User:Lukeatlook/Template:Items/Armor

50 armor
The item's main strength is not the armor, but its utility.


 * (new item)
 * Recipe: +  + 700g (total cost: 2500g)
 * +50 armor, +400 health, +300 mana, +20% CDR
 * Reduce damage taken from critical strikes by 25%.
 * It's a tank item, mostly. The situational crit protection is the item's highlight.


 * +40 ability power (+10), +500 mana, +50 armor (-10), +10% cooldown reduction
 * After using an ability, your next basic attack critically strikes and deals bonus magical damage equal to your crit modifier to surrounding enemies, creating a field for 2 seconds that slows enemies inside by 30% (1.5 second cooldown). (reworked)
 * Your critical strikes deal magical damage equal to 100% of your armor.
 * Only highest critical strike modifier will apply.
 * Crit is no longer 200% total AD damage, but 100% AD + crit damage modifier. The default CDM is 100% base AD (like the current Spellblade), but it can be replaced by a higher scaling modifier.
 * Parallel to Sunfire Cape, it provides some tankiness-scaling AoE damage.


 * +50 armor (-20), +400 health
 * When hit by basic attacks, reduces the attacker's attack speed by 15%.
 * Blocks 5-45 damage from ranged basic attacks from champions depending on distance from the attacker (5 at 300 range, 45 at 700 range). (new)
 * This item provides more protection against basic attacks when you have high armor rating from other items. Anyways, the armor+health+slow bundle made it a one-item wonder for bruisers. that became a little bit too overused. Now it's better against ranged champions, but significantly worse against melee ones.


 * +400 health (-50), +50 armor (+5), +100% base health regeneration (new)
 * Deals magic damage per second to nearby enemies (400 range). (rebalanced)
 * Sunfire gains some tank identity as well and should be slightly but noticeably worse on bruisers. You can build it for towerdiving, but it needs other tanky items to scale its damage. It also gives you a soft taunt - "hit me and I'll deal significantly less damage".


 * Armor up to 50 from 45, just to match the pattern


 * +400 health (+100), +50 armor, +100% base health regeneration, +10% cooldown reduction
 * Passive and active effects unchanged
 * Ohmwrecker feels underwhelming as it is. It shouldn't.


 * Unchanged.
 * Unchanged.

100 armor
No other resistances, just pure armor.


 * +100 armor, +400 mana, +10% cooldown reduction (-10)
 * Reduces the attack speed of nearby enemies by 15%. (700 range)
 * Slows the movement speed of nearby enemy units by 40% for 2 (+1 second per 500 bonus mana) seconds. 60 second cooldown (700 Range). (new)
 * Less CDR (part of the cdr revamp), but gets the Randuin active - however, without armor/MR scaling on the duration. The mana scaling is there to make use of things like Righteous Glory and Iceborn Gauntlet if you were to feel like you're wasting gold on too much flat mana.


 * Unchanged (recipe slightly altered).
 * Smoother buildpath.