Base Health Regen Stacking Hybrid Item [concept]

Elite4Runner·8/19/2016, 12:51:30 AM·2 votes·837 views

I'm looking for a few things and I've sorta thrown them together, although I completely understand that this isn't always the right way to do it.

  • I would really like to see no component items be a part of only one item path. So things like Seeker's Armguard and Hexdrinker.
  • I would really like to see more hybrid items.
  • I would like to see an item that strongly encourages offensive skirmishing to generate a stronger defense.

item 3191 (1200 gold) + item 3155 (1300 gold) + 400 gold = 2900 gold.

50 Armor 40 Magic Resistance 40 Ability Power 25 Attack Damage

Unique Passive - dealing damage from any source to an enemy champion, large monster, or epic monster generates 1 stack (up to 5 stacks) per second for up to 5 seconds. Each stack grants +20% (+1% per 10 bonus AD) (+1% per 20 Ability Power) Base Health Regeneration.

These stats will grant +24% Base Health Regeneration on purchase with no other stats. This will give +120% Base Health Regeneration when fully stacked with no other AD or AP. My target is to allow this item to scale up to +200% BHR (I'm shortening it from now on, sorry). With the 25 AD and 40 AP from this item, this would require 180 bonus AD or 360 AP, or a combination of the two.

This is possible to achieve with a fairly offensive build. I think the biggest concern that people will have will be what would happen if someone took this item and went with a full offensive build.

So lets look at an extreme AP build. A total of 1000 AP is actually possible as well, especially with the strangely common amount of multiplicative AP bonuses available currently (Blue buff, Infernal Drake, Elder Dragon, Rabadon's Deathcap, Zeke's Harbinger), and given some champions (Veigar). 1000 AP would increase the amount of BHR by 50% on top of the 22%, at maximum stacks this would give a champion +375% BHR. While this is a lot getting full stacks would actually be pretty difficult with that much AP, and even then, most mages who can utilize that much AP with any efficiency do not have a very high BHR to begin with.

As for the AD side, I do understand that the gold value of Bonus AD is not 50% of the value of AP. In fact Total AD would probably be closer to 50%, while Bonus AD is probably closer to 60-80%. However, I did this on purpose. I do want this item to be less effective on AD base champions, because they already have more sustain options with lifesteal items.

As I mentioned, I don't see this being intended as a purely defensive item, however, I could see this working very well with something like Sunfire Cape as it would constantly build and reset stacks simply by being near enemies. The amount of BHR would not get increased over 120% with no other offensive stats, but other health and resistance items will still be good.


Possible variations

  • Of course one or both of the base items could be different.
  • The final gold cost might need to be adjusted based on item value balance.
  • I literally just added 5 to each of the base stats for the combined item. That may not be the right way to adjust the final combination.
  • The passive may not be best to stack on all damage sources. Instead it may be better to stack on ability damage or spell effects. I don't really want it to stack on auto attacks/ on-hit because this continues to give more strength to AD/attack based champions over AP/casters. I feel strongly that this should retain the stacking component however.
  • I also really like the stacking BHR passive. I do know that Hexdrinker comes with the Lifeline passive, however I really think this would be better. I suppose it could be possible for Lifeline to still be a part of the item, or that this passive could somehow become part of that, but I would really want it to be a persistent passive instead of one that only activates below a certain % HP.
  • The base numbers for the passive may be better scaled up, and the scaling stats could be toned down, but I feel this really keeps this item focused on offensive champions.

5 Comments

Elite4Runner8/19/2016, 1:01:02 AM1 votes

Funny how some things only seem obvious after you finally post something like this.

The length of time that each stack lasts will probably need to be longer, maybe something like 8-10 seconds. Base Health Regeneration doesn't really give that much health back over a short amount of time and is really only effective with really high percentages or over a longer duration.

Something to consider for adjustment

LordGeovanni8/19/2016, 2:29:37 AM1 votes

make it scale with hp and you got a deal mages already have item 3010 passive and they end up with as much health as a tank with just item 3027 and item 3116