League of Legends Wiki

Comments19

Pyro's Item Overhaul 9 - The Carry Project

Lukeatlook December 28, 2014 User blog:Lukeatlook

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

What is "Pyro's Item Overhaul"?

It's a set of custom patch notes that are meant to enhance and/or fix the problems with itemization in LoL. Previous episodes were a hit or miss, sometimes correctly predicting items implemented by Riot (Forbidden Idol item.png Forbidden Idol, Aether Wisp item.png Aether Wisp, Righteous Glory item.png Righteous Glory), sometimes being far off (...almost everything else).

What is the scope of the overhaul?

Pretty much everything. The idea is to increase diversity in item builds by rebalancing the current items, possibly introducing few new ones when necessary. Keep in mind while assessing this part of the project that more or less all item categories will be affected, so this is far from over.

Why?

TL;DR here would be: To have more than top 3-5 champion picks for every role in LCS with cookie-cutter builds. Item builds should be more reactive, not predefined for a whole class of champions.

Episodes

Premise of the Carry Project

Rightclicking people to death isn't a particularly complicated task. In most cases, marksmen use their spells to add some extra burst or reposition, sometimes in order to avoid damage. When it comes to dealing damage, however, they're all about using basic attacks to shred their enemies to pieces. And that causes their item builds to go rather stale, since there's only one optimal way to build for glass cannon ADC.

The project consists of implementing three main parts:

  • Critical Strike rework
  • Armor Penetration rework
  • DPS Specialization rework

Changes to Critical Strike

With the removal of dodge, this is the last truly RNG-based element in the game, although the calculations take the previous results into consideration, so the chance isn't truly random. This has been the object of lots of criticism from players, especially since one lucky crit in lane can unfairly turn around a trade.

One argument for preserving crit in trades is that without it, AA trades have no variance. When mages fight, there are some skillshot spells casted randomly and it's often a hit or miss scenario, especially when the caster doesn't have vision of the target. Stats like crit chance and dodge give some variance to basic attacks as well. Degree of uncertainity can be good for the game health. It adds a risk assessment factor to some actions - while crit enhances your overall DPS, you can't count on single basic attacks to always strike at a certain level. This adds to the "unsafe" design of carries. If you flash in with 100 AD to finish a 120 HP target, one basic attack is not guaranteed to take down the target, even if you have a chance to critically strike. And please don't tell me that without crit there would be no damage spikes. I'm not gonna believe that you keep track of Statikk Shiv stacks or Caitlyn's passive on the enemy.

Here are the changes to Critical Strike:

  • Critical Strike runes and Brawler's Gloves item.png Brawler's Gloves are removed from the game
    • This is to remove "lucky crits" from lane that build up due to the nature of pseudo RNG system.
    • Overall critical strike becomes something that you use once you get more than one item.
  • Critical Strike no longer causes you to deal 200% damage
    • Instead, you deal bonus damage equal to your Critical Modifier
    • The default modifier is 100% base AD (so without the bonus AD)
    • Items can grant you alternative modifiers - only the highest modifier will apply
  • Different core crit modifiers for different types of carries
    • For example, Infinity Edge item.png Infinity Edge brings crit to the old 200% AD functionality (not 250% as on Live).
    • Some other builds are possible, and having more than one item with crit modifier is not a good idea
  • Overall, though, critical strike oriented builds should be a little bit stronger in tha lategame
    • Simple as that - champions building crit are hard carries and are supposed to stomp the lategame as hard as currently Vayne does, paying with the price of weaker early gsme.
    • Crit items are all around 30% crit chance to make 100% a possibility, but stacking more than 3 crit items should overload the stat and bring diminishing returns
    • Overall, carries are expected to crit more often in late, but for less damage. This way the damage will be a bit more consistent and less spiky.

Items with Critical Strike Damage modifiers:

Items that work with Critical Strike: Blade of the Ruined King item.png Blade of the Ruined King, Executioner's Calling item.png Executioner's Calling, Ionic Spark item.png Ionic Spark, Phantom Dancer item.png Phantom Dancer, Runaan's Hurricane item.png Runaan's Hurricane, Statikk Shiv item.png Statikk Shiv, Youmuu's Ghostblade item.png Youmuu's Ghostblade, Wicked Hatchet item.png Wicked Hatchet

Changes to Armor Penetration

New penetration system:

  •  % penetration applies to bonus armor only
    • Last Whisper becomes a carry item with Attack Speed and 50% bonus armor penetration
    • Other methods for carries to work around armor stacking (crits reduicing armor or dealing damage equal to armor rating, etc.)
  • Flat penetration can still shred through base armor
    • Flat penetration is reworked to be suited better for melee AD casters (rework of Phage and Brutalizer)
    • With LW weaker on the likes of Pantheon and Zed, items with flat armor penetration can be buffed without fearing about the overwhelming synergy

DPS Specialization

Long story short, things like BotRK are supposed to be response items, not core items. Current BotRK costs a lot and is so good in all conditions that it doesn't even matter if the enemy builds health or not, which in return invalidates building health.

Changes to Components

Basic items

Brawler's Gloves item.png Brawler's Gloves
  • Removed.
Crits are removed from the early stage of laning phase.
Cloak of Agility item.png Cloak of Agility
Important note: critical strike chance is at a different gold value now. Used to be 8% for 400 gold, now it's about 11% for 400g (3.15g per %). By itself, Cloak of Agility scales only with your AS and base AD, not bonus AD - unless you've already completed one of the crit items.
Rejuvenation Bead item.png Rejuvenation Bead
Have you ever seen anyone actually build this item in high level play instead of buying potions and wards? Well, me neither.

AD components

Avarice Blade item
975 Gold (165 Gold)
Dagger item
450 Gold
  • +15 attack damage (new), +15% attack speed (new)
    • Critical strike chance removed.
  • Unique Passive: +3 gold per 10 seconds
  • Unique Passive: Grants 2 gold upon killing a unit.
  • Doesn't build into anything.
If you feel like there is a need for a "comeback item", this is it. Otherwise, consider Avarice Blade removed from the game.
BotRK retains its % health damage, but no longer has the active. This item builds into EC, which gets the BotRK's active, and Entropy, which has a new slow effect.
The Brutalizer item
1337 Gold (617 Gold)
This is labeled now as "AD Caster item" for both melee and ranged champions. Separating armor penetration and cooldown reduction helps smooth out power curves of AD champions.
Cloak and Dagger item
1600 Gold (420 Gold)
Dagger item
450 Gold
  • New item (melee only)
  • +25% attack speed, +25% critical strike chance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Builds into: Spellbreaker item.png Spellbreaker and Sword of the Divine item.png Sword of the Divine
I'm not gonna hide it - I'm trying to make melee carries a thing. I don't have a clear genius idea how to do it, but this is a good start.
Emblem of Valor item
1800 Gold (400 Gold)
  • New item
  • +20 attack damage, +200 health
  • Unique Aura - Stark's Fervor: Grants nearby allies +10% lifesteal and +75% health regeneration
  • Builds into: Zeke's Herald item.png Zeke's Herald
Stepping stone towards Zeke's Herald. Possible option for supports, but barely gold efficient. While Zeke's is mor egeared towards fighters, this particular item is a decent building brick for supports to sit on.
Malady item
850 Gold (400 Gold)
Dagger item
450 Gold
This item could be summed up with "We fix Wit's End", but it also gives foundation for on-hit as an item class. If the on-hit synergy becomes too strong, this passive could become named and unique between items.
Phage item
1300 Gold (540 Gold)
This change resembles how Haunting Guise works. You dump part of the gold into not-so offensive stats. Flat armor penetration now doesn't stack between the items, allowing for high amount on one item without having to account for a full build - resistance penetration is more effective the more of it you have.
Item
1250 Gold (195 Gold)
Pickaxe item
875 Gold
  • New item
  • +25 attack damage, +25% base mana regeneration
  • Unique Passive: Your basic attacks restore mana equal to between 1% and 4% of the physical damage dealt, based on your missing mana. This effect is doubled against champions.
  • Builds into: Essence Reaver item.png Essence Reaver
Component for the reworked ER. Provides mana regen when it's needed instead of way later. If too problematic in lane, can be replaced by a single B. F. Sword item.png B. F. Sword
Zeal item
1100 Gold (200 Gold)
Dagger item
450 Gold
Dagger item
450 Gold
  • +30% attack speed (+10)
    • Critical strike chance and % MS removed
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Builds into: Phantom Dancer item.png Phantom Dancer, Statikk Shiv item.png Statikk Shiv, Trinity Force item.png Trinity Force and Zephyr item.png Zephyr
Doubleswords are now truly doubleswords. Or doubledaggers, to be precise. The Rage passive moves here from Phage. Zeal still increases your damage output by the same amount.

Critical Strike items

All these grant Critical Strike chance and are regarded "carry items".

Executioner's Calling item
2700 Gold (570 Gold)
  • +30 attack damage (+10), +30% critical strike chance (+10), +10% lifesteal (new)
    • Grievous Wounds on hit removed
  • Unique Active: Drains target champion, dealing 15% of the target's maximum health in physical damage (min. 100) and healing you for the damage dealt. Additionally you steal 25% of their movement speed and inflict Grievous Wound on them for 3 seconds - 90 second cooldown. (450 range) (new)
The healing reduction now works only with the BotRK active, which moves here. BotRK retains its % health damage.
Infinity Edge item
3600 Gold (445 Gold)
Pickaxe item
875 Gold
  • +80 attack damage, +20% critical strike chance
  • Unique Passive - Critical Strike Modifier: Your critical strikes deal bonus damage equal to 100% total AD. (nerfed from 150%)
When you do the math on old IE, its crit chance and passive increases your DPS output by about 35%. This version is fairly similar, but since the amp is lower, so is the price.
Phantom Dancer item
2600 Gold (770 Gold)
Zeal item
1100 Gold
  • +50% attack speed, +40% critical strike chance
    •  % movement speed removed
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Kills and critical strikes grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Your champion ignores unit collision.
Crits now grant you full speed from Rage like kills do. Phantom Dancer is defined as a mobility item with highest crit chance in the game.
Spellbreaker item
3400 Gold (450 Gold)
  • New item (melee only)
  • +30 attack damage, +30% attack speed, +30% critical strike chance, +30 magic resistance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Unique Passive – Lifeline: Upon taking magic damage that would reduce health below 30%, removes all crowd control effects and grants a shield that absorbs 300 magic damage for 5 seconds (90 second cooldown).
My melee carry bias is showing. "Hello, I'm Xin Zhao, and welcome to Jackass". The item is centered around protection and unlike other crit items, it does not affect or interact with critical strikes.
Statikk Shiv item
2500 Gold (700 Gold)
Zeal item
1100 Gold
Malady item
850 Gold
  • +50% attack speed (+10)
    • Critical strike chance and % movement speed removed
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Your basic attacks deal 30 bonus magic damage on hit. On critical strike, you deal bonus 60 magic damage to up to 4 targets. (reworked)
  • Unique Passive - Stattik Charges: Moving increases your critical strike chance by 1 per 10 units moved. This bonus is reset once you critically strike. (reworked)
The effect is very similar in work (move, charge, proc), but occurs more often with critical strikes for less damage. The item, however, doesn't grant you any critical strike chance by itself unless you move around.
Sword of the Divine item
3400 Gold (925 Gold)
Pickaxe item
875 Gold
  • New item (melee only)
  • +50 attack damage, +30% attack speed, +30% critical strike chance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Unique Passive - Critical Strike Modifier: Your critical strikes deal bonus damage equal to 150% bonus AD.
  • Unique Active: Your next 3 critical strikes deal bonus damage equal to 150% total AD. 45 second cooldown.
While the item is active, your crits will deal damage equal to the IE on Live (250% total AD).
Youmuu's Ghostblade item
2400 Gold (333 Gold)
  • +30 attack damage, +20% critical strike chance (+5), +10% cooldown reduction
    • Armor penetration removed
  • Unique Passive: Critical strikes reduce this item's cooldown by 3 seconds. (new)
  • Unique Active: Gain 40% attack speed and 20% movement speed for 6 seconds. (60 second cooldown).
Higher crit chance makes up for the loss of armor penetration.
Wicked Hatchet item
2600 Gold (995 Gold)
Pickaxe item
875 Gold
  • New item (now available on all maps)
  • +50 attack damage, +20% critical strike chance
  • Unique Passive: Your critical strikes reduce target's armor by 10% for 4 seconds (effect stacks up to 3 times).
Keep in mind this item brings diminishing returns with Last Whisper now that LW penetrates only bonus armor - but you can still use it to fight against absurdly heavy armor.

Armor penetration items

Flat penetration

Phage upgrades, pick one. Or pick more than one and let the armor penetration go to waste, that's still an option.

The Black Cleaver item
3100 Gold (363 Gold)
Phage item
1300 Gold
  • +50 attack damage, +200 health, +10% cooldown reduction
  • Unique Passive - Bash: +10 armor penetration
  • Unique Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 6 times. (+1 max stack)
Now with a smooth buildpath. Reeeeeally smooth. Cost goes up by 100, though. Since LW is gone and the flat armor penetration doesn't stack between the items, it could possibly deserve a buff to the % reduction passive.
Entropy item
3100 Gold (400 Gold)
Phage item
1300 Gold
  • +50 attack damage (-5), +200 health (-75), +10% lifesteal
  • Unique Passive - Bash: +20 armor penetration (new)
  • Unique Active: Slow the target enemy champion's movement speed by 25% for 2 seconds. Hitting the target with a basic attack will refresh the slow, up to 5 seconds total. 90 second cooldown (700 range) (reworked)
Now available on Summoner's Rift as one of the Phage upgrades. The functionality is simple - you slow the target with the Bilgewater active (with longer range), and if you catch up and hit the target, the slow lasts longer.
Frozen Mallet item
3300 Gold (1000 Gold)
Phage item
1300 Gold
  • +30 attack damage, +600 health (-100)
  • Unique Passive - Bash: +10 armor penetration (new)
  • Unique Passive - Icy: Your basic attacks apply a 20% slow for 2 seconds. (nerfed)
  • Active: Doubles the strength of this item's passives for 10 seconds. 60 second cooldown. (new)
This is better suited for fighters than carries, but I guess it could still be utilized when in need for high health.
Trinity Force item
3603 Gold (Gold)
Phage item
1300 Gold
Zeal item
1100 Gold
Sheen item
1200 Gold
  • +30 attack damage, +30% attack speed, +30 ability power, +300 health (+50), +300 mana (+100)
  • Unique Passive - Bash: +10 armor penetration (new)
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
  • Unique Passive - Spellblade: After using an ability, your next basic attack will critically strike. 2 second cooldown. (reworked)
  • Unique Passive - Critical Strike Modifier: Your critical strikes deal bonus damage equal to 200% base AD. (new)
Trinity Force now has 3 components, 4 passives and 5 statistics. Spellblade procs are functinally unchanged by themselves, but they don't stack with crit chance now. Higher crit modifiers will be applied, though, so if you have IE, Spellblade will deal 100% of your bonus AD if it's higher than 200% of your base AD.

Heavy penetration

Last Whisper item
2700 Gold (925 Gold)
Pickaxe item
875 Gold
  • +30 attack damage (-10), +30% attack speed (new)
  • Unique Passive: Your basic attacks and abilities ignore 50% of target's bonus armor. (reworked)
Yes, it allows you to shred the enemy tanks in the lategame, but against anyone below 100 armor or so the passive is practically useless. Base stats are worth 1980g. The item becomes somewhat gold efficient if you hit a target that has more than 70 bonus armor.

80 AD

The "endgame" high AD items other than Infinity Edge item.png Infinity Edge.

The Bloodthirster item
3600 Gold (450 Gold)
  • +80 attack damage
  • Unique Passive: +20% lifesteal
  • Unique Passive: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50-350 damage and decays when out of combat for 25 seconds.
I'm not entirely sure if the item deserves such a smooth buildpath past the BF Sword, but it seems to make sense, especially with the insane new build for Essence Reaver below.
Essence Reaver item
3600 Gold (213 Gold)
  • +80 attack damage, +10% lifesteal, +10% cooldown reduction, +50% base mana regeneration (new)
  • Unique Passive - Mana Leech: Restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana. This effect is halved for spell damage. (buffed)
The item should now appeal to those who need it: champions who want to cast spells and use mana. You have to choose between restoring health and mana, though. The spellvamp is purely experimental and can be scrapped. If Soul Sickle is too much in lane, it can be replaced with a B. F. Sword item.png B. F. Sword.
Mercurial Scimitar item
3600 Gold (800 Gold)
  • +80 attack damage, +30 magic resistance (-5)
  • Unique Active – Quicksilver: Removes all debuffs from your champion and grants +50% movement speed for 1 second. 90 second cooldown.
With QSS significantly cheaper, this item is actually stronger now. The tiny MR nerf is part of the MR compartmentalization.

Physical DPS

ADC items without crit chance, but with built-in crit compatibility.

Malady item
850 Gold
  • +30 attack damage (+5), +30% attack speed (-10), +10% lifesteal
  • Unique Passive: Your basic attacks deal 5% of the target's current health in physical damage (60 max vs minions and monsters). This effect can critically strike, dealing 5% of target's maximum health in physical damage. (reworked)
The item is cheaper, the % health damage is higher when you have crit chance, but the active is gone. No longer a first item for ADCs, but a very strong situational anti-health item nevertheless.
Ionic Spark item
2000 Gold (250 Gold)
Malady item
850 Gold
  • New item (all maps)
  • +50% attack speed
  • Unique Passive: Your basic attacks deal magic damage equal to 25% of target's armor. This effect can critically strike, dealing magic damage equal to 50% of target's armor.
A different way to work around target's armor. Doesn't scale that well into lategame since it's magic damage, not physical - but should be a valid response against early armor stacking. Keep in mind any sort of armor reduction like Black Cleaver will lower the damage proc from this item as well.
Runaan's Hurricane item
2400 Gold (600 Gold)
Dagger item
450 Gold
Dagger item
450 Gold
  • Ranged only
  • +70% attack speed
  • Unique Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 (+50% AD) physical damage and applying on-hit effects. If no secondary targets are found, the bolts fire at the primary target, dealing 10 (+10% AD) physical damage. This effect can critically strike, firing bolts at up to 4 targets. (buffed)
I don't really think the usage of this item on Teemo and Kayle should be all that there is. Scaling with crit could make it worthwhile in a 6 item build outside of ARAMs. Of course if the bolts hit the primary target, they don't apply additional on-hit effects, otherwise we'd get some ridiculous effects.

And again, there are few other DPS items like Nashor's Tooth item.png Nashor's Tooth and Wit's End item.png Wit's End that will be covered later.

Polls

Is the Critical Strike rework acceptable?
 
23
 
12
 
2
 

The poll was created at 22:59 on December 28, 2014, and so far 37 people voted.
Are the changes to armor penetration in place?
 
21
 
13
 
0
 

The poll was created at 22:59 on December 28, 2014, and so far 34 people voted.

Up Next

  • The Fighter Project - a retelling of the Tank and Carry parts, with a few additions (Atma's Impaler and such)
  • The Mage Project - taking a close look at items like DFG and trying to put an end to the everlasting war between Athene's Unholy Grail item.png Athene's Unholy Grail and Morellonomicon item.png Morellonomicon.

As always, I remind that any sort of feedback, especially the critical one, is helping the project grow. Go on and nitpick :)

Also on Fandom

Random Wiki