'', but remember it is late game scaling, so you have a very delayed power spike when going for Muramana. Also, to benefit from it fully, you would have to use it with a full mana bar, as the bonus AD from the active scales with the flat ammount of mana consumed, which is also 20% of your current mana. Mana/management is key and there is counterplay for the enemy. If they keep a good look at your mana bar at all time, they can see when you used the Muramana active and disengage accordingly, trying to reset the fight.
These are my thoughts on the AD tear item. Leave a comment if you want :)
earlier this year regarding
was to chance the recipe from:
+
+ 675 Gold (Total Cost: 2400 Gold) to
+
+ 800 Gold (Total Cost: 3000 Gold), and change the base stats from 25 AD and 250 Mana to 40 AD and 500 Mana + 10% Cooldown Reduction. Additionally, the mana gained per stack on Manamune would go from +5 to +6 per mana charge.
and
)