[Item Concepts] Mage Itemization

Stacona··2 votes·873 views

There is no general theme going on here, just a bunch of random items to introduce new, fresh ideas for mages can choose from. This is just to help Riot come up with ideas for more mage itemization because we actually lack ability power item diversity, like Deathcap is the only majour AP item, there are no health sustain options at all for mages anymore and there is only one armour + AP item.


Overcharged Sapphire Crystal: Recipe: Sapphire Crystal + Sapphire Crystal + Sapphire Crystal + Gold = 1250g

Statistics: +1000 Mana +UNIQUE Passive - Spell Enhancer: Your mana costs are increased by 50%. Your abilities that consume mana deal 25% increased damage.

(This creates a more risky mana item as you burn through your mana faster, but in exchange you deal more damage. It is risky because if you miss your spells then you go out of mana a lot faster.)


Overcharged Mana Rod: Recipe: Overcharged Sapphire Crystal + Needlessly Large Rod + Gold = 3600g

Statistics: +1500 Mana +100 Ability Power +UNIQUE Passive - Spell Enhancer: Your mana costs are increased by 100%. Your abilities that consume mana deal 50% increased damage.

(I feel like this effect was inspired by Bravely Default / Bravely Second, by having an item that increases your costs to deal more damage, but Silver Hairpin and Gold Hairpin are in the game with Tear of the Goddess and Archangel's Staff so the reverse can work out too. And this is mana abilities only is so that the cost has real impact for the power of the effect. This item is meant to be an alternative to Rabadon's Deathcap for a mage's big damage item to choose from.)


Rejuvenating Magic Rock: Recipe: Seeker's Armguard + Fiendish Codex + Faerie Charm + Gold = 2800g

Statistics: +80 Ability Power +70 Armor +10% Cooldown Reduction +75% Base Mana Regen +UNIQUE Passive - Omni-Vamp: Heal for 15% of all damage that you deal, one-third effectiveness for area of effect abilities. Abilities that consume mana heal for 25% of all damage that you deal, one-third effectiveness for area of effect abilities. +UNIQUE Passive: Damaging an enemy champion or epic monster restores 25(+10%AP) mana (5 seconds cooldown).

(For those scrappy mages wanting to survive the long fight. Examples of mana users that would want this be Anivia, Azir, Karthus, Annie, Cassiopeia, Kassadin, Teemo (though an AP marksman and not a mage), Kai'Sa (same as Teemo), etc. and a sustain item can open up new metas like mages replacing the marksman rather than have a marksman every game. Hextech Gunblade would get the same Omni-Vamp UNIQUE Passive to remove the option of stacking omni-vamp.)


Nosferatu: Recipe: Fiendish Codex + Lost Chapter + Gold = 3000g

Statistics: +600 Mana +80 Ability Power +10% Cooldown Reduction +UNIQUE Passive - Haste: 10% Cooldown Reduction +UNIQUE Passive: Your next ability hit restores 25(+25%AP) health over 5 seconds, over 1 second if the ability damages an enemy champion or epic monster.

(An alternative for those looking for health sustain as a mage. This item caters more towards bursty mages like Lux, Xerath, Syndra, etc. you get the general premise.)


Trick Mirror: Recipe: Needlessly Large Rod + Fiendish Codex + Gold = 3000g

Statistics: +100 Ability Power +UNIQUE Passive: 20% Cooldown Reduction +UNIQUE Active - Spell Mirror: Place a mirror sphere at the target location that comes into play after 0.75 second for the next 5 seconds (1400 range). Your next ability cast will be cast from the mirror's location rather than your location (90 seconds cooldown).

(This is abilities only and does not include abilities from basic attacks, so no Twisted Fate gold cards, but Annie's Tibbers can be summoned from it. This is an enabling item that does not grant the user additional mobility, use it to make the big plays! After you cast an ability the mirror will shatter, so you only get one ability.)


Tempo Tome: Recipe: Amplifying Tome + Amplifying Tome + Fiendish Codex + Gold = 2500g

Statistics: +80 Ability Power +UNIQUE Passive: 20% Cooldown Reduction +UNIQUE Passive - Keeping The Tempo: Your abilities deal 10% less damage. After casting an ability or spell, your next ability cast 1 second after the previous ability or spell cast will deal 25% increased damage as long as it is within 3 seconds of the last ability or spell cast.

(This is a skill item where you decrease your first ability, but deal more damage if you cast another ability between 1 to 3 seconds of the previous ability or spell cast (you have a 2 seconds window). So you can deal a ton of damage if you can upkeep this chain of casting an ability, wait over a second, cast another ability, and constantly repeat this cycle to destroy your enemy and get punished for missing the spell amping window since you have a self debuff for owning the item.)


That is all I have for now. Enjoy the ideas everyone! [sg-kiko]

3 Comments

Infernape1 votes

no health sustain options at all for mages anymore

There's a reason for that. Vladimir

FloRaider421 votes

Overcharged Sapphire Crystal+Overcharged Mana Rod:

I personally would prefer the addtion (return) of a risky AD item (sword of the occult), before adding another such AP item. The premise (dunno about numbers) sounds very snowbally as either you win lane hard or are OOM, which puts it around Mejas niche, just with a more limited champion pool.

Rejuvenating Magic Rock:

I feel like the stats and effects could be split into more items as you have a mana and health sustain tool in one, without any previous items to build out of. Personally I don't feel like this item addresses the problems of Will of the Ancients though:

The item was removed because it was very rarely purchased on most AP champions, since it was better to build other raw AP items to try to burst down an enemy as fast as possible and they didn't had time to sustain. In addition, most AP champions have AoE damage, meaning the sustain was too small to make this item worth purchasing. On the very few champions it was purchased, it was known to cause balancing issues.

The nerf for non mana mages seems aimed at nerfing Vlads abuse potential, but it feels somewhat unfair in that it is somewhat blatant :I

Nosferatu:

Seems like an interesting item, but I can't help but feel like the high gold cost (and thus late purchase) makes it less appealing than raw damage. How does the passive proc though?

Your next ability hit restores health over 5 seconds

Trick Mirror and Tempo Tome:

I can't help, but feel like those are better kept in a kit instead of an item, since I feel like some abilities/champs can blatantly abuse it. Especially Tempo Tome sounds like it would be only bring benefits after finding a champion that synergizes well (thinking Ryze who loses damage on W or E, but then on out spams Q for days).

Stacona1 votes

Most mages use mana, so that is not very limited, Overcharged Mana Rod should feel like the risky version over Rabadon's Deathcap where that is the safe option since it always give good benefits. Needs gameplay to see its actual power levels, too hard to tell where it lies on paper, the concept is pretty sound as an option over Deathcap and intended to be overall equivalent power - just slightly more reward for landing your spells, but less chances to miss your spells since you run OOM faster.


Will of the Ancients was good for manaless champions and the trade-off of mana to health was not worth it for mana users. So to open up the item to more champions the mana users get a bigger health gain than non-mana users to balance out the equation, plus omni-vamp makes it less niche since it also works with other things like a champion's onhit damage (Twisted Fate, Orianna, Lux, etc.) So Vladimir and Mordekaiser can still get it, but I fixed the issues so more champions can pick it up as well. ~ Does it not make sense for a champion that uses a limited resource to get a higher benefit than someone who does not? I thought for the item is getting it if you are against tanks and withstand the long fight longer, not something that feels like a must buy every game.


The passive procs on every ability hit, so does not matter with AoE or single target since the power is the same, does not stack since the healing duration resets. Against champions the healing applies a lot faster so maximum healing you hit one spell after the other ever second against champions. So the only restriction is ability cooldowns and healing over time effect. The gold cost is to match the other mana and CDR items, so hextech GLP for the slow and damage, ludens for damage, archangels for a lot of mana and scaling, and nosferatu for healing that is equalized no matter what type of champion buys it - so this is probably better than Magic Rock - Magic Rock does give it something for more towards those with on-hit damage as well.

~ So damage over time effects will just constantly reset the healing over time duration and the ability should feel like a sustain healing like life steal gives, but something better for mages.

~ High gold cost does help with not giving a bunch of health sustain early on and still fulfill a sustain healing option for mages mid-late game.


Yes, they can be for a champion's abilities. They are cool ideas to consider in some form to grant a skill mechanic item and an item that enables the user for play-making without mobility. Like Annie uses it to Tibbers drop (why there is a delay before you can use it for counter play) or the other item to use a spell at reduced damage - wait - use another spell - wait - use another spell - wait - use another spell... etc. and if you fail to use a spell within the allotted time window then you reset to reduced damage.


This is really for making bold and creative ideas, not something that would actually be used, but it can inspire something because ideas are presented.

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