Item Concept: Hextech Electrolens
Hey guys! So I've had this thing about spell critical strikes in mind for a while now, so I've tried to implement it onto an item, that could possibly make the game a little more interesting, at least for mages or generally AP champions. So without further ado, here is the item: ** Hextech Electrolens**
- 80 Ability Power
- 10% Cooldown Reduction
- 300 Mana UNIQUE Passive: Hextech Sight - Your abilities have a (100% of your Cooldown Reduction)% chance to deal bonus (50% of bonus AP) Magic damage to enemy champions upon hitting them. UNIQUE Passive: Enchanted Vision - Increases the cast range of your abilities by 15%.
Recipe:
+ 
Lost Chapter (1300 Gold) + _Fiendish Codex (900 Gold) _+ _Combine Cost (800 Gold) _= 3000 Gold
Cost Analysis:
80 Ability Power = 1740 Gold 10% Cooldown Reduction = 267 Gold 300 Mana = 420 Gold
The Gold Efficiency of raw stats is 80,9%.
At 500 bonus Ability Power and 45% Cooldown Reduction, the average amount of bonus damage dealt by _Hextech Sight _ is (500/2 x 45%) = 112,5 Magic damage per ability hit. I believe that the low cost efficiency of raw stats is balanced by the amount of damage this item can provide in late game, averaging at 112,5 damage per enemy hit by a single ability (this can however happen multiple times per ability cast, so the damage can ramp up substantially).
Clarification
To clarify, the critical strike can happen multiple times with a single ability, for example
's Q can pass through multiple enemies and it can critically strike all of them for the bonus damage. The critical strike's damage can be reduced by Magic Resist, as it is Magic damage.
Enchanted Vision increases the cast range of your abilities, naturally increasing range of skillshots or targeted abilities by 15%. This does **not **increase radius of abilities such as
's E. If e. g.
buys this item, the range of her R is increased from 3,340 to 3841, but the ability's width is not increased.
Conclusion
Hextech Electrolens are designed to be a late game item, pretty much like
, however with more emphasis on utility and RNG instead of raw ability power bonus. My thoughts are that rushing this item is pretty bad because of its low cost efficiency, but the more ability power and cooldown reduction you build, the more powerful it becomes. Of course, single target abilities are far less efficient than abilities that can deal damage to multiple targets.
Please do let me know what can be improved and if you'd like to see this item in game by writing down a comment below!
(1050 Gold) + Combine Cost (650 Gold) = 3000 Gold