New Item Concept: Imperial Mail (Legendary Tank Item)

I say Facts··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 Voidling3 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)

I say Facts2 votes

Thanks for the feedback. I'll have to point out that the unique passives from the 2 items do not match with eachothers. The damage blocked from Ninja tabi would not be counted to the block from your Imperial Mail. The block from Imperial mail will be a different type of block, which may give an animation in game to make it more unique and stands its own passive. Additionally, I put the healing in there because there is so much % damage in game and tank melting abilities/autos in general. This item will only be active on the tanks because it requires 4k HP at least to activate this passive. Therefore, by requiring that amount, you are most likely a tank user, which means they should not target you in the first place. And if they do, then they will have to deal with "having a hard time taking you down first". As for now, tanks are not a threat to the whole game because everyone almost can melt them down overtime in group fights and some of them are even afraid to initiate because of all the true damage + % Hp and the auto attacks in general.

Nonetheless, you have a good point, but my item is not made for early game regardless of how the situation is. It will always require 4k Hp minimum to activate its passives. Therefore, I believe we need such an item to give Tank users more freedom to do their actions in teamfights late game. Whether through intimidating the enemy team by being so bulky, or through initiating in combat first without much fear because of the added sustain with this item and the block bonus, this item will eventually be the late game counter item against the Marksmen.

ImTheJuggernauty2 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.

KnightFalll1 votes

{quoted}

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.

Wouldn't adding something like item 3083 restriction help a bit? Like the passive only activates if you have x amount of Armour or hp respectively

I say Facts1 votes

Oh you replied about that idea, I didn't notice. I actually just replied as well in terms of adding a restriction. Thanks for the reply!

KnightFalll1 votes

[{quoted}](name=I say Facts,realm=NA,application-id=A8FQeEA8,discussion-id=KZTYUiAv,comment-id=000000000000,timestamp=2019-10-02T21:36:02.014+0000)

Oh you replied about that idea, I didn't notice. I actually just replied as well in terms of adding a restriction. Thanks for the reply!

np. As someone who likes to play tanks its a really good idea.

I say Facts2 votes

Thanks for the feedback, I have edited the requirement of this item now. It's no longer for all melees, but those melees who have at least 4000 HP will unlock the unique passives of this item. Which will force people to build at least 3 tank items in order to take this item next. Nonetheless, this change will force it to be a tank only item. Unless the assassins build tanky items instead of damage, then It'll work on them as well. But is it worth for them to do that? I highly doubt it. It's more of heavy defensive over offensive. It'll be a great item for Vanguards in general. Juggernaunts could use it in late game if they want to, but they will have to sacrifice one of their main items for it.

As for the defensive type, I chose Armor over magic resist because I already made an item for Magic resist back then, and I was looking to create a concept for an armor type defensive item, especially because all the adcs are abusing the tanks in the game now. Whether through sustain, extreme AA, or just heavy penetration in general and so much true damage + % damage. I needed to create legendary armored tank item for the tank users.

VelvetCrotch2 votes

Amazing idea!!!

+1 for reworking bruiser/tank items

I say Facts1 votes

Thanks for the reply, I am glad you like it!

Goate1 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.

I say Facts1 votes

Thanks for the feedback, I am going to edit it nad make it only for Tanks. Edited: Added a new requirement for the passive if this item.

Stun Gun1 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.

I say Facts2 votes

Thanks for the feedback. Well the reason why I added this type of passive is to avoid the idea of "let's target the tank first!" it most likely allows the ADC users to avoid hitting the tanks in first place. This item will give the tanks the badass face then they are invading the enemy ADC with the bonus movement speed and the passive. Instead of laughing at the tanks while sustaining from them and autoing them to death.

This item requires 4000 Hp, so It'll be mostly for the actual tank users. or Juggernaunts possibly. The game so far has extreme amount of true damage + auto attacks + penetrations and % health damage. So this item will never be op, when we mentioned how much trouble tanks have to deal with in every game. But it will gladly empower the tanks in late game to stand their land and initiate without fear, while doing their amount of damage in duel against the Ad carries.

VelvetCrotch1 votes

+1

Vlada Cut1 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.

I say Facts1 votes

Thanks for the reply, I was thinking of adding a 2nd version of Thornmail, which could be a counter for abilities' healing instead of auto attacks.

As for this item, I kept it more than just a block or a healing because we needed a legendary item to keep the tank users stand their land in late game instead of being bullied out to death.

Hemulen Magi1 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.

I say Facts1 votes

Thanks for the feedback, in terms of making 2 types of defensive, I actually made an item for magic resist couple weeks ago, you can feel free to check it in the link below:

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/YgiIJzIM-new-item-concept-emerald-gauntlet

Adding another resistance over the 4k Hp may sound nice, and I don't mind it if it requires for example 200 armor additionally. That way the tank Hp stackers won't abuse it, and the armor stackers won't abuse it as well. I am looking forward for more ideas for both types of defensive, but the only reason I try to not make the exact same item in the 2nd defensive version because It would be rather more interesting to have unique items that stand their own defensive type.

As for Thornmail, I am thinking of making an MR version of thornmail which reduces the healing from abilities.

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