Defensive Hybrid Item

Elite4Runner··4 votes·864 views

When I say hybrid Item, i am referring to items that provide both AD and AP. I really wish there were more of these items. Until this season there were 3, but thanks to the changes to item 3078 there are now only 2 item 3124 & item 3146 .

item 3078 ** Trinity Force** WAS an offensive go-to item for hybrid carries. I really think something needs to fill this position once again. Riot, Plz!

item 3124 Guinsoo's Rageblade is a very aggressive hybrid item designed for champions who are very focused around auto attacks.

item 3146Hextech Gunblade is generally not as aggressive, but tends to work best on champions who utilize abilities and need sustain.

There are no defensive items for hybrids, and I think that is pretty strange. I even have an idea for it's recipe.

item 3191 Seeker's Armguard & item 3052 Jaurim's Fist

These two items are strangely similar, and most likely that was intentional.

This item would have AT LEAST

  • 300 Health
  • 15 AD
  • 35 AP
  • 45 Armor

I say at least because when either of these are the stats that each of the two items yield at full stacks, and with the other items that they build into, they often have at least a little more of each stat. Give me your opinions.

I also believe that it should have some kind of unique passive, and/or active effect. To tell the truth, I don't really have any ideas for this yet, but I wanted to throw this idea out there and see what you guys come up with. I think that whatever the effect is, it should continue to be more defensive than offensive.

I also haven't come up with any kind of name for this item.

So what do you think would work?

13 Comments

Illiad2 votes

They are sibling items, they both stack similarly, would be cool to see an item built outta both of them

Elite4Runner1 votes

[{quoted}](name=Tetsu Juan,realm=NA,application-id=A8FQeEA8,discussion-id=jE7bQgmJ,comment-id=0000,timestamp=2016-04-07T03:18:42.226+0000)

They are sibling items, they both stack similarly, would be cool to see an item built outta both of them

Exactly! Kinda makes me think of item 1037 + item 1026 = item 3124 & item 3144 + item 3145 = item 3146

Lonely Flame2 votes

Hmm. Given that both stack upon killing a unit, perhaps this could continue? Similar to how Rod of Ages builds up over the course of 10 minutes, this item could be build up over the course of X units kills? That way the bonuses you would get aren't immediate, but can still scale into late game well.

Elite4Runner1 votes

[{quoted}](name=Lonely Flame,realm=OCE,application-id=A8FQeEA8,discussion-id=jE7bQgmJ,comment-id=0001,timestamp=2016-04-07T04:08:27.120+0000)

Hmm. Given that both stack upon killing a unit, perhaps this could continue? Similar to how Rod of Ages builds up over the course of 10 minutes, this item could be build up over the course of X units kills? That way the bonuses you would get aren't immediate, but can still scale into late game well.

Most likely a player will decide which one is more important to get first, then while they are farming to afford the other, they will have completed the stacks for the first. The idea is for them to either then farm to purchase the final item before the stacks are complete, or to work on completing the stacks for the second item while farming for another item, then coming back to finish off the item later.

I think continuing the stacking would be a little awkward, but instead completing any incomplete stacks and reward the player with even more stats for the final purchase, and some kind of passive and/or active would ultimately be best. The amount of additional stats and effects would need to be balance by the difference between 2400 gold (the cost of both items) and the cost of the final item.

Lonely Flame2 votes

{quoted}

Most likely a player will decide which one is more important to get first, then while they are farming to afford the other, they will have completed the stacks for the first. The idea is for them to either then farm to purchase the final item before the stacks are complete, or to work on completing the stacks for the second item while farming for another item, then coming back to finish off the item later.

Well I feel in most cases getting the Rod of Ages would be the smarter choice first, given the fact that it doesn't matter how quickly you build it, you'll only get the most out of it 10 minutes after completing it. Where as if you were to get this hypothetical item second, you would be able to clear waves a little bit easier, and so build up the stats on that a lot quicker and easier than if you were to get it first.

I think continuing the stacking would be a little awkward, but instead completing any incomplete stacks and reward the player with even more stats for the final purchase, and some kind of passive and/or active would ultimately be best. The amount of additional stats and effects would need to be balance by the difference between 2400 gold (the cost of both items) and the cost of the final item.

I actually don't think a stacking mechanic would be too awkward. It would kind of be a cross between a Tear of the Goddess and the Leviathan. Farming is a natural part of the gameplay in League, so by having it scale off of units killed means that you would eventually get the most out of it by simply playing. You could give additional effects upon reaching the final amount of units stacked, much like an Archangels Staff turns into a Seraph's Embrace after completing the Tear part of the build. Going with the tankiness aspect, you could provide some kind of shield, or you could provide something more unique like taking reduced damage from sources. Just playing around with ideas.

But in any case, I still think there is a place for a hybrid defense item.

Elite4Runner1 votes

[{quoted}](name=Lonely Flame,realm=OCE,application-id=A8FQeEA8,discussion-id=jE7bQgmJ,comment-id=000100000000,timestamp=2016-04-07T07:20:16.921+0000)

Well I feel in most cases getting the Rod of Ages would be the smarter choice first, given the fact that it doesn't matter how quickly you build it, you'll only get the most out of it 10 minutes after completing it. Where as if you were to get this hypothetical item second, you would be able to clear waves a little bit easier, and so build up the stats on that a lot quicker and easier than if you were to get it first.

I actually don't think a stacking mechanic would be too awkward. It would kind of be a cross between a Tear of the Goddess and the Leviathan. Farming is a natural part of the gameplay in League, so by having it scale off of units killed means that you would eventually get the most out of it by simply playing. You could give additional effects upon reaching the final amount of units stacked, much like an Archangels Staff turns into a Seraph's Embrace after completing the Tear part of the build. Going with the tankiness aspect, you could provide some kind of shield, or you could provide something more unique like taking reduced damage from sources. Just playing around with ideas.

But in any case, I still think there is a place for a hybrid defense item.

I'm warming up to your idea lol [slayer-pantheon-thumbs]

Lyndris2 votes

i like this maybe be heavy handed towards armor and health to keep it defensive?

Lonely Flame1 votes

Sure that works. It would be about basically giving raw stats much like a Rod of Ages, except that the player has some level of interaction (ie farming) rather than simply having to wait. What those stacks end up being can be anything.

q O y O p1 votes

Sure, buff Jax Akali KogMaw XinZhao etc etc.

Then, please, just adjust the banning process to simply ban these champions every time without having any players actually do anything. Hell, skip the banning phase, lets just move onto champ select and exclude these champs because they're just perma-banned anyways... Wait, maybe... just maybe you're onto something!!!

DO IT!

Starfish Fuko1 votes

Rageblade already rest most of those champs ban-worthy already. Not much would change really.

Starfish Fuko1 votes

Mighty Arms:

  • Recipe: Jaurim Fist, Seeker's Armguard and 1200 Gold (3600 Total Cost)
  • Stats: 400 Health, 25 AD, 45 AP, 45 Armor
  • Unique Ability: Power Growth - For every 20 Units Killed, this item gains 1 Mighty Stack. (Champion kills count as 2 units.) Each Mighty Stack adds 5 points of True Damage to your basic attacks on enemy champions and towers. The maximum Mighty stacks this item can gain is 10 (50 True Damage per basic attack.)

Manage 200 farm after buying an item equivalent to an Infinity Edge in price, and let the good times roll. (Welcome back Corki!)

Elite4Runner1 votes

[{quoted}](name=Starfish Fuko,realm=NA,application-id=A8FQeEA8,discussion-id=jE7bQgmJ,comment-id=0003,timestamp=2016-04-08T17:16:51.732+0000)

Mighty Arms:

  • Recipe: Jaurim Fist, Seeker's Armguard and 1200 Gold (3600 Total Cost)
  • Stats: 400 Health, 25 AD, 45 AP, 45 Armor
  • Unique Ability: Power Growth - For every 20 Units Killed, this item gains 1 Mighty Stack. (Champion kills count as 2 units.) Each Mighty Stack adds 5 points of True Damage to your basic attacks on enemy champions and towers. The maximum Mighty stacks this item can gain is 10 (50 True Damage per basic attack.)

Manage 200 farm after buying an item equivalent to an Infinity Edge in price, and let the good times roll. (Welcome back Corki!)

I like the name and the stats. The recipe is a bit expensive, but given the passive you are suggesting I can definitely see why. I am really looking for this to be an off-tank / maybe a defensive bruiser item, and those champions tend to be on a little bit of a budget. Also, as an item that requires stacking, you typically don't want it to be overly expensive. However, I like where this is headed. How about instead of true damage, each stack gives damage reduction? From what I have found, most damage reduction effects are based on a percentage and 50% would be WAY too much. Maybe if each stack gave 1% and stacks up to 10 times for 10% permanent damage reduction. Otherwise, it could offer a greater percentage if the damage reduction is an active effect with a duration and cooldown. If it has a cooldown I would like to see some form of cooldown time decrease, similar to Gunblade. I like this idea because I also would like this item to be strong for 'caster-tanks' (If that is really even really a thing)

So these would be my modifications.

Mighty Arms:

  • Recipe: Jaurim Fist, Seeker's Armguard and 600 Gold (3000 Total Cost)
  • Stats: 400 Health, 25 AD, 45 AP, 45 Armor
  • Unique Active: Arcane Armaments: - Grants 20% damage reduction from all sources for 6 seconds. (90 second cooldown) (Dealing damage with abilities decreases the cooldown by 3 seconds.)
Lyndris1 votes

I like this. Also there are caster tanks, think maokai, and this would be good for a turtle udyr as well.

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