[Item] Kinetic Battery
> Kinetic Battery
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1150 = 2500
150 = 150 + 300 +875+1025 =2500
> +40 Attack Damage
- 25 Armor +100% Base HP Regen Unique Passive: Kinetic Charge: 20% of physical damage taken is stored as Kinetic Charge, up to a maximum of 200. These charges fall off one at a time out of combat. Unique Passive: Kinetic Force: making a basic attack while at 200 charges will consume all current kinetic charges to deal 300 bonus physical damage on hit.
Intended Use This Item is intended as an option for Divers. It is created with the understanding that Juggernauts, and other fighters may also find it attractive. Right now, Divers use a combination of Assassin and tanky items in order to do their jobs, but have few options specifically tailored to them. Know ing this, what is the exact role of a diver? Well, they move quickly to the back line, they attack and hopefully kill the carry, and then they continue fighting. The big difference between divers and assassins is that they keep fighting, even after their kill is secured. Also, they expect to take plenty of damage along the way: there is a good chance they will be the center of focus fire. The big difference between a diver and a juggernaut is that the diver has a gap closer to get to that back line. They are much faster, and don't need to be quite as durable.
This is why the item has the stats it does. We have armor, so that you can survive a bit better. We have AD, because it's a staple for almost all divers, and even AP divers use auto attacks. Finally, I put in hit point regen; divers will really like that, because it lets them leave and re-engage if they need to, but it may not be a selling point.
Comparison to Other Items
-- initially this looks like a very different item. That is, until you look at who the item is meant to counter.
- Hexdrinker gives a flat shield against magic damage. given that magic damage is normally dealt in a burst, with cooldown between, this makes the item very effective. All the hexdrinker needs to do is block the last portion of damage that would have killed you, and then the damage will stop on its own (because it's burst damage)
- Kinetic Battery is meant to counter consistent physical damage. a small (or large) shield doesn't do that in any ideal manner. Marksmen are meant to kill off tanks with massive hp reserves--the only way to really stop that marksman is to kill them. Thus, instead of gaining a shield, gain damage.
--this is an assassin item many divers like to use. The basic difference is in how damage is applied. While the Duskblade deals its damage up front, the Kinetic Battery requires you to be in the fight for a while before it provides a significant benefit.
--both of these items build up to their maximum effect, and are great for prolonged fights. The differences, however, are obvious. Rageblade relys on your own output in order to ramp up, making it a bit of a "win more" item. conversely, the Battery ramps up based on enemy damage output. This means that it is much better for bringing down fed enemies, and actually does LESS when you are ahead. The fact that the Battery scales off enemy damage also means it does more under focus fire than under 1v1 situations (meaning that divers will like the item more than skirmishers.).