[Item Concepts] AP Marksmen

Stacona·4/9/2018, 10:32:30 PM·2 votes·869 views

I think ability power marksmen are so much cool on their attack damage marksmen counter parts, but the problems with them is a lack of itemization choices since only Nashor's Tooth (damage supporter), Guinsoo's Rageblade (damage multiplier), and Hextech Gunblade (health sustain because of omni-vamp) are really the only items out there for them, outside of standard items like Rabadon's Deathcap or Liandry's Torment which support a more mage play style than a basic attacking one.

The reason why I like ability power marksmen more is because since their ratios are controlled power it allows for their unique elements to shine through and offer better counter play because of it since there are obvious power moments around those windows. For example, Varus needs to stack up his blight and then detonate it with his skill shots rather than every auto deal a crap ton of damage because of crits, Kai'Sa plays around her 5 hit procs and landing her W, Teemo (needs a gameplay update to bring him up to current standards, I want him to have more emphasis on his mushrooms for vision for the Swift Scout theme) plays around his poisons, Kayle (does need a rework) plays around her E, Kog'Maw plays around his W window having a lot bigger dramatic difference between W on and W off while AD Kog always does great auto damage and W just over kills that power, etc.

So this is just a fun little post to introduce ideas for more items so ability power marksmen have more itemization to choose from. Also some slight adjustments to some of the previous items.


Nashor's Tooth: Recipe: Fiendish Codex (900g) + Stinger (1100g) + 800g = 2800g [combine cost is currently 1000g for a total of 3000g]

Statistics: +50% Attack Speed +80 Ability Power +UNIQUE Passive - Nashor's Reduction: 20% Cooldown Reduction +UNIQUE Passive: Your basic attacks deal 15(+15%AP) bonus magic damage on-hit.

(Just 200g less because Nashor's Tooth costs too much based on the stats that it gives and the power of the item's passive does not quite live up to the item being a 3000g item considering that Hextech GLP is 2800g and they share the same stats except that you trade 500 mana for 50% attack speed, placing the unique passive and unique active with equal worth to each other. If anything, this one buff should be implemented into the game.)

(Also, cooldown reduction is a named unique passive to go with my item concepts.)


Dark Gem: Recipe: Amplifying Tome (435g) + 365g = 800g

Statistics: +30 Ability Power +UNIQUE Passive - Omni-Vamp: Heal for 6% of all damage that you deal, one-third healing for area of effect damage.

(Baby item for omni-vamp similar to vamp scepter. This makes all omni-vamp items to have the stat as a named unique passive to make sure there is no stacking of the effect and no over healing, allowing for choice of what omni-vamp item that you want and not have abuse of over the top healing. Greatest omni-vamp passive is the passive that applies if you do have multiple omni-vamp items for some reason.)


Hextech Gunblade: Recipe: Bilgewater Cutlass (1500g) + Hextech Revolver (1050g) + Dark Gem (800g) + 50g = 3400g

Statistics: +40 Attack Damage +80 Ability Power +UNIQUE Passive - Omni-Vamp: Heal for 15% of all damage that you deal, one-third healing for area of effect damage. +UNIQUE Active - Lightning Bolt: Instantly deals 175 - 253 (based on level) (+30%AP) magic damage and slows the target champion's movement speed by 40% for 2 seconds (40 second cooldown, shared with other Hextech items). [700 range]

(Everything is unchanged. Just has Dark Gem as a component item and omni-vamp is a named unique passive.)


Time for the actual new item concepts!


Nashor's Claws: Recipe: Stinger (1100g) + Needlessly Large Rod (1250g) + 450g = 2800g

Statistics: +50% Attack Speed +80 Ability Power +UNIQUE Passive - Nashor's Reduction: 10% Cooldown Reduction +UNIQUE Passive: Every 3rd basic attack within 6 seconds of the first attack against the same target deals 40(+60%AP) bonus magic damage and exposes wounds on the target. Your next basic attack within 1.5 seconds against the exposed target converts all of your attack's damage to magic damage and ignores 50% of your target's total magic resistance.

(Nashor's Tooth would be the "safe" item to purchase with every basic attack dealing on-hit damage while Nashor's Claws has a little more risk for more reward since it wants you to fully commit to your target for a big pay-off. Slightly less stats too since I deem this passive more powerful than Nashor's Tooth.)

(There is a really unique interaction with spells that are treated like attacks, like Ezreal's Q, where you can go in with 3 basic attacks for the proc and follow up with a Q shot to convert ALL of your Q's damage to magic damage. Maybe ability power Ezreal can finally have a real shot in the game without breaking the game?)


Nashor's Saliva: Recipe: Stinger (1100g) + Fiendish Codex (900g) + 800g = 2800g

Statistics: +50% Attack Speed +80 Ability Power +UNIQUE Passive - Nashor's Reduction: 20% Cooldown Reduction +UNIQUE Passive: Basic attacks on-hit reduce your target's magic resistance by 5%, stacking up to 6 times for a maximum of 30%, for the next 4 seconds. Melee basic attacks on-hit reduce your target's magic resistance by 10%, stacking up to 3 times for a maximum of 30%, for the next 4 seconds. +UNIQUE Active: Your next basic attack slows the target down by 60% for 2 seconds, for 3 seconds if the attack was melee (30 seconds cooldown).

(The less damage, but wanting more utility, item that of course aids in you dealing more damage.)


Nashor's Eyeball (Ranged Only): Recipe: Stinger (1100g) + Fiendish Codex (900g) + 800g = 2800g

Statistics: +50% Attack Speed +80 Ability Power +UNIQUE Passive - Nashor's Reduction: 20% Cooldown Reduction +UNIQUE Passive: Attacking and casting abilities grant charges, up to a maximum of 100 charges. At 100 charges your next basic attack deals (+200%baseAD)(+150%AP) magic damage against enemy structures or epic monsters, dealing true damage against Baron Nashor. +UNIQUE Active: Instantly gain up to 100 charges and 300 bonus range on your next basic attack within 2 seconds (120 seconds cooldown).

(Objective taking item. Pretty simple. Also Twisted Fate's wet dream.)


Mask of the Black Mage: Recipe: Dark Gem (800g) + Haunting Guise (1500g) + 800g = 3100g

Statistics: +200 Health +80 Ability Power +UNIQUE Passive - Madness: Damaging an enemy champion generates one stack every second for the next 4 seconds. Deal 2% increased damage for each stack, up to a maximum of 10%. +UNIQUE Passive - Omni-Vamp: Heal for 10% of all damage that you deal, one-third healing for area of effect damage. +UNIQUE Passive: Whenever you deal magic damage from your basic attacks, deal 3% of the target's maximum health as bonus magic damage and heal for the damage dealt (max 60 damage vs minions and monsters).

(Basically a combination of Liandry's Torment and Blade of the Ruined King. Focus on taking for killing tanks to keep it accurate to the Haunting Guise line as the sustain damage and tanking busting item line, Liandry's Torment for spell casts, Mask of the Black Mage focused on basic attackers.)


Guinsoo's Deathblade: Recipe: Needlessly Large Rod (1250g) + Recurve Bow (1000g) + 950g = 3200g

Statistics: +30% Attack Speed +60 Ability Power +UNIQUE Passive: Your basic attacks deal 5(+10%AP) bonus magic damage on-hit. +UNIQUE Passive: Your attacks on-hit grant 4% total attack speed and 6% ability power for 5 seconds, stacking up to 6 times for a maximum of 24% total attack speed and 36% ability power. At 6 stacks, gain Guinsoo's Rage. After 3 stacks, the next melee basic attack grants maximum stacks. +UNIQUE Passive - Guinsoo's Rage: Every other basic attack applies on-hit effects an additional time.

(Ability power only version of Guinsoo's Rageblade. Not having attack damage makes this slightly weaker so it should be slightly cheaper, even though the item is more focused in power.)


Blood Tome: Recipe: Needlessly Large Rod (1250g) + Blasting Wand (850g) + Dark Gem (800g) + 800g = 3700g

Statistics: +UNIQUE Passive: 140 Ability Power +UNIQUE Passive - Omni-Vamp: Heal for 18% of all damage that you deal, one-third healing for area of effect damage. +UNIQUE Passive - Over Heal: Your healing over heals you, converting the excess healing into a shield that absorbs up to 50 - 350 (based on level) damage and decays when out-of-combat for 25 seconds.


1 Comments

Serpexnessie4/10/2018, 5:12:34 AM2 votes

Don’t try to force this.

AD marksmen play the same as AP marksmen do. An Ap/onhit marksman is still just a marksman, and is still right clicking. The only different is that they buy more expensive and less ideal items, and don’t crit. The obvious power window for all ADCs is lategame, which enemies try to deny during the earlygame, as that’s when they’re at your weakest.

Lastly, I’d like to talk a bit about the way you respond to criticism. Everytime someone attempts to leave criticism for any of your concepts, you try to justify your concept and deflect everything they’ve said. This leaves people frustrated, as they’ve just used up their time giving criticism to someone who just tries to deflect it, and I believe that’s why your posts tend to garner so many downvotes. Another thing I see is that if you get enough downvotes, you just delete your thread, and post it again. If you just took people’s criticisms to heart, and updated your original post, I guarantee you won’t have this problem. Listen, you’re not going to improve by doing this. It’s only with adapting to criticism that your concepts can improve, but you seem entirely adverse to that, which is a habit I very highly recommend you try to change soon.