My (long) list of ideas for an AP itemization update
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 (
+
+
+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 (
+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 (
+ 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.
Lost Chapter
900g (
+
+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 (
+
+
+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 (
+ http://imgur.com/tL6JFMI +
)
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 (
+ 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.
Morellonomicon
2950g (
+
+
+ 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(
+
+
+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.
Rylai's Crystal Scepter
2800g(
+
+
+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.
Moonflair Spellblade
3000g (
+
+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 (
+
+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 (
+
+
+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 (
+
+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.
Rabadons Deathcap
3700g( +
+
+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.
Void Scepter
1300g (
+
+ 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 (
+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 (
+
+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 (
+
+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 (
+
+
+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 (
+
+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(
+
+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
70100 AP7040 Magic Resistance10%0% CDRQSS+Blasting Wand+Negatron CloakQSS+Needlessly Large Rod+Amp Tome
##Update 2 Deathfire Grasp +Added Pox Arcana
8090 AP450500 Mana150%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 PenetrationMagic Penetration -Magic Penetration is only 66% as effective on Base Armor Voidfire Scepter 30%Bonus Magic PenetrationMagic Penetration -Magic Penetration is only 66% as effective on Base Armor Rabadon's Deathcap Needlessly Large Rod +Amp TomeBlasting 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.
+ The Sky Fracuture
, probably wouldn't even be viable anymore.