New Item Concept: Imperial Mail (Legendary Tank Item)

I say Facts·10/2/2019, 5:56:25 AM·16 votes·9,279 views
https://www.smitefire.com/images/item/emperors-armor.png

Build Path: item 1011 + item 1011 +item 1031 =2720 +1080 to finish the item = 3800 Gold total (Yes, It's expensive, but on point) Hit Points: 1000 Armor: 50

Note: This item is for Melees only. (Locked for ranged characters) Note: You need at least 4000 HP to unlock the Unique Passives of this item _ Story: The Lost King has left a special touch on such armor he wore, It was meant to be for wars and battles. Yet he was slain by a horde of invaders in his Kingdom. Therefore, only the brave warriors will wear his armor in the battlefield. _

Unique Passive: Blocks 15% of the auto attack (Including all types of on-hit damages) and heals for the same amount the damage is blocked. Unique Passive: +7% Movement Speed

This item will be mainly for late game tanks who get melted so fast by the enemy marksmen, this item will keep their survivability on point to keep either peeling for allies or fighting.

**Tanks now are useless, and the game has so much sustain + damage from so many champions, especially the auto attackers, this item will be a made up counter item for the counter tank champions in late game. **

18 Comments

Mr Voidling10/2/2019, 10:00:06 PM3 votes

Umm... 15% blocked + same amount(15%) healed... That's a 30% reduction on AA's, increased to 34.5% with item 3065 (runes can increase it by 0.75-1.5%). item 3047 Increases this to 42-46.5%. item 3143 blocks 20% of crit damage, which means all 4 items would give you like 62-66.5% reduction on ADC AA's for 10,600g, regardless of your Armor. To be fair summoner 14 DOES lower the healing part, but it is still way strong.

Honestly I'd prefer something more akin to a stacking item 3194 effect. Like "every subsequent AA deals 5% less damage for 5 seconds, stacking up to 25%". Requiring a little more initial tankiness to reach the full effect.(late game 5 AA's is huge damage unless you've built tank, and early game it is too expensive to really be worth going without a completed item for so long)

ImTheJuggernauty10/2/2019, 3:33:48 PM2 votes

Hmm, I don't agree with the healing aspect, though I am all for an expensive, strong scaling tank items that non-ranged AND non-hyperscaling melees could use. For instance, would you really want a tryn, yas, fizz, or jax abusing this item. You gotta be more careful with these ideas dude.

No, if you want a solid scaling high priced tank item for beefy bois like tanks and juggernauts, it needs to have scaling added in there, and not just insane flat bonuses.

How about something like this +200 HP (+.15 base hp +.25 bonus hp)? A rather normal HP build for tanks and juggers with some hp runes would yield about 2295 (i did some simple calculations) Bonus and about assuming about 2250 base HP would yield about 911.25 bonus HP late game. If you're cho with 10 stacks, you'd have about 7,706.25 late game. This of course, only makes the item good after about 3-4 items. As for resists, I'd lower the armor and give it some MR as well (after all, why wouldn't the Emperor's armor be enchanted, as your passives already suggest.

So let's say, 40 armor and 20 magic resist.

Now, you're passive healing is, to put it bluntly, broken. While tanks should have some scaling options, that would nearly make them invincible against all AA or AA-hybrid champs and would be utterly ridiculous if paired with thornmail (even if some counter-synergies exist) and with certain other healing items and certain champ kits.

How about we keep the the AA damage reduction but lower it to 8% (stacking additively with ninja tabi), as that would still be better than the crit reduction from randuins since it applies to the base damage as well, and to all AA's, not just crits. Since this is an item reserved only for brave warriors, how about some form of team fight utility based on boosting morale through exemplary leadership and courage in battle:

Brave Heart: After either 5 seconds in batter or taking 35% of max hp damage in 3 seconds or less or killing an enemy champ, item can be activated to give champion and allies in a 750 unit radius gain: 20 armor and magic resist, 15% tenacity, and 10% spell vamp for the next 5 seconds. Cannot be activated without teammates around, can be activated even while stunned or knocked up. Ally champions with less than 25% hp or mana are healed/restored 5% max hp and mana.

Unique passive: 7% movement speed (this is definitely a good one I think)

This way, you'd have a SCALING lategame tank item, that wouldn't allow the likes of tanksuo or tank fizz or tank ekko to suddenly re-emerge. Imagine even just fiora or jax taking this item. Champs like yas have low base hp, so he wouldn't scale amazingly with that aspect, he also build very little hp if any, so if he wanted to get good scaling from an item like this, he'd need to sacrifice a lot of damage to do so. But tanks and juggernauts would actually be able to build an item like this for some late game scaling and do decently with it. Some champs like sion or cho would likely synergize way too well, but number could be fudged around enough to make an item like this balanceable I believe.

This would give tanks a lot more durability like you want, without making them literally almost unkillable like your healing passive would essentially do.

I mean, imagine a tank with your version, plus titanic hydra, plus steraks/ROA, ninja/merc, randuins/thorn, and some other item for defense or damage? They would literally become nigh unkillable, and do insane damage as tanks, which is exactly the problem we need to avoid. Perhaps even my version is too strong and could be toned down tbh.

VelvetCrotch10/3/2019, 6:50:44 AM2 votes

Amazing idea!!!

+1 for reworking bruiser/tank items

Goate10/2/2019, 8:09:58 PM1 votes

I love this item concept, but I think Assassins might abuse it, could you edit something to make it more viable on tanks only? That's my only argument about it, other than that. It's 10/10 great item.

Stun Gun10/2/2019, 8:34:50 PM1 votes

It's a cool idea, but healing for the damage blocked would be very over tuned because of how fast an adc can attack, maybe heals for half? This item is also quite similar to thornmail.

Vlada Cut10/3/2019, 2:53:24 PM1 votes

Holy shit I like tue item's concept, butnthe healing is too much. It's either heal for auto attack damage pre-mitigation or to block on hit damage. 1st one would make it exactly the opposite of item 3075 and that's good, the second one would make it exploitable with item 3047, if it had Colssteel passive too then it's be an on-hit version of item 3143 woth item 3083 max HP ability unlock restriction.

Now we need an MR tank version of item 3075 so tanks can deal with AP Bruisers such asMordekaiser and Sylas or magic shredders such as Kaisa and Kayle.

Hemulen Magi10/3/2019, 3:52:43 PM1 votes

We need an expensive, slot efficient item for lategame tank fantasy, but I don't think this particular item is the right answer... I think we should have an item line that forks into two paths, one for lategame armor scaling and the other for lategame magic resistance scaling.

A user would only be able to buy one of these items, like item 3003 item 3004 are mutually exclusive. That way, tanks must choose a vulnerabilty, either vs the enemy adc or apc, and therefore will remain manageable against well rounded team compositions. Also the items should be armor/mr multipliers or synergistic items that they require a full tank build in order to provide reasonable value, and so that the user can't build full armor + the lategame mr item to cover up their damage type vulnerability. This would help separate bruiser and tank itemization a little bit better.

I was thinking the mr item could create a lightning rod aura that redirects aoe magic damage onto the tank to protect allies. The armor version could offer some sort of ramping up physical defense or some kind of irreducible physical resistance (a physical-only shield that stores incoming damage like gray health? a deflection effect? combine with self slow for tradeoff?) to reduce ad dps.

I think that the lategame tank item(s) need some vulnerability or tradeoffs so that they can be justifiably really strong in their niche case. Like against a full ad team, the armor item should be super strong, and armor pen shouldn't make up for being full ad in lategame.