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

While you are at least honest with it, you still stole seven ideas from other users and put them in your blog to call attention to yourself. If you do genuinely respect the people who made these items, you should link to their own item concept page.

Onto the items:

Warlock's regalia looks based on, a beta item cut from League before its release. The problem with its first passive is that it forces you, as a caster, to get hit by abilities, when as a mage or assassin (who would benefit the most from this item's stats) you absolutely don't want to get hit by anything, particularly as a lot of champion abilities could get you killed. Tanky AP champions, the only ones capable of making use of it, need more health than what this item gives. The problem with the second passive is that it has very weird interaction with ability combos, particularly as it requires four ability casts to activate when you only have four abilities. Most champion's combos have one very damaging ability worked into them (their nuke), yet this ability can be in any order in their combo, meaning more often than not they'd have to fiddle with the passive in an unnecessarily complicated way to get the most out of it.

Galeforce looks quite nice. It could probably do with some scaling on the health and mana restoration on hit (e.g. something like 7.8 + 0.4 x level health and 2.7 + 0.1 per level mana), as the effect looks too good early on and underwhelming for a late game item.

Ionic Flame's effect is too similar to that of. Its stat combination also looks fairly bizarre (why not just give it purely DPS-oriented stats?).

Skull Crusher's a bit weird. Its stats make it inefficient for most champions, and though both passives are great, Spellblade's interaction with Lifeline makes it wildly situational: either you get extra damage on your next attack that's inferior to the proc on Sheen's passive, either you get massive damage on no cooldown and potentially up to a 10 second stun. There's a huge potential for abuse on this, and the interaction between the two passives is not healthy at all.

Crystalline Skull makes little sense as a concept. The entire point to is that it's vastly gold efficient over time but useless in the late game, just like the Doran's set of items. Having an upgrade to it that restores up to 40% of your health and 30% of your mana not only makes it even more excessively gold efficient, but would also allow health stacking champions like and  to pop a charge for massive in-combat regeneration. Every aspect of this item is conducive to abuse.

Guardian Fairy is... ew. Its active and passive have no interaction (why give it damage based on AP when the item gives none of it?) and the ult disable + reveal looks like one of the most toxic, anti-fun effects you could ever hope to achieve. It ruins good play and prevents the victim from specifically using the coolest ability in their kit at the moment where they would need it most.

Cudgel of Certainty's active is also toxic, and too fiddly and unreadable to ever warrant being an active ability. The damage reduction and minion block is specifically there so you can't just freely cast powerful skillshots, particularly in the case of or, whose pulls alone can win fights. It's wildly situational, and the only champions the active benefits are abuse cases who above all others should not have this kind of power.