User:Lukeatlook/Template:Items/Health

400 health

 * +400 health (-100), +300 mana, +100% base health regeneration
 * On leveling up, restores 150 health and 200 mana over 8 seconds.
 * Grants +60% Movement Speed to you and nearby allies when moving towards enemies or towers for 3 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second (60s cooldown).
 * Cheaper by 400, health lower just by 100. Won't make you as beefy, but you'll be able to get your hands on the active earlier.

600 health

 * +400 health, +10% cooldown reduction
 * Increase your maximum health by 15%.
 * For the next 5 seconds, displacement effects stun you instead for the duration.
 * Alternative: For the next 5 seconds, displacements move you for half the distance (50% time reduction on knockups, 50% distance reduction on knockbacks).
 * Knockups, knockbacks... Seems like the latest few dozen releases are overloaded with those. Since Tenacity does nothing to mitigate them, there is no way to work around heavy displacements. This solves the problem while requiring skillfull utilization (you have to anticipate the displacement) and not shutting down the caster (you're still under CC, you just stay in place). Raw stats are so-so, but situationally this could become really worthwhile (Yasuo comps, AoE effects that you want to maintain in the original location, etc). Bonus % health is just like the one on, but scaling off total HP. This is calculated into the cost - the item breaks even at 3000 health from other sources. Overall it's designed to be rather a finishing item than a starting one.

800 health

 * +800 health (-50)
 * On champion kill or assist, restore 300 health over 5 seconds.
 * The TT version - a little bit tweaked. I guess the big question would be - why not allow Warmog's there? Original reason for not allowing Warmog's on other maps was the stacking on creep kills. That passive was removed years ago.


 * Unchanged.
 * Unchanged.