User blog comment:Just one lol player/TONS OF CONCEPT ITEMS/@comment-1330314-20131230161856/@comment-1330314-20131230193234

Warlock's Regalia's second passive could do with a set of charges, e.g. you start with 3 or 4 charges, and casting an ability spends a charge and grants the ability X% increased damage, with each charge on its own separate cooldown. That way, no matter your combo, you'd be able to deal extra damage on the ability you want. The first passive is not that good at all, so you may want to scrap it entirely.

The problem with Skull Crusher is that for most of the time it's not worth the item cost (inefficient stats and weakened passive), but when you activate Lifeline the item suddenly becomes massively overpowered. Hard crowd control such as a stun should not be available on an item, the cooldown to the Spellblade effect is there to prevent abuse and so should remain constant, and the damage spike is forcing an imbalance. satisfies the niche of an anti-mage offensive item, so instead you may want to make Skull Crusher more defensive (for example, the Spellblade effect could proc a shield equal to a percentage of the bonus damage dealt that would absorb magic damage).

is a support-oriented item that builds off of a basic item, meaning you won't be able to buy one at level 1. The point to Crystalline Flask and Doran's items is that you can get them as starting items: if you could only get them if you had more than 475/525 gold, there would be no point, as despite their insane gold efficiency they'd still be dead-end items. That's why you can upgrade to, since Sightstone is already built from a.

There is no way you can improve Guardian Fairy, because the item relies on a concept that is fundamentally toxic to the game. Even if the effect lasted .1 seconds and had an hour-long cooldown, those .1 seconds would be completely anti-fun and inhibitive of good play. It's not just I'm worried for: you think this would be used to perform saves, whereas I think it would be used at the start of teamfights to render specific enemies completely useless for overly long periods of time: suppose you use the effect on a : congratulations, the tank can no longer bring any significant amount of crowd control for the next five seconds of the teamfight, and is thus rendered useless even though they could've had a great shot at performing a good ult. The active essentially allows you to deny an opponent the greatest amount of fun they can achieve with their champion's kit.

An overly long cooldown does not justify a toxic effect under any circumstances. As with Guardian Fairy, even if this item's active could only be used once per game, that would be once too much. The stats are all right, if a little similar to : perhaps you could implement a new unique effect, one that would be less wildly situational and unhealthy to the game.