A new "melee only" item to help top lane out

JavelinJoe·2/20/2020, 1:52:25 AM·1 votes·1,567 views

One of the reasons standard top lane champions tend to find difficulty is in the ranged vs melee match-up. So why not make something to specifically counter this interaction, but also allows for the interaction to persist, just not as one sided (range will have the advantage still, but not by as much of a margin).

I am thinking an item which is primarily focused early on, but builds into something more general. While also being focused on range vs melee interactions, specifically in the laning phase. The best way I though of how to handle this is by taking a few key points from other areas of the game.

For a simple rundown of what I am thinking:

  • The item (both the unique component and full upgrade) is melee only

  • The item works off of an evolution/upgrade feature like warding/gold items do

  • The amount to upgrade will be set higher than normal items since it costs no gold to actually get it upgraded, maybe around 6,000 gold total

  • To prevent Jungler abuse, and focus this on the solo lanes, the item will not fully work if you have earned more gold from jungle camps than minions waves, at least until it upgrades fully (note that tower plates/structure kills, champion kills/assists, gold from income items, bonus gold from passives, and Baron/Rift/Dragon kills do not count towards or against this interaction, however they do count towards its upgrade)

  • This item focuses on having an adaptive defense as a primary stat, granting resistance towards the most recent received type of damage (kind of like Camille's passive)

  • initial cost will be something you could expect to get pre-6, around 1,000 gold

  • This item has a unique passive which is the key part

    This passive is going to be what makes this an early game, lane focused item over a more general item (while still keeping its relevance later on).

Basically, getting hit by a ranged, physical damage dealing, AA or a ranged, magic damage dealing, spell (from champions only) will cause it to activate. When hit, the holder gains 20 - (5*number of ally champions nearby)% of the incoming damage as decaying movement speed over 1.5s (does not stack, but adjusts to the highest value within 10s), refreshing every hit, capping at +30 ms. The cap extends by double as well, when no ally champions are within 2000 units. This gives it solo lane priority.

Once it upgrades, the passive remains the same for the most part, except is reduced to be hard set at 5%, but the cap is removed entirely. Furthermore, it gains a new, additional passive where 10% of incoming damage (pre-mitigation) from ranged champions only is converted into a short range AOE burst centered around them, with a 4s CD (range would be maybe 100 units or so). And the general stats are increased a bit too. Note that once it upgrades, selling and re-buying (or even just buying for the first time) the non-upgraded version will have it immediately upgraded. Sell price will be for less than the starting item cost (since no additional money went into it in the first place).

0 Comments