User blog:SpotRudloff/New ARAM anti poke item

Hello guys.

So I've been thinking lately about the big unbalance between some champions in ARAM. Once you get a strong poke champion, your win is nearly sure. Yes, of course, there's also strong CC team comps, but the poke is usually what tends to be the most important thing to win an ARAM.

ARAM should be about playing a champion that you'd not planned to play for a long time. However, if you get Udyr and you see the enemy team has some range, you are screwed. I chose Udyr on purpose. I find him the most useless champion to be played in ARAM. He's an aura-item-stacking-deck champion there. There are few more, who are likely to do nothing. That made me think of some item that could actually do something about the that's coming to you and you have nothing but your skill of maneuvering. Also, the game is a bit boring if you only step aside enemy skillshots. And that's the time where the biggest gaps are made. The enemies farm and push to your tower => they get more XP and gold (gold isn't likely to be got, because people just can't accept the fact that they could also last hit, instead of denying the farm to each other).

As I was thinking about the items I knew that the enemy team could get them too to profit - so the items would have to be profitable for one side only. They're just plain ideas with no maths in them.

Item #1
 * ± 10 health regeneration
 * ± 6 mana regeneration
 * ± 200 health
 * Unique passive - Protection: Stores 10% of the damage dealt to your champion (up to 300 [Inceptioned: maybe 15% of your maximum health?] stored damage). After being damaged for more than 20% of your current health, the item waits 3 seconds. If you're not going to be hit again, the item heals you for (50 + stored damage) health over 5 seconds. (Starts storing immediately after the heal ended, but will not progress to heal again in 20 seconds.)

So basically this item would be a protection against poke. It would be no use in team fights, because of the limitation of not being hit for the next 3 seconds. So the poking side's profit would be near to zero, I guess. Since they don't take sustained damage.

Item #2
 * ± 10 health regeneration
 * ± 6 mana regeneration
 * ± 350 health
 * ± 20 armor
 * ± 25 magic resistance
 * Unique passive - Guardian: When under 10% of your maximum health, this item waits 3 seconds. If not hit within those 3 seconds, it shields you for (10% of your maximum health + 40% of the damage dealt by the last spell) and 10% movement speed buff until it's broken. (This item has 60 seconds cooldown.)

I know these items might be crazy and there could always be a way to use it when you're on the stronger side. The balance in that is the delay when the passive goes working.

I need to hear your opinions on this, they'll be very appreciated.

Thank you.