A Slew of Item Ideas (Mainly for AD Assassins)

Jack of Storms·6/8/2019, 8:12:25 AM·2 votes·607 views

Alright, so, a few days ago I was thinking ad assassins don't have a lot of items to choose from. It's kinda like, get Ghostblade, Duskblade, and maybe Edge of Night if they're annoying, and then buy bruiser items. So I spent some time thinking and came up with a few item concepts tailored to ad assassins that might be interesting in game.

Before I begin, I tried to balance these items as much as possible, and gave them stats and effects that I felt were relatively in line. Of course, I'd like to hear your thoughts, and maybe we can come to some conclusion on a good item Riot could maybe add. Also I tried to format them like in-game items, and will discuss why I designed each below. (some of these may seem broken, I tried my best, go easy on me) (cheesy names are placeholders). Feel free to skim through it, I'll add a TL:DR at the end to summarize each item.

Chronopiercer (~2900 gold)

  • 250 Health

  • 45 Attack Damage

  • 10% Cooldown Reduction

  • UNIQUE Passive: 15 Lethality

  • UNIQUE Passive : Landing 3 unique attacks and/or abilities on an enemy champion primes Temporal Fissure and grants 10 true movespeed until it triggers.

  • Temporal Fissure: Upon being at least (125% auto attack range) units from all enemy champions this effect triggers, tripling the true movespeed, camouflaging you, and accelerating time about you for 2 seconds. (45 second cooldown)

This is probably my favorite idea on this list, but I understand it probably sounds op, and it mgiht be, but let me explain it a bit more.

  1. This item is meant to suit a skirmisher playstyle, where you engage briefly, then disengage to recover some abilities before reengaging to secure the kill (think like Akali or Kha'zix). Therefore, it would be a slower kill. That's why it sacrifices some AD and Lethality in favor of extra Health and CDR.
  2. True movespeed is something I made up, obviously, but it's not complicated. Essentially, like true damage, it cannot be reduced by slows, but it is also unaffected by buffs. This means it'll help you move around and is resistent to the natural speed reduction, but it won't scale really hard with things like Ghostblade.
  3. Finally, the camo, probably the broken part of the item. When I came up with this item, I wanted to address situations where an assassins tries to all in but fails and is left a sitting duck. Maybe the enemy has Zhonya's or just a ton of shielding supports. With this wonderful buy of only 2900 gold you can get out for free today! (lol jk) No, seriously though, I wanted this item to allow assassins to play around fights more strategically. The acceleration effect bumps that up as well. Essentially what it does is make time pass for your champion twice as fast. This means that in those 2 seconds, 4 seconds of your ability cooldowns will pass, letting even assassins with long cooldowns use it. But this doesn't just apply to cooldowns; (originally it did, but I thought it'd be even cooler if it) it affects EVERYTHING. Ignite? Burns quicker. Red buff? Lose it faster. Passive regen? Here you go, 2 extra HP. Essentially, the assassin wants to use this item to all in, then slither out and move around the fight with camouflage like Pyke before reengaging, while the enemy team wants to find him based on where he vanished and lock him down for sure.
  4. Also, it's like an assassin's own Zhonya's! Get it even for bursty assassins if the enemy is being a pain.

Long Stuff. Next Item!

Siren's Dirge (~3000 gold)

  • 55 Attack Damage
  • 10% Cooldown Reduction
  • UNIQUE Passive: 21 Lethality
  • UNIQUE Passive - One Foot in the Grave: Gain up to 25% movespeed towards an enemy champion based on their missing health. if you or any champion you move towards are below 40% health, ignore unit collision.
  • UNIQUE Passive - A Lament for the Fallen: Upon killing an enemy champion, ALL nearby enemies are charmed for .5 seconds, and extend the effects of One Foot in the Grave for 1 second, decaying. (75 second cooldown)

Alright. This one's gonna be a doozy but let's get into it:

  1. This item is partially meant to help you secure kills. That is what One Foot in the Grave serves. I didn't want to make another movespeed assassin item, seeing as how Ghostblade already fits that role, but I felt that it fit the theme, and it doesn't serve any purpose in roaming or escape. It's just meant to help you run after those pesky kiters, though hopefully it wouldn't be all you need.
  2. Conceptually, I love A Lament for the Fallen. Essentially what I wanted it to allow an assassin to do is to dive in deep in late game team fights, and maybe actually not die every time and leave the team in a 4v4 (like, strategically that might not be bad. But, what fun is it?). But, more interestingly, I thought, wouldn't it be cool if, instead of a tanky cc machine, an assassin's all in could provide a perfect engage window for your team? That window is tiny, of course, but if you use it right even a flinch can be the perfect moment to all in. Too long and it might be broken, anyway. Remember, this would literally be the only item that provides hard cc of any kind. But, only for half a second. An assassin could maybe get a kill and get out, and perhaps interrupt another champion while they're at it.
  3. As an aside, I would like to explain the "ALL nearby enemies" part.. It's exactly what it sounds like. Even Baron or Dragon. This isn't really necessary, I suppose, but I thought it'd be cool for rare pit dives. To be clear, does not affect towers. And I'm not so sure about the range of this effect, but I thought it would be about the size of the dragon pit in diameter.

Next Up!

Lacerating Edge (~2900 gold)

  • 45 Attack Damage
  • 35% Attack Speed
  • UNIQUE Passive: 15 Lethality
  • UNIQUE Passive - Bloodrush: Auto-attacking a new enemy generates a shield over 3 seconds that blocks up to 100 - 250 damage (based on level) from OTHER enemies. It then decays over 3 seconds. It is 20% as strong when generated from non-champions, and 50% as strong for ranged champions. (15 second cooldown on target)
  • UNIQUE Active - Lethal Strikes: Your next damaging attack or ability marks an enemy champion for 3 seconds. Additional damaging attacks or abilities refresh the duration and add additional marks, up to 3 total. Auto-attacking this champion causes them to bleed for 15 (+15% bonus attack damage) physical damage per mark over 1 second. Auto-attacking before the bleed ends deals the remaining damage on-hit. (45 second cooldown)

Alright. Let's get into it:

  1. When I came up with this item I was looking for an item that would serve auto attack heavy assassins, like Nocturne. That's why it leans more heavily on attack speed than on raw AD or Lethality. Of course, it keeps those values because this style of assassin will often have ways of generating attack speed, so they don't need as much, and these raw damage sources help round their abilities and playstyles out, I think.
  2. Now, I didn't want to make an item that combines offense and defense perfectly to be the most brokenly overpowered thing the AD on-hit assassin has ever seen, but I felt that Bloodrush was necessary to serve this assassin type's playstyle. As an auto attack heavy champion, but also an assassin, you need to be able to stick to an opponent, but also kill them quickly. Ability oriented assassins are typically burstier, or have ways of playing around their opponents. Nocturne (for example)? Not quite so much. So I thought a flat shield that generates slowly over the fight, decays right after, and only blocks damage from other enemies that might stop you wouldn't be too bad. To be clear, "other" here means that it won't block your target's damage, just their allies and creeps and such. (It also helps sustain in the jungle a bit)
  3. Real quick, I'd like to explain what I mean by "cooldown on target." Basically, like glacial augment or Jarvan IV's passive, this effect can only be triggered on one enemy once every so often, but you can trigger it as much as you like as long as you have other enemies to attack. In this case, though, you should keep in mind that attacking non-champions reduces the shield's strength, but it will change who the shield defends you from as well.
  4. Finally, Lethal Strikes is not too complicated. I debated making the bleed benefit from up to 50% increased Lethality based on their missing health (something to consider), but I thought the item seems strong enough without it. Conversely, we could reduce the damage (maybe 12 +12%?) and apply this effect, and then the bleed becomes more severe as they lose health. Making this item required a balance of making an auto-attack heavy item for AD champions that wasn't just better on ADC's (I still think it might be good on like Draven or Jhin, btw). That's part of why it scales off of bonus AD, but also why adding this Lethality effect would make it worse for a typical ADC. Since you can only apply the active it to a single champion, though, it might already be bad on an ADC that isn't playing as an assassin.

Moving Forward!

Realmbreak (~3000 gold)

  • 250 Health
  • 55 Attack Damage
  • UNIQUE Passive: 18 Lethality
  • UNIQUE Passive - Dissociator: Damaging an enemy champion inflicts Grievous Wounds for 4 seconds. (12 second cooldown on target)
  • UNIQUE Active - Crystalline Planes: For the next 4 seconds, 80% of all damage dealt by or to you is instead stored on target. After 4 seconds, each target takes their stored damage instantaneously as adaptive damage. This damage benefits from 50% increased Lethality against shields. Dissociator's duration is extended for the 4 seconds, and up to 2 seconds after. (60 second cooldown)

This one may be the most niche of my creations, but I love it nonetheless, and now let's discuss why:

  1. First, allow me to explain what on God's good green Earth this item is even supposed to do. I said it is niche, and for good reason, but I love the potential for untapped potential. I thought, wouldn't it be cool if you could store all the damage you dealt to enemies at first, then have it all come crashing down on them later for one super burst? With this item, you can live out that very dream. In reality, this may be problematic for assassins that want to dive in, get a kill, and get out as fast as possible, but let's discuss its potential.
  2. This item is similar to Chronopiercer in that it delays kills in favor of a more methodical and planned out playstyle. However, unlike Chronopiercer, this item is fully meant for bursty assassin playstyles. 10% CDR is traded for 250 health only because this item inherently stops you from securing kills as quickly, and the added survivability helps in prolonged fights.
  3. Dissociator is practically a requirement for this item's playstyle, as you wouldn't want to let your target simply heal to full during your burst, but it also means assassins can use a more aggressive item to deal with obnoxious lifestealing ADC's.
  4. Of course, the main point of contention is Crystalline Planes (named after the idea that, with this item, you take the planes of reality around your opponents and slowly chisel away at them until they shatter like glass). This is meant to be a way for you to overcome two things: sustain, and allied defenses. I've personally felt it frustrating that champions like Lulu and Soraka make it virtually impossible to do anything, and an organized team is ten times worse. So, ideally, what this item could let you do is instead store all the damage you would otherwise deal, and then deal it all instantly to overcome sustain and take enemies by surprise. Once they see it coming, they'll plan ahead of course. This is the main problem with this item. But you also get to choose when to use it for maximum effectiveness, and the shield piercing effect allows you to break shields more easily.
  5. As a note, I did not make it store all damage since that would let you 100 - 0 an opponent without them having virtually any chance to sustain or defend. Also, storing damage dealt to you may not be necessary, but since it benefits from all the same effects it mainly serves a role like Death's Dance where damage is simply delayed. Also, I felt it should be adaptive damage for no real reason other than maybe an assassin that deals lots of magic damage might find this useful.

Now on to the NEXT EXHIBIT!

War Torn Cloak (~2900 gold, maybe)

  • 55 Attack Damage
  • 35 Magic Resist
  • 20 Armor
  • UNIQUE Passive - Warrior's Dance: 34% - 70% (based on level) of all health lost while in champion combat within the last 7 seconds is stored. Upon exiting combat, generate a shield over 2 seconds that blocks this much damage, lasting 3 seconds before decaying over 2 if you do not enter combat. While the shield is active, all healing is increased by 25%, but is deducted from the shield.
  • UNIQUE Active - Ruthless: Detonate Warrior's Dance's shield, cleansing yourself, gaining 30% movespeed and slowing nearby enemies by 15%. Both the movespeed and the slow decay over 1.5 seconds. (45 second cooldown)

Alright, let's talk about Pyke's passive-- I mean War Torn Cloak:

  1. Okay, I'll admit it, this is very similar to Pyke's passive. But I was trying to be original! I was hoping to create an item that was an alternative to Death's Dance to help assassin's live through fights. In general, this item is meant to make you a bit tankier, and allow you to exit a fight and generate a shield that allows you to return to the fight soon after. This way, assassins aren't forced to leave after a single engage, and can maybe contribute a tad more to a teamfight.
  2. The armor and magic resist might seem kinda randomly balanced, but I felt that there were already plenty of health items anyway, and more resistances might be worth more. Also, I was thinking that mages tend to be an assassin's worst enemy in a teamfight because of their cc and burst. Therefore I favored them in the defenses. Course, that is more arbitrary.
  3. Alright, let's face the elephant in the room: Yes, this is essentially Pyke's passive. But, it does have some key differences. First and foremost, it gives a shield. That means you can't simply recover health to full and come back like Pyke does. It also requires you to fully exit combat. This takes 5 seconds, if what I've heard is correct, so it is considerably more. But it may not be too big a deal for an assassin waiting on ability cooldowns anyway. It decays if you don't use it, and it only stores recently lost health. I thought a healing bonus would be alright, since it helps you sustain with other effects. I made it deduct from the shield, honestly, mainly because I didn't want it to be broken on Pyke himself. This shouldn't be a problem for any other assassin since very few have any built-in sustain. The amount deducted could always be adjusted too (just the bonus healing, or all the healing).
  4. Ruthlesswas simply an idea I thought would be interesting to add to the item. I thought it should have some other effect in combat. Perhaps, you could activate it to sacrifice your shield for a cleanse and a burst of mobility? Imagine like the cloak envelopes you as you fly about the battlefield, and in the heat of battle, you burst it out to startle your opponents as you make a mad dash for your target. The movespeed could be made to scale with the shield's remaining health. This item wouldn't be bad on some non-assassins, but I think it suits assassins' playstyle the most since they are the most likely to want to leave combat in the middle of a fight.

And, We're Almost There!!! The next two are not meant to be intrinsically Assassin items..

Gogmire Spear (~3200 gold)

  • 400 Health

  • 50 Attack Damage

  • 100% Base Health Regeneration

  • UNIQUE Passive - Dripping Tar: While moving, your champion drips tar onto the ground. After 1 second, the tar slows enemies by 10%, and lasts for 2 more seconds before dissipating.

  • UNIQUE Active - Wrath of Gog: Channel for .5 seconds to ready the Gogmire Spear, then throw it at a target location, dealing (75% total attack damage) magic damage to enemies it passes through and (25% total attack damage) magic damage in the target area. Channeling for longer increases the range of the throw and the area of the impact. This channel cannot be interrupted. (60 second cooldown)

  • Gogmire Spear: Once thrown, the Gogmire Spear takes its passive effect, dripping tar as it travels and coating the target location in tar. Once thrown, the spear remains at the target location for up to 6 seconds, constantly generating tar. After six seconds, it returns to the user, dealing (75% total attack damage) magic damage to all enemies it passes through and dripping tar over its trajectory. Auto-attacking the spear before it returns detonates it, dealing (100% total attack damage) magic damage in the area and slowing enemies hit by 25%, decaying over 2 seconds.

To all of you Monster Hunter fans out there, Hell Yeah I did!!... to the rest of you, I guess I'll explain this item now:

  1. Alright, this one's gonna be briefer cause it was mainly inspired by our lord and savior, but essentially, I thought it'd be cool to have a juggernaut style item that made you drip with tar and let you throw a spear at your enemies.. honestly not much else to it. Again, his is NOT meant to be an item for assassins, though it might be an interesting choice for one.
  2. To be clear, you only drip tar while moving, so you can't just stand on your target and slow them, and it makes more thematic sense (moving around shakes tar off your body). The delay may not be necessary, but I felt the item may be really powerful if you could instantly slow anyone that got near you.
  3. Also, using the active means losing the passive effect on yourself, so it's meant to be a way to preemptively lock down your target. You can then focus on your target and use the return effect to deal some bonus damage if your patient, or trigger the spear early and gain a more powerful aoe slow, at the cost of being more predictable. Also, I thought it'd be funner if the channel couldn't be interrupted. This makes some sense since the item would require you to charge it like a Galio W (i.e., you won't be able to do what you normally do as your champion for a second or two). But also, it's like your this unstoppable titan, that, despite all your enemies efforts, can't be stopped from flinging his mighty spear.

Finally, Last but not Least!

Accursed Lunari Halberd (~3000 gold)

  • 400 Health

  • 40 Attack Damage

  • 20% Cooldown Reduction

  • UNIQUE Passive - Splintering Edge: Damaging enemy champions with auto-attacks or abilities leaves Splinters, up to 100 total. Auto-attacks leave 4, and abilities leave 10.

  • UNIQUE Active - Celestial Pull: Trigger all Splinters applied by you at half their strength. (30 second cooldown)

  • Upon exiting your combat range, all Splinters applied by you on that enemy champion trigger, dealing (2% total attack damage) physical damage and stealing .25% movespeed, returning over 2 seconds, per Splinter. Heal for 50% of the damage dealt. (2 [+.1 per Splinter] second cooldown on target).

  • Should a target die before all Splinters are triggered on them, heal for 50% of the raw damage while stealing the movespeed over 3 seconds instead. If you die, all Splinters not yet triggered are automatically triggered as though the champions left combat range.

This one is probably my oldest concept, so let's dig in:

  1. Basically, this item is meant to be a bit like an AD Luden's Echo, but more akin to an alternative to Black Cleaver. It rewards you for extended fights, as well as giving you a bit of additional damage in small skirmishes. It can help you chase down an escaping target, but it won't be that good at helping you escape. It's kinda a jack of all trades, but I don't think that's too bad, and it has a unique flavor.
  2. Splinters are kinda like Kalista spears with a cap, and bonus effects. They deal a bit of damage, up to 200% of your total AD (like, one free crit!), but require time to build up. You can always trigger them early, and if they are applied outside of combat range trigger instantly, but because of the way their cooldown works (2 seconds are mandatory) you will inherently lose some dps. This item could be adjusted so that Splinters can only be applied from within range, and honestly this may make more sense, but it would make it a bit less useful for poke champs.
  3. While we're on the subject, what is "combat range"? If I'm being sincere, it's kinda an arbitrary placeholder, as there is no precise idea. I typically imagine a range about the same size or larger than tower range. Enough to cover plenty of the battlefield, that's for sure.
  4. Celestial Pull is meant to be a way for you to trigger the passive effect early if you feel the need. You'd sacrifice damage, movespeed steal and healing (all halved), but it'd be more reliable and because you'd trigger all active Splinters, you may get more out of it in a teamfight than the Splinters on one champion alone could ever net you. However, this would mean having to wait before applying more to all champions. This could also work for assassins that want to use the burst, but they'd be better off leaving range and being cool guys that don't look at explosions (explosions here referring to ADC's bloody remains).
  5. Before you say it's broken on assassins, let's consider a typical assassin engage (let's use Talon), which might involve landing five ability strikes and maaaaybe three auto-attacks. That means dealing up to 124% of your total attack damage and stealing 15.5% movespeed. That may sound crazy, but that requires Talon to land his full combo, and a few autos to spare. If you still think it's crazy though, my suggestions would be requiring the abilities to be unique (three ability strikes now), turning the damage into magic damage (makes thematic sense, and wouldn't scale with any armor penetration effects) or simply reducing the damage (making each Splinter worth only 1.5% of your total AD reduces the potential damage to 93%). Admittedly, this has been one of the tougher items for me to "balance," but I could see a place for it in League.

Alright, that's all of them. To everyone who took the time to read through this, thank you, I appreciate your hard work. If it seems like the quality dropped towards the end, it's cause I am on the verge of death from lack of sleep, this took longer than I anticipated.

Also, I will now be giving a really brief summary to each item for anyone who wants a skim version:

  • Chronopiercer: An assassin item for skirmisher playstyles that allows you to enter camouflage after striking an enemy champion a few times while cooling down your abilities quicker.

  • Siren's Dirge: An assassin item that speeds you up towards vulnerable enemies and charms nearby enemies when you get a kill. Helps you in late game dives into the enemy team.

  • Lacerating Edge: An assassin item for auto-attacking assassins, allowing you to generate a shield when you engage new enemies, but it only blocks damage from enemies other than those. Additionally, you can activate it to gain on-hit damage for a few seconds (kinda).

  • Realmbreak: An assassin item that gives you grievous wounds for those annoying healers, and activating it allows you to store your damage in order to burst your target later on.

  • War Torn Cloak: An item, mainly for assassins, that allows you to disengage from the fight to generate a shield based on lost health, then reengage. Activate it to consume the shield for a cleanse and some movespeed.

  • Gogmire Spear: A juggernaut item that allows you to leave a trail of slowing tar. Activating this item lets you throw it to a target location, leaving more tar, and you can even auto attack it to cause a small explosion and release -you guessed it - even more tar.

  • Accursed Lunari Halberd: A bruiser item that causes your damaging attacks and abilties to leave splinters in enemies. If you leave combat range or trigger them actively, they deal some damage, steal movespeed, and heal you. They also trigger upon DEATH.

And that's everything. Again, let me know what you all think, I'm happy to discuss it below. Also, I'll add some ideas for who I think these items would be good on and how they'd use them later on (I need some sleep). Tell me what are your favorites, what would you change, how would you use them if they were implemented, all the goods. Let's have at it! --Also if you need me to clear something up! The works--

1 Comments

Jack of Storms6/12/2019, 5:29:00 AM1 votes

Alllllllll-right o right o right. Been a bit busy with my finals, but I'm two down, one to go, think I have a moment to spare to finish this off lol. Apologies to anyone who has been desperately awaiting this part.

So, real quick, what champions do I think would make good use with these items, who are some problem children, maybe some interesting new playstyles? I'll focus on assassins, unless I see some champion come to mind that seems like they'd make really good use of the item, cause there's just way too many champs.

First off, good ole Chronopiercer:

  1. First off, I think it'd be pretty good on Kha'zix. It works well with low cd kits, and Kha'zix's kit excels in malleability. It'd also allow him to proc his passive an extra time in combat. However, with his ult, it'd probably be overkill, and it may give his enemies too much time to exit isolation (though you doesn't have to use the full duration).

  2. Rengar I think might be the best user, especially in jungle and lane fights. Once Rengar goes in, he doesn't normally have any way of getting out, but this item could help alleviate that. It could also help make fancy plays, like diving in, getting some hits off, and disappearing into nearby brush, where he can dive in some more or sneak away.

  3. Shaco could probably be a real pain in the ass with this item, but he mainly uses auto attacks in combat. Can't say. He'd probably get it to cause you extra migraines.

  4. Pyke. Cause Pyke heals. Also his abilities have ridiculous cds and don't deal enough damage to burst most targets, but with this he could do two full bursts in relatively quick succession. Again, though, it might be better to just rely on his normal w.

  5. I just remembered some other Assassin's that don't get listen in Riot's assassin list!. Namely, Kayn. I think this item would potentially be great on blue Kayn, since he could reset his passive more quickly and re-engage with it.

  6. Also, any champion that uses hail of blades. I know that's a rare choice, but this would let you proc it more often, which may make it pretty strong. And it'd obviously be pretty strong with Duskblade.

  • Zed and Talon feel iffy. Talon typically uses walls like his own unique form of invisibility, and when he goes in he goes in deep, I feel. You can only trigger his passive once anyway in a typical fight. Zed usually plays around his shadows. Side note, it might not be bad on an assassin style Jayce, since it'd let him go in then back out with more ease, and the cd would be great.

Next up, Siren's Dirge:

  • Honestly, I think this would work great on any assassin, probably, since it's meant to compliment a team diving playstyle in general. In particular, though, anyone with resets might find this item perfect... That means Kha'zix, maybe Pyke, and it could help Talon proc his passive on multiple targets for some aoe damage, if you're into that sort of thing.

  • Also Master Yi would probably abuse this item hard. Even a moment is enough for a fed Yi to murder you. And it also gives him and Nocturne an easier time running away in general.

  • This item would probably be nerfed on ranged champions, by the by.

Then Lacerating Edge:

  1. So, generally speaking, this would just be all around great, I think, on Nocturne. That's the sort of champ it's meant to be for after all. Yi, also, in assassin builds. He could pair it with Siren's Dirge. Plus, this item would make a great pair with Hail of Blades (though not Chronopiercer so much as mentioned above, cause you'd quickly lose the Lacerating edge active unless you wanted to activate it after entering combat). It would also pair well with Duskblade for the slow, I think, and Youmuu's or Siren's Dirge for the movespeed (and some cc in the latter).

  2. I already mentioned some of the problem children above, but there are a few ADC's that would probably make good use of this item even if it was a bit nerfed for ranged characters. Draven just loves building AD and hitting hard with his empowered auto attacks, so this could be good. Jhin wouldn't be able to proc the on-hit effect much, but because of how his passive increases his AD, the bleed could hit hard.

  3. Two other ADC's that may abuse it, though, are Lucian and Tristana. Lucian benefits from the double auto, so he could really hit hard with that on-hit. And Trist is just about as close as an ADC gets to just being a straight up Assassin with her bomb. Subtle reminder that the active on Lacerating Edge has a cooldown that would mean you could proc it only on one enemy, so it wouldn't be the best item for a full carry build probably.

  4. Some fighters might be strong with it, like Tryndamere. But Trynd at least would probably prefer other builds most of the time. It'd probably be pretty good on Riven and Lee Sin, since they tend to play a bit like assassins that use lots of Autos. Maybe a assassin Xin Xhao or Vi as well.

  5. I think one of the best users, though, would actually be Rengar. It'd let him use a new playstyle revolving around Q auto resets and empowered Q's (okay not that new. Pretty much the same thing. But it could work!)

  6. Oh, and we can't forget, the potential for ridiculously strong, full ad, cannon form W active, hammer form Jayce all in. I do paly Jayce a bit, and I think this item would make an all in Jayce assassin pretty ridiculous, especially with like Duskblade and maybe Chronopiercer for the disengage.

Now Realmbreak:

  • Another more general Assassin item, this one would be more niche and circumstancial I think, but if any assassin so desired they could probably make it work. I would like to point out that it could make a good pair with Death's Dance, so the active makes you harder to kill and you might survive the burst.

  • Zed would not typically use this, I think, but if he ever did, a play whereby he stores a bunch of damage on an enemy then ults them before it triggers to amplify all the damage and whatever he deals after could be exceptionally strong. But it would be time consuming. But it may work in lane, as a way to engage after poke.

  • Otherwise, he would probably prefer not to use it, as well as Pyke who needs to be able to secure kills effectively with his ult, and maybe Kha'zix if he wants those resets.

War Torn Cloakkkk:

  1. Let's talk general first. Made that the format. This would probably pair well with anyone who uses Chronopiercer, but only if they intend to fully leave combat for a bit. You would probably want to pair it with some forms of mobility to get in and out quicker. Resetting assassins, for example, may prefer not to use it to reset repeatedly in a fight, but could use it for a more delayed, maybe tactical approach.

  2. Pyke is the obvious big pick, since his passive paired with this shield means he could leave combat and come back perhaps even stronger and ready for round two. Also, since it gives armor/magic resist instead of health like other defensive items, he would be able to benefit more if he is looking for a defensive item. We can consider that as well as what was mentioned above. I'm still not sure how to treat the heal exactly.

  3. However, this item would probably be especially good on guys like Rengar, Talon, and Zed (my as of yet not so well treated brethren). These are champions that typically go in hard and get all up in your face. Talon and Zed wouldn't typically return to a fight once they're done and have great means of sneaking out. Also, as mentioned before, Chronopiercer probably wouldn't suit them as well as other champs. This item, though, may be better since it promotes a longer wait outside of combat where you'll get your cooldowns back anyway before going back in. Rengar, on the other hand, has no good get out tool. But if he goes in and gets out, with this item he could reliably go in again soon after, perhaps with his ult. And jungle plays could get scary.

  4. Also Shaco. I don't play this guy much, and don't understand his kit as well. But if he can leave and come back in in invis, it could work.

  5. Kayn could use this item kinda like Chronopiercer, too, and come back once his passive is up. Conversely, he may also use it in red form and it'd make his heal pretty strong, making him potentially one of only a few fighters that could effectively use the item.

Moving on from true Assassin items, Gogmire Spear is up:

  • Gogmire Spear would probably be great on any Juggernaut as a form of added CC. It's a relatively general item, so I don't think many champions would be able to abuse it in exceptional ways, and there are more fighters than Assassins, so I won't go into as much detail.

  • Interesting concept: would Singed get this item for the memes? It was the first thing that popped into my head when I designed it, not gonna lie.

  • Also, in general, due to the damage paired with cc, this item could potentially be used by Assassins as an Engage tool, to help set up a target to be destroyed. And a little added burst if used correctly.

Finally, the Accursed Lunari Halberd:

  • To be perfectly honest, this item seems like it'd work with just about anyone. Assassins in particular could use it to add a little to their burst, and it would work as both a way to secure a kill as they retreat, as well as a bit of added movespeed for the getaway. Zed could trigger it early to make his ult stronger, though it may be best to try to stack as much as possible and let it trigger in full to secure a kill whenever possible.

  • Top lane skirmishes (as well as mid lane, but those seem relatively less common) would gain a bit of added damage through this item. Your opponent would have to choose between staying within combat range to avoid proccing the splinters (they should probably go away after a few seconds of going untriggered so you can't store them indefinitely) and leaving range and taking the damage without hopefully taking any other.

  • In teamfights, champions with lots of aoe damage could use it to deal some additional damage. I think most champions that benefit from a Black Cleaver would make good use of the Halberd as well, but it probably requires a damage oriented build. This means it may be extra good on champs like Jayce, MF, and Lucian, who are more offensive