This is the first time i write a blog post, and it's probably to be long; so i'm gonna try not to extend too much on the introduction.

I just wanted to share my ideas on what could be done to some items, and some things i would like to see. What you are going to read is my personal opinion and you can disagree; feel free to post your opinion below as I would really appreciate it but please remember to be respectful.


Elixir of Agility item.png Elixir of Agility
Reintroduced as a mobility consumable.

  • Costs 250g and lasts for 3 minutes
  • Grants 6% Movement Speed and 15% Tenacity (multiplicative).

Oracle's Elixir item.png Oracle's Elixir
Hardly nerfed and reintroduced.

  • Range Reduced to 500 from 600
  • Lasts for 3 minutes instead of 4
  • The remaining duration is halved whenever you respawn (not when you die).
  • Cost decreased to 350g from 400g


Alacrity item.png Alacrity

  • 400g from 475g
  • Nearby minions gain 15% bonus movement speed. (Moved from Captain)
  • UNIQUE - Alacrity: You gain +15 bonus movement speed and nearby minions gain 15% bonus movement speed.

Distortion item.png Distortion

  • 400g from 475g
  • Now also enhaces the recall time.
  • UNIQUE - Distortion: Decreases cooldown of Ghost, Teleport and Flash by 25% and enhaces your recall time by 1 second.

Homeguard item.png Homeguard

  • 500g from 475g
  • UNIQUE - Homeguard: Whenever you are at fountain, you instantly gain full health and mana, and gain a 200% movement speed boost that decays over 8 seconds. The bonus movement speed is lost upon entering combat. The effect cannot activate while in combat.

Furor item.png Furor

  • 600g from 650g
  • Movement speed bonus no longer decays over the 2 seconds.
  • Movement speed decreased to 10% from 12%.
  • UNIQUE - Furor: Whenever you deal damage with a single target attack or spell, you gain 10% movement speed for 2 seconds.

Captain item.png Captain

  • 600g from 750g
  • Intended for tanks and initiators .
  • [Reworked] UNIQUE - Captain: Whenever you are at fountain, you instantly gain full health and mana, you also gain a 100 HP shield that regenerates whenever you return to the fountain. The effect cannot activate while in combat.


ADC & APC Itemization

Cloak and Dagger item.png Cloak and Dagger

Reintroduced: The new desing is intended to fit with the role of a dps crit-based adc. Introducing an object with attack speed, attack damage and critical chance as well as some lifesteal ideal for laning.

+20% attack speed
+10% critical strike chance
+5% movement speed (Entirely moved to the passive)
+25 attack damage
+12% life steal
  • UNIQUE - Stab: You stab the target damaging him for a 100% critical strike (200% AD + modifiers from runes and masteries) and slowing him by 30% for 3 seconds (450 range) (Counts as a critical strike for the passive).
  • UNIQUE Passive - Frenzy: Critical strikes increase your attack speed by 10% and movement speed by 4% for 3 seconds, stacking up to 3 times (Movement speed probably would need balancing).

Blade of the Ruined King item.png Blade of the Ruined King

The Blade of the Ruined King item.png Blade of the Ruined King has a very complex analysis so i'm going to try to explain my point of view. It has become one of the must-buy items on many champions, for me the reason for that relies on its stats and not so importantly on it's passive. At first the Bilgewater Cutlass item.png Bilgewater Cutlass provides you with a cheaper way of building AD and lifesteal which has become essential to most marksman to maintain the lane sustain, being The Bloodthirster item.png The Bloodthirster the only alternative. However, while The Bloodthirster item.png The Bloodthirster gives noticiably more AD than the Blade of the Ruined King item.png Blade of the Ruined King this one offers you a great amount of attack speed which you wouldn't have if you had bought The Bloodthirster item.png The Bloodthirster, this combined with the utility of its active to win early trades and chasing, and the utility of his passive on late game make it overall a must-have. Therefore, the idea is to keep its nature and its niche while reducing the all-in-one it provides and making a necessary change in the range of the active, since most of the times the range is less than a marksman range (From 500 of Sivir Sivir to 650 of Caitlyn Caitlyn), putting them into risk when they tried to use it offensively. The price has been reduced accordingly to the stats, which also makes the object easier to finish specially for junglers or when you are behind.

  • Passive range increased to 500 (or 525) from 450
  • Attack speed reduced to 35% from 40%
  • Combine cost reduced to (1400g + 400g + 400g) +825g from(1400g + 400g + 400g) +1000g

Runaan's Hurricane item.png Runaan's Hurricane

This change is just to reinforce the role of this objects as insane attack speed for dps characters giving it an slightly higher gold efficiency.

  • Attack speed increased to 75% from 70%.

Zephyr item.png Zephyr

As Zephyr item.png Zephyr is intended to be a late game item for replacement of boots, i think it needs some more attractiveness to save for it instead of buying elixirs.

  • Attack Damage increased to 30 from 25.
  • Stats:
+30 attack damage
+50% ¿45%? attack speed
+10% movement speed
+10% cooldown reduction

Sword of the Divine item.png Sword of the Divine

I think this is a pretty fun item that must be in the game, but his current stats at a high price render it as a bad option in early game, and his passive makes it useless in late, so it deserves some tweaks. By adding a small crit chance it makes it more attracttive in early, while reducing the effect of the passive makes it better during late game.

+40% attack speed
+10% critical strike chance
  • Passive: The stats this items provides are halved while on cooldown. Champion kills reduce the current cooldown by 50%. (from not granting any stats while on CD)

Quicksilver Sash item.png Quicksilver Sash

Here my main goal was to increase the effectiveness of this item in more scenarios by improving the active, the movement speed just synergized well into the idea of avoiding being deleted by the caster or the assasin. I also wanted to reduce the cost to make it more effective early game, as only its active is theoretically worth 650g to make it gold efficient.

  • Now provides 5% movement speed.
  • Combine cost (total) reduced to 780g (1500g) from 830g (1550g)
  • Unique Active – Quicksilver: Removes all debuffs from your champion. NEW: During 3 seconds reduces the effectiveness of slows by 50%. 90 second cooldown.

Mercurial Scimitar item.png Mercurial Scimitar

Here the cost is reduced just to improve the gold efficiency which is pretty low (-650g) despite containing a B. F. Sword item.png B. F. Sword.

  • Now provides 5% movement speed.
  • Combine cost (total) reduced to 550g (3600g) from 600g (3700g)
  • Unique Active – Quicksilver: Removes all debuffs from your champion. NEW: During 3 seconds reduces the effectiveness of slows by 50%. Melee champions also gain +50% movement speed for 1 second. 90 second cooldown.

Will of the Ancients item.png Will of the Ancients

  • Now grants +15 AP and +5 Mana Regen as an aura
  • Total cost (combine) increased to 2200g (640g) from 2000g (440g)
  • Stats for the owner:
+10% cooldown reduction
+45 ability power (+15 from aura) = +60 ability power (from 50)
+5 mana regeneration (+5 from aura) = +10 mana regeneration
  • Unique Passive: +20% spell vamp

New item: Ancient Pocket Watch item.png Gun of the Ancients

The design of this item is intended to provide a source of spell vamp to champions like Rumble Rumble, Mordekaiser Mordekaiser, Vladimir Vladimir, Katarina Katarina and Kennen Kennen; that don't make use of mana.

+50 ability power
+300 health
10% Cooldown reduction
  • Unique: +20% spell vamp

Liandry's Torment item.png Liandry's Torment

The high cost of this item has rendered it incredibly difficult to finish when behind considering it a core element on many builds, just wanted to reduce the cost to make sure you can build it early enough.

  • Combine cost (total) reduced to 880g (2800g) from 980g (2900g)

Jungle Itemization

Wriggle's Lantern item.png Wriggle's Lantern

I just wanted to give Wriggle's Lantern item.png Wriggle's Lantern more flexibility to place wards, you have the same amount of wards available, but as you can place it whenever you need them it's best used.

  • Active now works with charges
  • You store a charge every 180s up to three. Every ward you place consumes a charge.

Spirit of the Ancient Golem item.png Spirit of the Ancient Golem

You can skip this one of you want, just wanted to balance the gold efficiency of this item with respect to the other two upgrades of Spirit Stone item.png Spirit Stone.

  • Stats:
+380 health (from 350)

Offtank Itemization

Cooming soon ™

Support Itemization

Cooming soon ™