User blog comment:Khaladar/The Bonecrusher/@comment-5159141-20120604163541/@comment-5159141-20120604165716

Now, let me elaborate on how the v2's passive exactly works, as this may be unclear to some:

With every autoattack, you apply a debuff on your target that stays there for a certain time (currently 2 seconds), and every new stack refreshes the debuff's duration on that target. This means you have to attack the target at least every 2 seconds for this debuff to successfully stack. When the final stack is applied on a target with 7 stacks, the target is stunned INSTEAD of the usual effect, and the stack counter resets back to 0. This means you can effectively have up to 10.5% damage amplification on that target, as all the stacks are removed instantly when the final one is applied, with another effect replacing it. This is when, and ONLY when the cooldown triggers, to prevent champions with high AS from stunning the target every 3~ seconds. This means you may want to not apply the final stack on the target, so you can start hitting another one immediately, while your teammates benefit from the debuffs on your former target.

I like how this remade version allows for a lot more versatility, as you will have to pay attention on the current stack count to use it to it's fullest potential. It would be also benefical for you to apply the final stack at the very end of the debuff's duration, to maximize the time during which the target is weakened. You would actually FEEL you have this item on you, but on the other hand it can be easily countered by CC during the stacking phase, cleanse-like abilities during the stun, and also leaves you vurnerable without any bonus to sustainability, and the item itself is very expensive. This would really make it an alternative to other AD-heavy items, not the sole and only pick in that field (As BT offers sustain, and IE offers enchanced damage for a lower price).

I also consider going as far as to put a Negative attack speed value on that item (-20% attack speed, to be exact), as I always thought that limiting the strenght of some items through negative stat "bonuses" is also a nice and interesting idea.