Idea for Health Regen as a component item
+20 health regen per second
######This item is equal in value to
after 5 seconds of regen
This item kind of seems like an overlap with Giant's Belt, but I really liked the potential combinations and changes to existing combinations it could create.
#Regeneration Combinations
+
=
(AD + MR changed to Mercurial Scimitar, see below)
+
= 
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- Attacks deal 50 bonus spell damage on hit and steal 3 MR, stacking infinitely (debuff stacking infinitely too).
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- Alternatively: Attacks deal 50 bonus spell damage on hit. While below 50% health, attacks heal for 50 health.
+
= 
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- Dealing spell damage heals the weakest ally by 20% of the spell damage dealt. (possibly bonkers on Veigar...)
+
=
(Health + Mana changed to Rod of Ages, see below)
+
= 
+
= 
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- Surrounding enemies take 25% increased spell damage (stacking these increases the radius rather than amplifying the effect).
+
= Red Buff (Health + Armor changed to Sunfire Cape, see below)- + Spatula =

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- This champion deals 20% less damage but takes 40% less damage. (each stack is multiplicative, so 20/36/48.8% and 40/64/78.4%)
+
= 
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- +100% increased healing from all sources.
#Changed Combinations
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= 
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- This unit is immune to control impairing effects (CC).
+
= 
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- On ability cast, this unit becomes invulnerable and untargetable but unable to move or attack for 2.5 seconds.
+
= 
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- On ability cast, heal for 100% of mana spent. Increases mana generation from damage taken by 50%.
+
= 
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- Nearby enemies take 40 spell damage each second.
Thoughts?