User:Lukeatlook/Template:Items/Fighter

Fighter items
Items defining the fighter class, combining damage with survivability.


 * New item
 * +50 attack damage, +50 armor, +100% base health regeneration
 * Gain attack damage equal to 1% of your bonus health.
 * Your attacks deal physical damage up to 60% of your Attack Damage to units around your target (185 range), decaying down to 20% near the edge (385 range).
 * Deals physical damage up to 100% of your Attack Damage to units around you, decaying down to 60% near the edge. - 10 second cooldown (400 range)
 * The dreaded Impaler. This item requires about 1000 health from other items to become gold efficient. Probably not the best starting item, but a good finishing one. Atmogs is back!


 * +30 attack damage, +30% attack speed (new)
 * Ability power removed
 * Autoattacks (on attack) and champion abilities grant +3 armor penetration and +3 magic penetration for 8 seconds (stacks up to 5 times). (reworked)
 * 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)
 * Falling below 50% health grants +10% life steal and +10% spell vamp until out of combat. 30 second cooldown. (AS removed)
 * A set of changes to revamp the item - the stats are different, the price is lower and the passive grants hybrid penetration instead of AS and AP. AP was really an empty in-combat stat for a vast majority of autoattacking champions. Flat penetration is not worth as much by itself, but it's a better multiplier. Core on Jax? Possibly, but without AP it should significantly reduce his burst.


 * +50 attack damage (-10), +30 magic resistance (-10)
 * Grants +1 attack damage for every 1% of missing health, up to 70 Attack Damage. (buffed)
 * Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown).
 * Less base AD/MR, but TONS OF DAMAGE when you get low on health. Compared to the Live version, it starts giving more AD below 80% health.


 * +80 attack damage (+5), +100% base health regeneration
 * Passive and active effects unchanged
 * A small buff making up for the relative nerf to the health regen provided by the item (which is significant only early in the game while holding Tiamat and breaks even mid- to lategame).


 * +50% attack speed, +30 magic resistance, +42 magic damage on hit
 * Basic attacks steal 5 magic resistance from the target (stacks up to 5 times).
 * Removes all debuffs from your champion and grants +50 Tenacity for 3 seconds. 90 second cooldown.
 * Old Wit's End is... old and busted. Behold the new awesomeness.


 * +50 attack damage, +50% attack speed, +10% cooldown reduction
 * 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.
 * Reduces the duration of crowd control by 35%.
 * Reduces the strength of slows by 25%.
 * Without 10% MS bonus it shouldn't be a boots replacement anymore, but the anti-CC passives should be a really nice bundle for melee champions.