Chemtech Item Concepts 1.1
Just wanted to repost this a couple of weeks after my first post since it got a couple of upvotes and I wanted to see if the interest is still there :P
I made these concepts to give Mages (and some supports) some more variety in their builds and designed them sorta parallel to the Hextech items.
Chemtech Sampler
Materials:
- Amplifying Tome x2
- 180 Gold (1050 total)
Stats:
- +40 ability power
- Passive: You can augment one of your normal abilities. Whenever you hit an enemy champion with this ability your ability power is increased by 1 (halved for targeted abilities) (up to a maximum of +15 ability power). When upgrading this item you CANNOT change the designated ability.
- Undesirable Interaction: A single ability can be augmented by only one "Chemtech" Item.
Chemtech Brainwave Enhancer
Materials:
- Chemtech Sampler
- Haunting Guise
- 650 Gold (3200 Gold)
Stats:
- +90 ability power
- +250 health
- UNIQUE – MADNESS: Damaging an enemy champion generates one stack every second for the next 4 seconds. Deal 2% increased damage for each stack, up to a maximum of 10%.
- Passive: You can augment one of your normal abilities once. Using the designated ability grants you one stack of "highly focused". For every stack the designated abilities damage is increased by 4% (5 stacks max). Using an ability other than the designated one removes one stack. Toggle abilities generate one stack every 2 seconds.
- Undesirable Interaction: A single ability can be augmented by only one "Chemtech" Item.
Chemtech Steroid Gun
Materials:
- Chemtech Sampler
- Forbidden Idol
- 550 Gold (2400 total)
Stats:
- +60 ability power
- +75% Mana regeneration
- +10% cooldown reduction
- UNIQUE: +8% bonus healing and shielding power.
- Passive: You can augment one of your normal abilities once. If the augmented ability has a healing effect or a shielding effect it now grants the affected allies adaptively either ability power (30% AP) or attack damage (15% AP) for 4 seconds. If it damages an enemy champion they become brittle for 3 seconds, increasing the duration of the next hard crowd control ability by 30% (Cooldown: 15 seconds). Augmenting an ability that already has a crowd controll effect does NOT automatically increase its CC duration.
- Undesirable Interaction: A single ability can be augmented by only one "Chemtech" Item.
Chemtech Mana Dissolver
Materials:
- Chemtech Sampler
- Catalyst of Aeons
- 850 Gold (3000 total)
Stats:
- +300 health
- +400 mana
- +80 ability power
- UNIQUE - ETERNITY: 15% of damage taken from champions is gained as mana. Spending mana restores 20% of mana spent as health, up to 15 per cast (toggle spells heal for up to 15 per second).
- Passive: You can augment one of your normal abilities once. If the designated ability damages an enemy champion this champions mana is reduced by 50% the amount that was used for the designated ability (25% of the abilities mana cost if the designated ability is a targeted one) and halves any kind of mana regeneration for 5 seconds (Cooldown: 10 seconds).
- Undesirable Interaction: A single ability can be augmented by only one "Chemtech" Item.
Btw what I mean by "undesirable interaction" is firstly preventing one single ability to be overloaded with power and secondly in chemistry it's very dangerous to put random chemicals together so I thought it would fit the thematic.
I tuned down "Steroid Gun" from how I created it initially, meaning I lowered it's gold cost from 2700 to 2400 but also lowered the scaling on its passive AP/AD buff (it was 40%/20% before) so supports can afford it more easily. It's still more expensive than most other support items though.
And the augmented ability can now be changed upon upgrading "Chemtech Sampler" (which wasn't the case in my original concept) since I was told that it would be impossible for many supports to stack its effect when they want to augment a heal/shield for "Steroid Gun" which is undenyably true.