New support item, for ad/all-in supports.

SkyBlade79··4 votes·326 views

I've really wanted to play some champions in the support role, i.e. ad Thresh, Pantheon, Illaoi. However, they're always extremely weakened because I have to choose an item like FOTM or Talisman. So, I was thinking that we could have a spellblade-based support item, mostly for kill-lane supports. Wording these items was REALLY hard.

Tier 1: Blood Bounty: 350 gold. +10 base Attack Damage +2 gold per 10 seconds.

Unique Passive - Price of Death: Builds up Bounty charges at a rate of 2 per 5 seconds (maximum 120). If any enemy is killed nearby, a charge will also be added. Additionally, a charge is added when an enemy champion is hit by Blood Bounty's holder's basic attacks or abilities. (2 second cooldown) Whenever you deal damage to an enemy champion, that champion is marked as a Bounty for 5 seconds(10 second cooldown for new bounties): additional damage extends the mark duration for 2 seconds. Killing a minion disables charge generation for 15 seconds.

When a marked target takes more than 60% of their maximum health while marked, you consume 50% of your charges and gain gold and HP equal to the value of the charges consumed. If the champion dies while marked, you consume 100% of your charges and gain gold equal and HP to the value of the charges consumed.

Tier 2: Blood Bounty + Long Sword + 150 = Blood Contract +20 base Attack Damage +2 gold per 10 seconds

Unique Passive - Price of Death: Builds up Bounty charges at a rate of 3.5 per 5 seconds (maximum 180). If any enemy is killed nearby, a charge will also be added. Additionally, a charge is added when an enemy champion is hit by Blood Bounty's holder's basic attacks or abilities. (2 second cooldown) Whenever you deal damage to an enemy champion, that champion is marked as a Bounty for 5 seconds(10 second cooldown for new bounties): additional damage extends the mark duration for 2 seconds. Killing a minion disables charge generation for 15 seconds.

When a marked target takes more than 45% of their maximum health while marked, you consume 50% of your charges and gain gold and HP equal to the value of the charges consumed. If the champion dies while marked, you consume 100% of your charges and gain gold equal and HP to the value of the charges consumed.

Tier 3: Blood Contract + Spellblade + 300 gold = Bound Blade +30 base Attack Damage +2 gold per 10 seconds +10% Cooldown Reduction +450 Mana

Unique Passive - Spellblade: After using an ability, your next basic attack (on-hit) deals 75% base attack damage plus +1%(+1% per 50 AD) of the target's maximum health as bonus physical damage. (1.5 second cooldown)

Unique Passive - Price of Death: Builds up Bounty charges at a rate of 5 per 5 seconds (maximum 240). If any enemy is killed nearby, a charge will also be added. Additionally, a charge is added when an enemy champion is hit by Blood Bounty's holder's basic attacks or abilities. (2 second cooldown) Whenever you deal damage to an enemy champion, that champion is marked as a Bounty for 5 seconds (10 second cooldown for new bounties): additional damage extends the mark duration for 2 seconds. Killing minions no longer halt charge generation

When a marked target takes more than 30% of their maximum health while marked, you consume 50% of your charges and gain gold and HP equal to the value of the charges consumed. If the champion dies while marked, you consume 100% of your charges and gain gold equal and HP to the value of the charges consumed.

Tier 3 + Sightstone: Blood Contract + Sightstone + 550 = Eye of Sanguine +20 base Attack Damage +200 Health +2 gold per 10 seconds

Unique Passive - Price of Death: Builds up Bounty charges at a rate of 5 per 5 seconds (maximum 240). If any enemy is killed nearby, a charge will also be added. Additionally, a charge is added when an enemy champion is hit by Blood Bounty's holder's basic attacks or abilities. (2 second cooldown) Whenever you deal damage to an enemy champion, that champion is marked as a Bounty for 5 seconds (10 second cooldown for new bounties): additional damage extends the mark duration for 2 seconds. Killing minions no longer halt charge generation

When a marked target takes more than 30% of their maximum health while marked, you consume 50% of your charges and gain gold and HP equal to the value of the charges consumed. If the champion dies while marked, you consume 100% of your charges and gain gold equal and HP to the value of the charges consumed.

I hope you like it ^_^

I completely redid the passive portion, and added a few things different to The Djinn's suggestion. I lowered his passive charge generation, instead opting to shift extra charges into rewards for doing actions/your adc's farm. I also added the cooldown on bounty marking, so a support couldn't just mark the enemy's whole team, almost guaranteeing them gold. Lastly, I added HP gain on charge consumption.

Thanks to The Djinn for help!

7 Comments

ModThe Djinn2 votes

So let's look at the gold value here: ANCIENT COIN provides 8.4 gold per 10 seconds in the first 20 minutes. SPELLTHIEF'S EDGE can grant 10 gold per 10 seconds if optimized. RELIC SHIELD grants just 5.5 gold per 10 seconds, but it gives half to your ally, so that's 11 gold per 10 seconds for your team.

So we're aiming for the 8-10 range for our Tier 1 version.

As written, we get 2 gold per 10 seconds (or 12 per minute), so we need a way to up that closer to the 54 a minute you'd get from a 9 gold / 10 second item. I'm a little wary of the way you have it written now though, as, while we can get 100 gold for a kill, there's a high chance we may whiff entirely -- especially since many of the more murder-y bot lane "supports" (J4, Pantheon, Illaoi) will hit with abilities before they hit with auto-attacks. Tuning might need to vary heavily, but I'd almost rather see it at 2 gold per 1% HP lost, capped to X value a minute. I think that's a little more consistent.

A cleaner way might be to port a Draven-style passive onto the item. Accrue gold up to a maximum cap, and grant it back to the user upon kills, assists, or sufficient amounts of damage. Maybe make it total about 10.5-11 gold per 10 seconds, but require heavily aggressive action to cash in on? I think that might lead to a better balance than the high-variance method you're suggesting.

Overall, though, I love this idea.

SkyBlade791 votes

Thank you very much for the response! I originally had it as a thresh-type of passive, but I figured that didn't really promote enough aggressive action. There actually is a gold cap, in the form of the cooldown, as the support can't really mark any new targets then. It is possible for a support to gain over 100 gold, if the target is healed then killed. I don't really think that I could add the Draven-style passive. I'm not really sure what to say, and that would change the entire item, + I'm not quite sure how a support would gain the potential gold.

I did boost the numbers up a bit, and added a little cooldown reduction trick. I hope it looks better as far as gold generation now.

ModThe Djinn1 votes

{quoted}

Thank you very much for the response! I originally had it as a thresh-type of passive, but I figured that didn't really promote enough aggressive action. There actually is a gold cap, in the form of the cooldown, as the support can't really mark any new targets then. It is possible for a support to gain over 100 gold, if the target is healed then killed.

Right. But the problem is that the value ITSELF is so varying. In a 1 minute timeframe the item provides between 12 and 212 gold, compared to the almost guaranteed average range of 50-60ish that most of the other items provide. That sort of variance is almost impossible to balance around, sadly.

Hence why I suggested either putting a hard cap on it (say, 70/80 gold per minute), or a Draven style passive. For example:

BLOOD BOUNTY +10 AD +2 gp / 10 seconds.

Unque Passive: Bounty Hunter -- Builds up charges at the rate of 5 per 5 seconds, to a maximum of 120 charges. Whenever you deal damage to an enemy champion, that champion is marked as a Bounty for 5 seconds: additional damage refreshes the mark. Killing a minion disables charge generation for 15 seconds.

When a marked champion takes more than X% of his or her maximum health while marked, you consume 50% of your charges and gain gold equal to the value of the charges consumed. If the champion dies while marked, you consume 100% of your charges and gain gold equal to the value of the charges consumed.


This has a maximum generation of 72 per minute, putting it just above the other items, but requiring far more aggression. The excess charge count means that you don't need to chunk them once per minute like clockwork: it has some wiggle room built in.

SkyBlade791 votes

I really, really like that. I'm going to add it in, and balance it to how I think it would work. I feel kind of bad about using your idea, but it's an amazing proposition.

ModThe Djinn1 votes

I lowered his passive charge generation, instead opting to shift extra charges into rewards for doing actions/your adc's farm.

You actually increased the charge generation: I suggested 5 per 5, while yours have 10 per 5 and 7.5 per 5 in addition to the extra charges for damaging. :P

The rest looks good, but I think the faster charging rate may be a bit much.

SkyBlade791 votes

I thought of it differently in my head, for some reason I thought if the ratio was higher the actual charges were lower XD. Changed it.

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