[Summoner Spell Items]

5050BS·9/3/2018, 5:02:05 AM·1 votes·733 views

So I thought about this a year or so ago.

I think it would add to build diversity for every champion.

So we have Jungler Items that can only be built if you have taken Smite.

What about doing that with all Summoners spells.

You would have three versions for each of the summoners.
One for Damage dealers, One for Utility and one for Tanks

You would also make them Adaptive so ad or ap can take each one. (I think Jungle items should move to this as well.)

Each would have a passive and a activate that does something for the role they are for but would not be crazy. Just adding something that helps the role you are playing a little.

examples For Ignite (Damage item) Passive is auto attack or damaging abilities will burn for 2% bonus damage over 2s as true damage. Activate is when you use Ignite on a target the burn will spread to up to three nearby enemies doing 25% of ignites damage over 5s.

For Ignite (Utility item) Passive is Heals and Shields abilities will heal for 26-180 bonus healing over 3s (based on level) Activate is when you use Ignite on a target the three closest allies are healed for 25% of the damage done.

For Ignite (Tank item) Passive is same as Cinderhulk (20% less damage) but as true damage Active is Ignite changes to Detonate, When activated you burst into flames doing a blast (think swains end of his ult) that does 26-180 true damage to all enemies in the blast. (90s CD)

1 Comments

David 7779/3/2018, 4:26:29 PM2 votes

I personally thing that smite-exclusive items ain't a good thing.