An item suggestion that might fix melee carries

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Eph289

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Senior Member

11-06-2010

Okay, now before we begin, let's come to a clear understanding. Melee carries are weak in the current meta. The four we'll especially focus on are Master Yi, Tryndamere, Olaf, and Jax. (JOTY)

That is not to say that JOTY are worthless. Tryndamere carries hard lategame with about 10K worth of items. Olaf and Yi can jungle effectively and that makes them still somewhat viable picks. Jax is better than he used to be. But right now, the ranged carries basically do their jobs better. Why do you need Trynd if you can have Twitch? Why do you need Jax if you can have Miss Fortune?

Note that I've left out Xin Zhao. He's more or less fine because of sick-nasty skill synergy and an AoE ultimate that gives him a lot of burst. This item would still help him.

The other problem with these guys is they can be CC'd, Exhausted, and burned down by burst mages quickly. Now, this is not a bad thing. Burst mages should kill squishies, but at the same time, chain CC is not fun, especially since melee carries must be in range to do their thing whereas Tristy and Kog and Twitch can sit comfortably behind their tanks. Buying a Banshee's Veil midgame gimps their damage and so maybe what is needed is something like an Atma's Impaler, for Magic Resist.

Anyway, here's the item suggestion.

Spellthorn Shield
Recipe: Null-Magic Mantle, Avarice Blade, 1200g recipe cost. Total item cost: 2450
Stats: +30 Magic Resist, +15% Critical Strike
Unique Passive: Each successive MELEE attack adds a stack of 5 Magic Resist and 5% CC reduction. This effect can stack up to 8 times and lasts for 3 seconds.

Note that the CC reduction is applied based on how many stacks you had when you were hit with CC.

This gives your melee carry up to 70 extra MR and 40% CC reduction if you can max the stacks. It's a defensive Guinsoo's Rageblade for melee carries only. It also gives Crit Strike, which means that dedicated auto-attackers like Yi and Tryndamere will use this more than, say, Mordekaiser or Rammus, who have no need for crit and insufficient AS to build it up anyway.

If the wind-up of the stacks isn't good, then replace the unique passive with a far more boring unique active:

Unique Active: Your champion gains 60 MR and 25% CC reduction for 2 second. Melee attacks can increase this duration up to 6 seconds. Defensive Youmuu's Ghostblade, more or less.

I like the stacks better, promotes more strategic use of the item by requiring you to prime up on jungle creeps or minions if you want the full benefit, as well as not going in until you're pumped. Stack management becomes important, promoting strategic gameplay. Bad Yis will run in, get burst down before they can get their stacks up. Good Yis will whack Wraiths, come in with 8 stacks, and OMG IT'S YI.

Thoughts?


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Borkcire

Senior Member

11-06-2010

So, basically, make an item that has the combined ultimates of Jax and Olaf?


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Pivu

Senior Member

11-06-2010

i support the idea


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Firellius

Senior Member

11-06-2010

Hexdrinker was apparently discontinued, and for good reason.

Don't shut down mages more. They're already useless in the Tank metagame.


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Mister Yi

Senior Member

11-06-2010

Too much CD

Too little price


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Heliostorm

Senior Member

11-06-2010

Why does Olaf need CC reduction?


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mistermoo

Senior Member

11-06-2010

A sole item should not be what balances melee carries, in my opinion.


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Nyhilus

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Senior Member

11-06-2010

Um...

I don't think buying defensive items gimps melee/ranged carries at all. Just because you're the main source of damage doesn't mean you're supposed to be a glass cannon.

Very few carries at high levels of gameplay buy pure damage with no defense. Even if they have an escape mechanism.

If you think about it, buying a defensive item like Banshee's Veil actually increases your damage. Why? Because you'll block that root or stun or fear on your way to the opposing carry. So then you'll actually reach the carry to do damage. So you're actually doing some damage rather than none. So, technically, it increases your damage AND survivability.

Also, this item is too good for its cost. +15% Critical Chance with 70 Magic Resist and 40% CC reduction at maximum stacks for 2450 gold? That's a HUGE amount of magic resist and CC reduction as well as critical chance.

If you removed the +15% critical chance, then we can talk. But then it wouldn't be an offensively defensive type of item.

P.S.

Look up the Hexdrinker item. Similar idea proposed by developers. Got shut down like crazy because an item like this would pretty much destroy mages (imagine this on Jax with his new ultimate - he would never die. Can't be CCed, would have enough MR to tank all the magic damage while dodging and stunning every other second. Also, imagine it on Olaf. He'd take no magic damage, wouldn't be able to CCed, and would just decimate your entire team.)


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Critical Error

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Senior Member

11-06-2010

More MR is not a good way of helping melee, more CC reduction is. If you charge an Annie late game as Yi, if she cant seriously hurt you with her spells, then you basicalyl become a free kill, regardless of how well you were doing before. Spell damage should be ably to kill you, end of story. CC should not make you stand there doing nothing, or completely unable to do anything via other methods. Firing off a complete salvo at someone, and having it only take off 1/10th their health would be bad, hence why MR should not be the solution.


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RelaxingBrownies

Senior Member

11-06-2010

Way too cheap and powerful