Talk:Shyvana/@comment-27355169-20160119125125/@comment-26203093-20160119180555

This isn't the place for me to start a design course, but adding an item with bloated stats removes choice from the game. If you're wondering how when you're adding another item into the game, so there should technically be more choice it's because you reach a point where you have to ask "when would I NOT get this item."

Decide on a purpose before the stats. In fact, don't think of stats at all and let's see if there even is a void to fill in the first place because randuin's active is a peel. I tend to get it, even if I don't need the other things because our team comp is so royally fucked for cc that a 40% aoe 4 second slow somehow saves our backline. Technically randiun's omen doesn't even need this effect, but pure tanks are the ones who are most likely to need the raw damage reduction vs carries, and most likely to be in a prime position to benefit the most from the active. It's autosynergetic.

Basically. Randuin's - as an item - has a kit. Like a champion, it has a role and a purpose. It has a gap to fill. I like it. Make me a randuin.