New Item Hammer of Vengeance (has Grievous Wounds)
First off I will state that I don't really know if this is the right board for this, but in all honesty I don't no where to post Item concepts to. Also skip to the end if you just want to see the item and not all the reasoning for its need
As a brief background I was reading through the boards and came across a discussion on the Grievous Wounds (GW) mechanic. This happened to be something I have been thinking about a lot and I replied to it about an item I came up with a while ago that utilizes GW. Basically I find it very frustrating to have no item options to deal with certain champions that revolve around healing or certain build pathways that develop over the course of the game. Yes try and take ignite if they pick aatrox, warwick, swain, vlad, and such but this isn't always an option for some roles. Realistically teleport isn't something you can give up as a top lamer and as a support you have to chose between taking exhaust and ignite depending on their overall team comp but usually your adc will prefer you to take exhaust. The adc is always going to go flash heal leaving your mid to carry the burden or taking heal and saving it for the right target.
There are also times where your in the middle of a game and suddenly the vayne has too much life steal to duel or for some reason the opposing Kat got super fed and built will of the ancients and heals herself right back up after every ult and just Es away after picking up her kills. I feel that it would be nice to have options in itemization to address these issues as they come up.
Now I understand that just grabbing an AD item and applying GW to it can turn out to make a fairly poor gameplay environment. What you are looking for is an item that is situationally good to build against certain champs or game states but doesn't have an automatic home in every game for every ad champion. For starters I don't think the item really should be accessible of ADCs whether your attack damage carry is rang aged or melee. The reason for this is that it is the ADC's job on a team to supply large amounts or damage or a sustained amount of time unlike most APC and assassins who do large amounts of damage in a rather brief amount of time before going on cool down. As such one of the counter plays to ADC is to remove that damage (basically heal up) thus it would be unhealthy to create an item that allows adc to easily over come their own counters.
For this reason I believe that if an AD weapon is to be made it should be designed for AD tanks and brawlers who are common to the jungle and top lane. These champs are often limited on the number of damage items they can take since the also have to build a number of defensive items to fulfill their role on the team. The offensive items they do pick tend to counter the opposing teams comp or build. If the opposing team has a lot tanks pick black cleaver, your facing heavy ap well grab hex drinker, getting kited grab frozen mallet, and the other team has tons heal well... him theres nothing to grab to stop that life gain.
An item with GW on melee champs would be balanced because they have to get into range of the target to apply the debuff. So adc can still kite and life steal in team fights and it will be hard for the tank to be both a front liner for their carry and run around applying the debuff to everyone. Thus not only creating unique decisions trees when itemizing against an opposing team but also in team fights on what your role needs to be with this item. So Finally My concept for such and item...
Hammer of Vengeance Stats +500 hp +40 ad Unique passive - on hit "ignites" enemies for 2 seconds dealing 5+(lvl) magic a second and applying grievous wounds while ignited. Another on hit effect does not add another ignite but merely resets the existing ignite duration.
Builds from bami's cinder and phage
Total Cost Roughly 3000
The idea behind the unique passive is that the two unique passive from the previous items get merged into a new singular passive. This way you can still build other phage items or Bami cinder items and still get value from them. I personally find it annoying when too many items share unique passives. It limits which items you can efficiently build together.
I also originally had true damage (although smaller amount than whats currently there) on the ignite but I figure that would bring the item too close to the black cleaver's profile as an item for ignoring resistances.
The resetting of the ignite's duration as opposed to resetting the ignite itself or apply more stacks prevents the item from being abused by attack speed builds.