Item Concept: Hextech Electrolens

Vealerius·11/15/2018, 5:57:23 PM·1 votes·1,391 views

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:

item 3802 + item 3108

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 Ahri '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 Veigar 's E. If e. g. Lux 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 item 3089 , 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!

5 Comments

Hotarµ11/15/2018, 6:23:57 PM2 votes

I think the concept is pretty neat (especially magic critting which I've always wanted to be a thing) but this item would be a must-purchase on every mage in the game.

Personally, I would change it to something like:

Hextech Electrolens +75 Ability Power +5% Cooldown Reduction +250 Mana


UNIQUE Passive: Hextech Sight - Your abilities have a (0-65%) chance to deal bonus (30% of bonus AP) Magic damage to enemy champions upon hitting them. This chance increases the further away you are from enemy champions and level.

UNIQUE Passive: Mind Visions - Critically striking an enemy champion restores 7% of your missing mana. This effect can only occur once every 15 seconds.


Recipe: item 3802 (1300 Gold) + item 3108 (900 Gold) + Combine Cost (800 Gold) = 3000 Gold

OR: item 3802 (1300 Gold) + item 3145 (1050 Gold) + Combine Cost (650 Gold) = 3000 Gold

Edit: Forgot to mention why I said stuff like this. The reduced stats are to make it a more niche pick (not a must purchase on everyone) and to cater a bit more towards mana hungry champions. Pretty similar to Runic Echoes, in a way. I couldn't really think of a better way to work in the magic-critting but I'd love to hear your revamped take on the item!

Hochelaga11/15/2018, 6:04:45 PM1 votes

Why would you call this item ''hextech'' when there's no hextech revolver in the recipe?

The fact that this item gives everything a mana mage would want and on top of that give a 15% increased cast range, it would make this item MANDATORY in every build possible. Thus, very bad as it would not worsen the current situation where mages are bound to buy specific items.

Concept is not bad, but problem is making this item almost mandatory for every mages.

breakordoom44411/15/2018, 6:14:48 PM1 votes

That would allow champions like Karthus and other champions poke at a really safe range. cast time reduction TOGGLE is better.

Myren Quiddle11/16/2018, 9:56:10 AM1 votes

Don't all Hextech (final) items have actives?

Warlord Rhinark11/16/2018, 11:06:26 AM1 votes

Remove the bonus cast range passive and we're good.