Item idea dump

Renascent·7/23/2016, 9:04:36 PM·1 votes·599 views

Hextech GRN-8 Consumable: Costs 50g, can store up to 3 Deals 100 magic damage from up to 600 range. Radius: 100 Landing delay: 0.75s Cooldown: 1.5s

The idea of this is to add a completely offensive consumable item rather than the defensive consumables we've known this whole time (pots and wards). This offensive alternative can cause certain matchups which seemed impossible before (Pure/Pseudo melees like Udyr/Mordekaiser/Shyvana vs Mid-Long ranged with self peel like Lux/Vayne/Xerath) to be able to have a chance at winning their lane. There are drawbacks to this, however: Due to giving up potions for more damage, one can have a greater kill pressure on the enemy laner, but they are much more susceptible to poke by taking this route.

Hextech GRN-8 Costs: 2700g Built from: item 3145 +item 3108 + 750g 80 AP 10% CD Active: Launches a Hextech Grenade at a target area, dealing 100-250 (20% AP) in a medium range. Stores up a charge every 40s, up to 3. Range: 700 Radius: 125 Landing delay: 0.875s Cooldown: 1.5s

This second version of the Hextech GRN-8 is a fully fledged item in the Hextech line of items. Besides the addition of stats and a rechargeable system, you may notice that the range, radius, and delay were both increased. The purpose of this iteration is to be an item with the express purpose of siege. With these medium ranged AoE's, the player may bombard the enemy out from under their own turrets. However, with a limited amount and a delay equivalent to Swain's W, the enemy has the ability to dodge all the grenades, leaving the player at a disadvantage if the enemy decides to engage while the player is out of ammo.

Hextech M1N-3 Consumable: Costs 50g, can store up to 5 Deals 100-250 magic damage Trigger radius: 75 Damage radius: 125 Setup delay: 2s at lvls 1-9, 1s at lvls 10-18 Duration: 5 minutes

And finally, a trap consumable. For players looking for more devious gameplay, traps are always appealing. Potions are pretty good as a defensive consumable in lane, warding off poke from the enemy laner. However, sometimes people can find that they didn't need that many potions for laning phase, but really needed something for that gank which devastated the delicate balance of power in the lane matchup. Wards could help, but they can get cleared easily whether by the jungler or by their own short durations. These mines may not give vision, but with the extra damage, one can make the enemy jungler think twice before proceeding with the gank on half hp.

Downvote, upvote, comment, whatever, this is an idea dump: Let me know what you think!

1 Comments

Economic Alchemy7/23/2016, 9:21:10 PM1 votes

oohhh eeemmm gee thats sooooooooo keeeeeeeeeeeeeeeewl*[slayer-jinx-catface]*