Item Concepts
Hextech Tower Boost
Stats:
+50 Armor +45 Magic Resistance +100% Health Regeneration +300 Mana
Unique Active - Power Up: Places a "Hextech Power Boost" on a tower. The device has 3 health bars. But melee only need 2 attacks on it. Two Hextech Devices can be active at the same time.
The machine looks like an electrical box which hangs on the tower.
Unique Passive - Minion Executer: Towers deal with their shots a certain % of minions maximum life as true damage to them. The machine becomes less effective if there is no allied champion nearby.
Melee: 50% (2 tower hits) / 34% (3 tower hits)
Caster: 100% (1 tower hit) / 50% (2 tower hits)
Siege: 25% (4 tower hits) / 20% (5 tower hits)
Super: 17% (6 tower hits) / 12.5% (8 tower hits)
Towers can´t deal less damage as without the device. The item owner gets a certain amount of gold for minion kills (a champion death counts as execute if only the tower with the device damaged it). The amount the owner gets is lower if he isn´t near the tower. This device can be only used at one nexus tower at the same time.
Unique Passive - Cold Steel: When hit by basic attacks, reduces the attacker's Attack Speed by 15% for 1 seconds.
-> Destroying the item gives 10 gold.
Build Path:
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Cost: 2700 (210) gold
Short Lore: Hextech Tower Boost is one of Heimer´s newest developed technologies. Initially developed for his own turrets, but he found out that it was´t compatible with them after a test run. Since then the device is used to strengthen other defensive structures in Valoran.
Short Explanation: It is mainly for tanks/ supports. It is good for defending towers against minion waves without an enemy champion, but gets weaker if an enemy champion pushes and no ally defends the tower. It is also good in 5vs5 siege situations. (Didn´t calculate how many tower shots a minion can tank without the item, so the numbers maybe need adjustments. I also played with the thought of giving it an active with which all minions under tower got cleared and a passive giving towers stats like attack speed or armor or health).
Herald´s Scepter
Stats:
+50 Magic Resistance +70 Ability Power
Unique Passive - Refreshing Visions: Damaging enemy champions restores mana in height of 5% of the caused magic damage. Damaging monsters restore mana in height of 2.5% of the caused magic damage. Damaging minions restore mana in height of 1% of the caused magic damage. Doesn´t get triggered by abilities which can restore mana by themselves and the passive of the item is half effective on champions which have a passive that restores mana.
Build Path:
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Cost: 3000 (595) gold
Short Lore: Herald´s Scepter is an ancient item. It was found in Freljord but crafted in Shurima. No one knows who brought it to Freljord but the design let some historian believe that it was crafted for and used by a priest.
Short Explanation: It is an tanky mage item, which gives mana sustain. It should be another option to Abyssal Scepter for mages to get a bit tanky against other mages. The passive possibly could make it possible broken on some characters (calculated it with Ryze: 3 rotations of his basic abilities; 100 ap, no mr on the enemy, no mr penetration, without other mana items -> cost: 690 mana restores on an single enemy champion: 88.5 mana (with 1770 damage) ) didn´t test other problematic characters like Swain or Le´Blanc. So it could possible be feast or famine but it´s only a suggestion.
Warmog´s Ruby
Stats:
+400 *Shield Health +100% *Shield Health Regeneration
Unique Passive: 2.5% Magic Damage Reduction (only against champions and can´t be reduced by penetration) Unique Passive: 5% Physical Damage Reduction (only against champions and can´t be reduced by penetration)
Unique Passive - Energy Shield: Charges up by near (500 units) allies ( + the owner) suffering damage. The item is fully charged, if allies suffered 4000 damage (damage absorbed by any kind of shield doesn´t count). The item discharges directly after it is fully charged. It creates a 600 units big shield, which absorbs 1000 damage in the area. It loses all its charges, if the owner is out of combat and allies aren´t nearby. It doesn´t loses its charges out of combat if allies are nearby (500 units).
*Shield Health doesn´t affect abilities like Mundo´s passive or ultimate or the passive "Energy Shield of the item; it only regenerates through basic health regeneration and additional "shield regeneration"; it regenerates separately from normal health and is only usable if either "shield health" fully recharged or the champion gets deadly damage; it interrupt healing abilities like Mundo´s ultimate if shield health was used because of deadly damage.
Shield health is used before normal health but after normal shields.
It doesn´t count for enemies attacks or abilities that involves x% health but it does count for own x% health damage.
Build Path:
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Cost: 3320 (500) gold
Short Explanation: Warmog´s Ruby is a strong item for tanks. To not making it totally broken for some candidates aka Mundo or Nautilus the item needs 4000 charges of damage. Also it got shield health instead of normal health. It has a good team fight potential and is better in coordinated team that´s why is more expensive than other tank items. It is relatively bad against assassinations.
Marel´s Shifting Sand
Stats:
+500 Health +40 Ability Power +20% Cooldown Reduction
Unique Active - Shifting Sand: Creates a 400 units big field within 350 units range. All units are slowed on this field and enemies are rooted for 1.5 seconds after 5 seconds.
Enemies are for 2 seconds immune to Rylai´s slow after they got affected by the active.
Build Path:
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Cost: 2850 (400) gold
Short Explanation: Thought about how Morde could be helped. lol.
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