My (long) list of ideas for an AP itemization update

TheGoomyGamer·9/17/2017, 2:53:18 PM·95 votes·4,193 views

Recently in a thread complaining about AP itemisation, a Rioter revealed they are hoping to update a lot of AP itemisation Soon™. I took in a couple of ideas in the comments within the thread as well as some of my own ideas - so, without further ado, here they are!

DISCLAIMER: I did not create any of the images shown here - I merely google searched for them.

#New Items and Item Changes ##Component Items http://imgur.com/tL6JFMI Tome of Sustainance 1350G (item 1004+item 1004+item 1026+250G) Stats: +45 AP +75% Base Mana Regen 100.278% Gold Efficient

A basic AP/Mana Regen Item.I tried to keep it in a state where one could not rush it then forget all about their mana issues for the rest of the lacing phase - the higher price of 1350g helps that, as you are sacrificing a NLR worth of gold to buy this item.

https://imgur.com/EgPeTwL Rings of Piercing Thoughts 1300g (item 1052+865g) Stats: +25 AP **Unique Passive: ** Piercing Thoughts 20 Magic Penetration 99.212% Gold Efficient

A basic Ap/Magic Penetration item. AP Stats are very low as this is meant to be a low point for a lot of mages before a big power spike in the form of Rite of Ruin.

https://imgur.com/baCtYP7 Arcane Dagger of Thorns 800g (item 1052+ 365g) Stats: +20 AP Unique Passive: Volatile Thorns Magic Damage applies grievous wounds for 3 seconds 54.375% Gold efficient without Passive

This is the AP equivalent to Executioner's Calling, a good pickup vs sustain mages or drain tanks where a meaningful decision is made between utility and damage.

##Lost Chapter Items Those that played Black Market Brawlers will recognise some of these items from the gamemode. These are intended for different types of mage and each will focus on a specific stat bonus (of which they will provide a large amount) - CDR, AP, Mana/Mana Regen, and Magic Penetration. Additionally, there are some upgrades that focus on other things, such as pushing power. You can only have one lost chapter item at once.

item 3802 Lost Chapter 900g (item 1052+item 1027+115g) Stats: +25 AP +300 Mana Unique Passive: Lost Rites Damaging an enemy champion with an ability restores mana based on the type of ability used. Each ability can only have one instance of mana restore Point and Click abilities restore 6-30 mana, based on level. AoE Abilities restore 7-35 mana, based on level. DoT and DoT AoE abilities restore 2-10 mana upon dealing damage, with a static cooldown of 0.5 seconds, based on level. Minion-piercing skillshots restore 7-36 mana, based on level. Non-Minion-piercing skillshots restore 8-40 mana, based on level.

107.08% gold Efficient without the passive

Note: By only one instance of mana restore, I mean that, say, A xerath W wouldn't restore 5x the mana listed if it hit 5 champions. These changes are experimental, mostly trying to find a way of making the mana refund more skill based. I'm not 100% sure on this though, so any alternatives would be very much appreciated!

http://imgur.com/odp1rQU Netherstride Grimoire 2950g (item 3802 +item 3108+item 3067 +350g) Stats: +80 AP +20% CDR +350 Mana +300 Health Unique Passive: Adrenaline Rush Gain 20% Bonus movement speed whenever you damage an enemy champion with an ability. 105.586% Gold Efficient without the passive

This is the Lost Chapter upgrade that focuses on CDR and is an item geared towards kiting mages and battle mages. For champions like Taliyah and Karths, this item provides some much-needed survivability, as well as in-combat mobility. However, it provides less AP, and no Mana Regeneon, only 350 Base mana.

http://imgur.com/F2gYRfx Pox Arcana 2950g (item 3802 + http://imgur.com/tL6JFMI + item 1052 ) Stats: 90 AP 500 mana 100% Base Mana Regen Unique Passive: Pox Dealing ability to an enemy unit applies a stack of Pox for 10 seconds. Pox stacks up to 2 times on non-champion units and 5 times on enemy champions. Non-champion units take 7.5% More magic damage per stack of Pox. Gain 2.5% Mana regen for every stack of Pox currently affecting an enemy champion.. DoTs and Continuously damaging AoEs will apply a stack of Pox every 1.25 seconds. Each Unique Ability can only apply 2 stacks of pox every second (Excluding DoTs or DoT AoEs) Unique Active: Pox Harvest _ Deals 100 magic damage plus 20 (+5% AP) per stack of Pox (maximum of 200 (+25% AP)) to all nearby enemy champions affected by Pox, and restores 2% of your maximum mana for every Pox stack harvested vs enemy champions. 60 second cooldown. 107.034% Gold Efficient without the Passive_

This is the Mana-oriented Lost Chapter upgrade. This is suited for Mages that need a lot of mana/mana region such as Anivia and Cassiopeia. It helps with waveclear and offers some back-loaded burst following a sustained fight.

http://i.imgur.com/YC9GVKQ.png Rite of Ruin 2950g (item 3802 + https://imgur.com/EgPeTwL + 750g) Stats: +85 AP +300 Mana Unique Passive: Piercing Thoughts +25 Magic Penetration Unique Passive: Ruination Gain Charges by moving or Killing Enemies, up to 300 Charges. Your Abilities on enemy champions consume all stacks to deal 0.5 + (0.1% AP) (+0.003 Per point of Magic Penetration), up to 150 (+30% AP) (+1 Per Point of Magic Penetration).Attacking structures with Basic stacks or abilities consumes 50 charges to deal 50 (+15% AP) (+1 Per point of Magic Penetration) bonus true damage. 108.517% Gold Efficient without the Ruination passive (Includes the +25 magic Penetration passive)

This item is intended for AP Assassins/Burst Mages. It will be quite effective on early- to mid-game champs as the build path's lack of AP would be made up for in base damages.

item 3165 Morellonomicon 2950g (item 3802 +item 3108 +item 1052 + 715g) Stats: +120 AP +375 mana +20% CDR 107.022% Gold Efficient

This will be useful for champions that value ability scalings over any of the other items. The old Mana restore passive didn't really make sense as Mana-oriented champs would be inclined to purchase this item over Pox Arcana, their intended item.

##Defensive Items With what little defensive itemization mages have, some more variety is in store. in this hypothetical update - some completely new effects, plus some much-needed equivalents.

https://imgur.com/61UIRYv Mercurial Staff 3400g(item 3140+item 1058+item 1052+415g) Stats: +100 AP +40 Magc Resistance Unique Active: Mercurial Cleansing Remove all debuffs* currently affecting your champion. Gain a 15% increase to all damage and a 40% increase to movement speed for 1 Second if any hard crowd control is cleansed. While the movement speed is active, you are immune to slows. (90 Second Cooldown) *Debuffs that deal delayed damage such as Zed's Death mark or Tristana's Explosive Charge are not removed. 85.147% Gold efficient without the passives.

This item Is meant to be gold inefficient because of its powerful active. The damage provided by the active allows for turning around a 1v1, while the movement speed allows for a quick getaway from a teamfights. While It's AD counterpart is quite a bit more gold efficient, gold efficiency Is based on the stats, and the active for this item is much more powerful than Mercurial Scimitar's.

item 3116 Rylai's Crystal Scepter 2800g(item 1011+item 1058+item 1052+115g) Stats: +80 AP +400 Health Unique Passive: Icy Damaging spells slow down enemies by 40% for 1.5 seconds. Upon being slowed by this effect, enemy champions cannot be slowed by this effect for 3 seconds (1.5sec uptime, 1.5sec downtime) 99.285% Gold efficient without the passive.

Not a permaslow anymore. Given a small buff to its stats and a price increase but the passive uptime decreased. Most spells now slow more.

item 3170 Moonflair Spellblade 3000g (item 3191+item 1057+1080g) Stats: +50 AP +50 Armor +50 Magic Resistance Unique Passive: 10% Tenacity 99.583% Gold efficient without the passive.

As I mention in more depth below the Elixir of Grace, this item introcudes tenacity as a brand new stat. Note how the passive isn't named tenacity - it would stack with Merc Treads. If I every get around to doing a Diver update, I will likely go more in depth on the concept of tenacity and add more items with it, but with that plan in mind and tenacity being a lot more prevalent, the tenacity has been lowered - combined with the stat changes I am planning in a future item update, Tenacity would be overpowered if this item gave 35%.

https://imgur.com/Vmka6rh Fractal Pendant 2900g (item 3076 +item 1058 +750g) Stats: +70 AP +50 Armor Unique Passive: Crystalline Thorns Being struck by a basic attack reflects 20 (+10% attacker's AD) (+5% AP) Magic Damage and applies grievous wounds for 1 second. Unique Active: Fractal Veil Immediately gain one Guarding Crystal. For 8 seconds Getting struck by a basic attack will generate one more Guarding Crystal. After 8 seconds, remove all Guarding Crystals. (90 second cooldown) Guarding Crystals: _ Increase the armor provided by this item by +5 and increase the passive damage by +5 per guarding crystal. During the 8 seconds you can have up to 8 Guarding crystals._ At max stacks during the active, this item provides: +70 AP +90 Armor and reflects 60 (+10% Attacker's AD) (+5% AP) magic damage upon being struck by a basic attack. 84.083% Gold Efficient without the passive or the active. 110.75% Gold efficient with a fully stacked active but without the passive.

This item is a counter to Autoattack-based champions for AP champions. The unique active concept provides lots of damage reduction in sustained fights or all-ins, but has counterplay in that it can be baited out in short trades and you can wait to reengage, or you can damage with abilities before autoattacks to get the most damage off.

##Offensive Items Mages gain some new other offensive items, as well as tweaks pre-existing ones.

http://i.imgur.com/y5PoIqN.png Staff of Flowing Water 2650g (item 3028 +item 3113+item 1026 +150g) Stats: +70 AP +40 Magic Resistance

  • 75% Mana Regeneration Unique Passive: +10% Bonus Movement Speed Unique passive: Fluidity While being out of combat for 6 seconds and in a river for 3 seconds, grants 10 Flat mana regeneration and 30% Movement speed. This is lost upon entering combat. Disables Harmony on your other Items. 106.981% Gold Efficient without the Fluidity Passive

This Item is a good item for AP mid laners that excel at roaming via the river - champs like Taliyah, for example. The 6 second out of combat means you can't quickly dip in and out to replenish your mana pool. This will greatly assist roamers by allowing them to reach lanes faster after pusing in a wave, and would tackle some mana issues. Due to the low cost, would also be a good pickup on offensive AP supports if they want to roam.

https://imgur.com/eYlUvhL Deathfire Grasp 3100g (item 1058 +item 3108+950g) Stats: 110 AP Unique Passive: 10% CDR Unique Active: Deathfire bolt Fire a magical bolt that deals 15% of the target's bonus health as magic damage and marks the target with doom. Doom lasts 4 seconds. Your spells ignore 25% bonus resistances vs doomed targets and deal up o 10% bonus post-migitation damage based on their bonus health (+1% per 100 of their Bonus health more than your own maximum health)

When DFG was in the game, it was originally used as a way to burst down squishy targets, despite it being designed as a tank-busting item (According to the wiki at least). Hopefully this iteration will allow for dealing with tanks but not for annihilating squishies.

item 3089 Rabadons Deathcap 3700g( +item 1058 +item 1026+1600g) Stats: 85 AP Unique Passive: Rabadon's Might Gain 40% Of your Bonus ability power as extra bonus ability power 69.953% Gold Efficient(Includes passive applying to the item's 85 AP)

This item is meant to be a super-late game pickup, a 6th Item. Some power has been taken out of the AP itself and put into the passive, which now has a large AP modifier. The cost inefficiency of the item itself means it would be bad as a pickup until you have enough AP to increase the item's effective value. The required AP to bring it to 100% Gold efficiency is 106.5, but this is still inferior to many other completed items, and the poor build path means that it would be detrimental to grab this item early on.

item 3135 Void Scepter 1300g (item 1052 +item 1052 + 430g) Stats: +40 AP Unique Passive: Void 25% Bonus Magic resistance penetration (66% Effective on Base Magic Resistance) 66.923% gold efficient without passive.

This item has been reworked into an AP/Magic Pen equivalent of last whisper. Like LW, this item has 2 upgrades:

https://imgur.com/mplf9Md Voidfire Staff 2600g (item 3135 +https://imgur.com/baCtYP7 + 500g) Stats: +60 AP Unique Passive: Void 30% Magic resistance penetration (66% as effective on Base Magic Resistance) Unique Passive: Voidfire Thorns Dealing magic damage applies empowered grievous wounds for 4.5 seconds. 50.192% Gold efficient without the passives.

The AP equivalent of Mortal Reminder. Helps APs to deny healing, but means they have to invest slightly into it if they want to shut down drain tanks, as opposed to getting grievous wounds as an added bonus on Morellonomicon.

##Enchanter Items A couple of the items here will greatly improve the viability of Enchanters in roles outside of support, as well as improving their ability to help non-marksmen.

https://imgur.com/ugj6osi Elixir of Grace 500g (Can only be purchased level 9 and above. Consumable. Consuming provides +40 AP and Grace for 3 minutes. Grace: +10% Heal and Shield Power Your Heald and Shields grant +30% Movement Speed towards enemies, +20% Slow resistance and +20% Hard CC Resistance, as well as making them Weighted for either 3 seconds or the duration of the shield (Whichever is longer).

The AP Is there to make it easier for enchanters to deal damage as wellas healing and shielding - additionally, most have AP ratios on their shields. The Grace Buff allows for extra utility on heals and shields for your whole team, but mostly focuses on supporting melee carries like divers or skirmishers deal damage without getting locked down and killed. Also, this introduces a new buff, Weighted. Being Weighted will cause you to have 10% Resistance to knockups - additionally, all of your tenacity is converted to knockup reduction. While the Grace buff doesn't grant any tenacity, tenacity from other items would be included. This is an AP update, but if I every get around to doing a bruser/diver update for items like Black Cleaver and Dead man's plate, I will likely add tenacity as an actual stat for those items and more, making this buff more relevant. Also, the buffs apply to yourself, meaning you can actually buff yourself with this, not just your team.

https://imgur.com/YyOvwQU Orb of Malice 2400g (item 3113 +item 3010+450g) Stats: +50 AP +300 Health +300 Mana +5% movement speed Unique Passive: Perpetuity 15% of Damage dealt to shielded or recently healed allies (Past second) is gained as health. 15% of damage dealt by a shielded or recently healed ally (Past second) is gained as mana. (if the heal cost health, healing cannot exceed 50% of the health cost) Disables Eternity on your other items. Unique Passive: Malice Heals and Shields on allied champions grant Malice for 3 seconds (or the shield duration). Once Malice is triggered, place this effect on a 90 second cooldown. Malice: Dealing 60% of an enemies Maximum health within 1 second grants 60% Movement speed, increased to 85% if you kill an enemy, decaying over 2 seconds, and 50% slow resistance.. The movement speed is not ended when the Malice buff ends. 91.5% Gold efficient without the passives.

The Orb of Malice is a feast or famine enchanter item that allows the support to help assassins escape after a clean kill. However, it also provides decent stats in itself, with survivability, damage, and mid-combat sustain with a unique twist on Catalyst of Aeons' eternity passive. I am debating whether the Malice portion should be moved over to an active, however, instead of Heals and Shields.

https://imgur.com/jnBRzMu Undeath Incantium 2700g (item 3082 +item 3108 +800g) Stats: +55 AP +50 Armor +10% CDR Unique Passive: Chilled to the Bone When hit by a basic attack, slow the attacker's attack speed and movement speed by 10%. Stacks up to 3 times. Unique Active: Wrath of Undeath Slow down all enemy champions in a cone in front of you by 60%, decaying over 2 seconds. Melee attacks increase the slow duration by 0.7 seconds and refresh the slow. 91.194% Gold Efficient without the passive or the active.

This item is another one to help enchanters assist their melee allies. While the stats may be subpar, the passive and active can help with Autoattack-based champions, allowing defense against them for mages that do not wish to pick up a Fractal Pendant.

##Autoattack-focused Mages While autoattack focused AP champions are rare (The only ones that spring to mind are bruiser-build Diana, azir and twisted fate), they are also severely lacking in itemization. Also, I think that these kinds of mages are a quite interesting take on traditional caster mages, and perhaps a better array of items would help them find a legitimate place in league.

https://imgur.com/qh0KGD4 The Sky Fracture 3100g (item 3086 + item 3108+item 1052 +565g) Stats: +60 AP +30% Attack Speed +25% Crit Chance +10% CDR Unique Passive: Arcane Wrath Critical Strikes deal bonus damage based on 80% AP instead of 100% AD. Additionally, critical strike damage is dealt as magic damage. 107.129% Gold efficient without the passive.

An item that allows mages such as Azir and Twisted fate to focus on DPS via basic attacks over spells, by building crit chance items, and not losing out on damage because of their AP-scaling nature. With this item, AA-mages can safely build other Zeal items.

https://imgur.com/D0V7hgf Zephyr 3000g (item 1038 +item 1026+850g) Stats: +60 AD +60 AP Unique Passive: Transmute Convert 60% of your AD into AP (Base AD -> Base AP, Bonus AD -> Bonus AP) 109.839% Gold Efficient without the Passive.

This item would allow AP champiosn focusing on attack speed/crit able to build items such as Essence Reaver of Infinity Edge for their passives and still gain some AP from it. Would be an inefficient pickup on itself, but would provide a large powerspike combined with items such as the ones mentioned. Note that it says Convert , meaning you will lose 60% of your AD as a tradeoff.

https://imgur.com/NIzROvO Helix Blade 2600g(item 1043+item 1026+750g) Stats: +70 AP +30% Attack Speed Unique Passive: Helix Strike Basic attacks deal 15 (+10% AP) bonus magic damage on-hit per stack of Helix and apply a stack of Helix. Maximum 4 Helix Stacks on an enemy. Helix stacks wear off after 3 seconds of not being autoattacked. Unique Passive: Helix Stance Basic attacks are modified to deal (75% Total AD) Physical Damage and (+100% Base AP) (+20% Bonus AP) Magic Damage. 101.827% Gold efficient against a target with 0 helix stacks. 145.096% Gold efficient against a target with 4 helix stacks (jeez, on-hit damage is worth a hella lot of gold)

With the changes coming in the Season 2018 Preseason and the Zephyr item, Base AP is possible, and while it wont be much, it combined with 20% Bonus AP scaling on autoattacks would help out AA-focused mages. Additionally, the first passive helps out in longer, extended trades. For those that claim the fully-stacked gold value is ridiculous, Wits end reaches over 160% and that takes only one more autoattack, so I'm fairly certain it's not that bad.


So, those were my proposed changes! A bunch of them were a bit experimental like the Buff-removing one, but some changes I think could help out the state of AP. Seeing as, on average, there is increased AP around the board, maybe AP ratios would have to be tuned down a bit, I'm not sure. Please feel free to leave any comments about this, I'd love to improve this and hear what people think about my ideas!

I'm planning on working on a couple more of these soon™, so if you want to you can propose ideas for the updates listed below. They should hopefully be coming in the order I present them in.

#Also coming Soon™: ##Diver/Fighter Itemization Update Now with added tenacity!

##Tank Itemization Update Not a second support!

##Support Itemization Update You can support non-marksmen!

######Also don't downvote without leaving a comment please, if you disagree with my ideas or dislike them, please tell me why, I would like constructive feedback for if I do the other updates :D

Edit: Images work now

#Changelog

##Update 1 Mercurial Scepter 70 100 AP 70 40 Magic Resistance 10% 0% CDR QSS+Blasting Wand+Negatron Cloak QSS+Needlessly Large Rod+Amp Tome

##Update 2 Deathfire Grasp +Added Pox Arcana 80 90 AP 450 500 Mana 150% 100% Mana regeneration +Increased the mana refunded from pox harvest and base mana, lowered mana regen.

##Update 3 Arcane Blade of Purity and Staff of the Living Void -Removed Void Staff 25% Bonus Magic Penetration Magic Penetration -Magic Penetration is only 66% as effective on Base Armor Voidfire Scepter 30% Bonus Magic Penetration Magic Penetration -Magic Penetration is only 66% as effective on Base Armor Rabadon's Deathcap Needlessly Large Rod + Amp Tome Blasting Wand Pox Arcana -DoT and DoT AoE abilities can only apply one stack of pox every 1.25 Seconds -Unique Abilities can only apply 2 stacks every second (i.e Spamming Cassiopeia E for 0.7 seconds and for 1 second would both result in 2 pox stacks) Lost Chapter +Passive changed to make it more skill-expressed. Experimental.

80 Comments

Sraeg20139/17/2017, 5:36:37 PM26 votes

I love how OP managed to make Rabadon's even more shitty than it already is.

Mogarl9/17/2017, 5:31:55 PM15 votes

No mana regen. Going back on this is purely negative. Besides Pox would lead to Brand, Malzahar, Morgana, Lulu, and maybe Karma being the most dominant in midlane. I'm going to take a pass on that because Brand and Morgana are the least cancerous champions there.

Lowering the duration of active buffs, while interesting, is not something I'd describe as a health gameplay mechanic. Especially as a core item. There is far too much variation in how powerful it can be. Some matchups it would be completely useless, and in some matchups it would be absolutely crippling. No.

Mecurial Staff gives too much MR, and the CDR fights too much with Banshee's niche. In addition for an item that's active band-aids a hit I don't think the Mr should be nearly as high. item 3140 item 1058 item 1052 80 Ap 40 Mr Maybe replace the item 1052 with a item 1026 and go up to 100 ap.

I think it's really important to stress that AP carry itemization shouldn't be given back mana regen. If anything that Mana regen should be made more conditional, like Doran's ring. Lost chapter should be changed so that it doesn't say "here you've existed in lane, have some of the mana that you wasted back". Mana regen is worse than that and we shouldn't return there.

KoKoboto9/17/2017, 7:53:08 PM12 votes

Grievous Wounds needs to be not as easy to apply. The mechanic is already severely oppressive.

Dengeden9/17/2017, 6:35:07 PM12 votes

Every single one of those items, with the possible exclusion of the hybrid ones is unimaginably broken. You're either underestimating how irrelevant AP ratios are right now compared to base AP/magic pen or you want to make every champion broken.

SSShutTheDuckUp9/17/2017, 7:41:37 PM6 votes

Blasphemy! How are ADC supposed to work if AP items are not garbage!

AirKingNeo9/17/2017, 9:19:55 PM4 votes

These ideas are terrible, overloaded (too many), and you managed to make Morellonomicon more broken somehow.

It's actually super obvious that 90% of this is terrible.

The game does not need more flat magic pen. The gave does not need more healing reduction. Neitherside Grimiore is horrifically overpowered. Morello doesn't need a rework, it should lose 20-15 AP. Lost Chapter goes unnerfed; should have price up 200. MercStaff shouldn't exist; Mages already have a spellshield and an Zhonyas. Rylai's passive should be reverted to what it currently is and price increased by 150. Revert Moonflair Spellblade to less cost and more tenacity; why even nerf? Fractal Pendant should just be removed; makes AD assassins unplayable and everything relating to Bramble Vest that is already implied. Staff of Flowing Water should be removed since it's useless; you need that kind of passive earlier to roam and it also nerfs splitpushing. Worst Deathcap idea ever. Void Staff doesn't need a GW variant. Having a buff reducing item would be very hard to balance and would break the entire game. Orb of Malice is literally useless. I think haven't stated this yet, but Enchanters shouldn't be tanky at all and should be easy to kill. Those Auto attacking items sound interesting, but would probably be Kayle/Azir only. Remove Helix Stance since it conflicts with Zephyr's Transmute.

Some AP items need to not fucking suck. They don't need 15 new ones just to powercreep the class.

Don't even try doing a fighter rework when fighter's don't need more tenacity. The game needs less CC. Having more tenacity is an excuse to give more CC; powercreeps the game. Support items already allow them to help "not the ADC" and Support items are already overpowered.

the weeaboo9/17/2017, 8:56:01 PM4 votes

Akali + The Sky Fracuture

No thanks.

GinoSoldier9/17/2017, 5:11:38 PM4 votes

Some of these might be hell to implement in the game, and some of them would require insane amounts of memorization from players, but on the whole, i pretty much like every single one of them.

Good job fam!

Pale Pirate9/18/2017, 10:25:58 AM4 votes

20 magic pen with 1300 g is a no-no in my opinion. Mages will start dealing true damage again.

Rafatinoni9/17/2017, 5:13:41 PM4 votes

Wow, this would certainly make AP builds more distinct and more based on your current game. I really like those changes.

Evil Yasuo9/18/2017, 11:27:55 AM3 votes

tbh that's way too much itemization against others. I wouldn't mind it if any time I brought up we need more lethality items I didn't get attacked. I want another lethality item and for edge of night to be as good as banshee's veil.

Sad Chihuahua9/17/2017, 5:13:26 PM3 votes

I think those are a bit too much, mages shouldn't be able to opt-into tanky items. Maybe they're good for AP bruiser, but we only have 3 of them in game, only 3. Also, you've completely missed the point of distinction between flat mana and mana regen. Flat mana is meant for Mages, while mana regen is meant for supports. Some ideas are unique, but most of them are overloaded. Also, you gave AP on-hit based champs alot of tools to work with, Helix Blade and Zephyr would be too powerful in a world where Gunblade and Nashor's exist.

Weiner the Pooh9/17/2017, 8:54:36 PM3 votes

Two grievous wound items? So adcs get one, tanks get one, and mages get two? Lul

Forhonor3219/18/2017, 2:58:55 AM3 votes

I'm just going to do a quick thought process on all of these ideas:

Tome of Sustainance - I think it's a pretty ok item and like you said it's not something to buy and then forget your mana issues so I can see this working

Rings of Piercing Thoughts - And already I have conflicting feelings. First, 20 flat magic pen is a lot. Not even Haunting Guise or Liandy's gives that much. Second, this doesn't really seem like a lost for buying this than say Haunting Guise. It's 200 gold cheaper than it at the cost of 200 health for the extra 5 pen. but when you look at ruby that's 400 and gives 150 health, it doesn't really seem you're losing that much on buying this and not getting the extra health.

Arcane Dagger of Thorns - Again I have conflict with this because Grievous Wounds is already so easily applied through Executioners and Bramble Vest that I don't think we now need an AP equivalent to that. Stuff like this is whats going to make Champs like current Aatrox, Swain and many other drain tanks go out (yes they're getting reworked soon but as of now this would hurt them more).

Arcane Blade of Purity - Kind of a powerful item reducing durations of buffs, let alone stuff like Tryn ult, for it's price. I _could _see this working but the effect would have to be more of a higher tier item.

Netherstride Grimoire - I like this item for the most part. Most of my reason for avoiding mages is how immobile they are, but this I feel could fix that a bit. My only concern is that this could be abused for kiting or running away from targets more quickly and I can see that as frustrating.

Pox Arcana - ABSOLUTELY NOT! I can already see this thing as the new DFG and won't be fun to play against. DoT mages will easily stack this, activate it and then just chunk you for little effort since they laned one ability on you and waited for the DoT to add the stacks. Certain champs that are already good with waveclear will just love this and destroy waves, most mages will make it a staple in their builds, it's just not a good item.

Rite of Ruin - Again. Far more magic pen at a cheaper price. Don't like. As for the ability, I don't think so. As for the rest of it, I guess it's fine, but only if Riot finally decides to buff turrets again. If they don't then I don't see this working.

Morellonomicon - OK, granted this isn't like the current version where its a staple for almost every mage mid lane or ever but at the same time it doesn't really add anything besides stats. It's literally a stat book. Every other high tier completed item has some sort of effect to it but this has nothing.

Mercurial Staff - I'm ok with the idea of Silversash with an AP item but I don't see the point in giving increase % damage if it's only for 1 second and for an item that's suppose to be defensive. Hell Scimitar doesn't increase damage so why should this? This is suppose to help people get out of a jam and run, not immediately use and go right into the fray again.

Rylai's Crystal Scepter - I'm ok with this. Mord would be screwed over by this changed but considering he's in dire need of a proper rework I'll let that pass.

Moonflair Spellblade - I understand that tenacity is a bit of a topic for you on this but here's the thing: this item is already in the game, give the exact same stats except the 10% tenacity, and you made more expensive. Why? No, I'm sorry I don't see why you would have the thought of reworking how tenacity works, make this item give less of that somehow, and yet make it more expensive. As I see it, the game mostly turns into who has the best ADC/bot lane but also a CC clown fiesta. Seriously, the amount of CC in the game right now is ridiculous and I think more tenacity is needed.

Fractal Pendant - Basically, this is League's version of Blademail for mages. Ok. I don't really see the purpose of this though. If it's for battle mages that build a bit of health, ok but for everyone else why? Mages for the most part build high end damage and get bursted down super quickly.

Staff of Flowing Water - . I have to say this is fairly ok except for a few things. Why have it be you have to wait 3 seconds for the effect to kick in? That just sounds terrible to do, waiting around for that mana regen. Also why add 10% bonus MS when it still gives 30% bonus in river? Wouldn't that mean it goes up to 40% bonus MS?

Rabadons Deathcap - So it's 100 gold cheaper, loses 35 AP for 40% effect, and for both items the combine cost is more expensive than it is now. I...I don't even know how.

Void Staff - ... Ok I guess?

Voidfire Staff - AGAIN, THERE'S ALREADY SO MUCH GW AROUND WE DON'T NEED MORE!

Sceptre of the Living Void - Now see this I feel could work. Maybe have the duration reduction of buffs smaller on the Purity Dagger but have it really effective in this item. We don't want the Hexdrinker effect of the base item is so good you don't need to build the full item next.

Elixir of Grace - Meet Ardent Censer's cousin! Seriously, giving Vayne's passive, and a bunch of CC resistance, even now for knock-ups from what you're proposing, is going to break non-interactive, enchanter supports again. This is ridiculous!

Orb of Malice - STOP! NO! JUST...STOP! We don't need any more broken enchanter items! It causes damage to allied champs to heal them and grant mana?!?!! Not only that but if they burst someone's health down, which right now is one of the problems everyone has with fucking ADCs, they gain a shit ton of MS and slow resistance! JUST! FUCKING! STOP!

Undeath Incantium - I... I don't know what to say. I mean I like the idea that you want to give melee carries an option with enchanters but I'm sorry enchanters are not in the best position right now with either being really passive with Ardent Censor or really aggressive and then Riot reworks them/nerfs them.

The Sky Fracture - No. Just no. Mages have their damage come from their abilities mostly, even with champs like Azir and TF. This would only be good for AP champs that actually utilize autos, like Diana or even Akali, who already do enough burst damage. This is a horribly made item and I'm not sorry for saying that!

Zephyr - 1. There was already an item called Zephyr. This would be confusing. 2. Again, mages shouldn't be able to crit and this would only be good for champs like Diana and Akali. This might be good for some other's like Kayle or Kog if they want to go more mixed damage but for the most part this shouldn't be used for helping Sky Fracture, which I've already said is horrible.

Helix Blade - I don't know about this one. I bring up Diana again (you get it by now) but I just don't see base AP as a thing. If say there were an item like your Zephyr it'd still convert it to bonus AP rather than base. No champ ever has or has there ever been base AP so I don't see why it would be added in now. And this just feels like Nashor's Tooth but with a more Guinsoo's feel to it.

Conclusion: A lot of this stuff just feels...off. On top of this, a lot of these items were made. They were in Black Market Brawlers for crying out loud. I'm fine with the idea of adding more of those items in the base game ( I mean we got Deadman's out of that permanently) but you really didn't seem to mention that ever and so it feels like you were just taking these as your own ideas. As for the ideas that you actually came up with, a few are ok but the rest just feel horrible or aren't fully thought out.

Trap or a Trick9/17/2017, 2:58:50 PM3 votes

no clue why riot dosent put the black market items into the game, they were soo cool, glad someone else agrees, also I really like the item 1058 item 3076 item

TheCharmingCharm9/17/2017, 11:05:40 PM2 votes

Can I just say that Pox Arcana would be insanely broken on Ryze

Kelg9/17/2017, 6:50:10 PM2 votes

That Crystal scepter change would be a gut to Mordekaiser , probably wouldn't even be viable anymore.

Blåbæret9/18/2017, 6:13:49 AM2 votes

We need more AP, not less.

BLACK REALM GOD9/17/2017, 9:47:15 PM2 votes

im not going to stat check these items nor am I going to read through all of them. I like your creativity just simply for creativity's sake and for that you get a thumbs up. also im using this comment to pin this thread in my discussion section for later review.

Seeing threads like this is enjoyable. i get tired of seeing threads about just pure complaints or softcore hentai.

if you were to break it up into several smaller posts with 1-4 items in each post i would be more willing to read. as is i get lost in the words.

D2Vincent9/17/2017, 10:04:55 PM2 votes

One thing I should probably mention with AP items is that in terms of comparing Straight up AP items to Support AP items, is that Riot want it so that Mana Regen should be built for Support AP only, whereas Mana is for Mages.

I'm just pointing this out since your update for Pox Arcana still has Mana regen where it would be better to have either more mana or some CDR. On a personal note, Pox would be almost Broken on Karthus XD