Anti-Juggernaut item for Immobile Mages

KabiMode·12/25/2015, 12:47:22 AM·7 votes·823 views

Riot has said that they are continuing to rework champion classes as they did with jugernauts and ADC's, and I have heard that immobile mages are scheduled to be looked at in the near future.

With the tank meta still a very prominent force in games, immobile mages have severe problems with staying alive as they can be solokilled by essentially any tank/juggernaut past level 16. Riot gave AD carries a tool to deal with high health enemies--namely item 3034 and item 3036 --but mages remain relatively defenseless with their only real antitank items being item 3135 , item 3151 , and to a lesser extent item 3116.

Therefore, I would like to suggest an item to help mages deal with juggernauts.

Working Name: Seismic Staff Cost: 2550 - May need to be increased, I used item 3001 as a reference point as it gives similar stats Builds out of: item 3191 + item 1026 + 500g

Stats: 70 Ability Power 45 armor

UNIQUE Active - displace: (working title) Target champion is knocked back a distance of 100 units plus 1 unit per point of the target's bonus health. Targets cannot be knocked back more than 750 units (90 second cooldown).

Active Range: 400 units

Obviously the numbers will need to be tweaked but I would be really excited to see how it could work as a real item and would like it to be experimented with.

Edit: If it becomes a problem with mobile mages, it could be made so that dashing puts it on a 1-2 second cooldown.

6 Comments

Crett12/25/2015, 12:58:37 AM4 votes

i was scared it'd be some ridiculous % health or true damage, but that's actually a nice idea.

junglerboy1612/25/2015, 9:02:52 PM2 votes

This needs more upvotes, excellent concept!

MrSlowDie12/25/2015, 12:52:54 AM1 votes

well, when playing as immobile mages I have more trouble with assassins rather than juggernauts. But maybe that just me

KaylaDaBamf1/1/2016, 5:54:01 PM1 votes

Immobile mages don't tend to have escapes because it balances their kit. Champions like Brand and Heimerdinger have stuns that can help them escape; but the animation time causes them to be unreliable at best. I feel like if Brand had a way to just jump over walls or shove me off of him, he would not die. And that throws off the balance, in my opinion. These things create counterplay.