Item line: Orbs of Power

Bârd·8/12/2017, 8:31:29 AM·2 votes·242 views

>Hollow Orb (0 gold) > > Any champion may only have one orb at once. > > Can only be purchased after the 3 minute mark.

The Hollow Orb does nothing by itself, but it can be upgraded into Orbs of Power in the shop.

Orbs of Power offer single use active effects, and using one will regress it back to a Hollow Orb.

Selling an Orb of Power grants no gold.

Example Orbs

> Gamblers Orb (500 gold) > > Active: Mark a target champion for seven seconds and gamble on their fate. If they deal or receive champion damage, the timer resets. Winning the gamble gives you 750 gold and reduces the price of your next Gamblers Orb by half. Losing the gamble makes you lose 250 gold (This can put you into negatives). If you mark an enemy, you win if they die before the mark ends and lose if they survive. If you mark an ally, you win if they score a kill or assist and lose if they don't. > Both teams can see the mark. You can't mark yourself.

Risky, but this one is for everybody. Call the fight correctly, and you'll be 250 gold richer, but it gets really good if you can call multiple fights in a row. Make a mistake, and you're 750 in the hole. If you're looking to snowball, and have the means to do so, this is the one for you. Just be careful, because this orb doesn't actually help you in a fight.

> Orb of the Blind Warrior (500 gold) > > Active: For 3 seconds, grant yourself 20% damage reduction and 20% movement speed, but reduce your vision range to 550. Allies near you gain half these bonuses, but don't suffer the vision loss. Dealing/receiving champion damage refreshes the duration.

Great on tanky initiators, since they can jump in the fight before popping the orb to help their allies follow up. It's also good, albeit incredibly risky, on hypercarries like Yi or Vayne. If your allies ping the locations of enemies, you can run at them, but be aware that this is the purest version of tunnel vision there is.

> Glassy Orb (500 gold) > > Active: Drain 5% of your health per second to restore 3% of an ally's health each second. Lasts until you reactivate the orb. This will end if you reach 1 HP or take champion/turret damage.

If you can easily regenerate your own health, this can help keep allies who don't have that ability alive in a seige.

> Arcane Orb (500 gold) > > Active: Drop a visible anti-magic beacon at a target location for 15 seconds. If an enemy tries to cast a spell within 750 units of it, the spell cast is prevented, they are silenced, disarmed, and slowed by 25% for 0.5 seconds, and they take 100 true damage. Whenever the beacon strikes an enemy, it also disables you if you are in range (though you take no damage) If the beacon is attacked four times, it will be destroyed, but it regenerates 1 HP whenever it counters a spell cast. A beacon cannot strike the same champion more than once every 7 seconds, except for you.

An incredible team fighting tool, without question. That said, don't get it if you're a priority target, because the beacon will mess with you more than anyone else.

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