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Soul Shroud - Rework
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Soul Shroud - Rework

Goals:

  • Provide a magic resistance counterpart to Knight's Vow.
  • Retain the shared mana regeneration and cooldown reduction effect.
  • Provide counterplay to poke-oriented support options (Xerath, Zyra, Swain, etc.)

Old Stats:

520 Health
UNIQUE AURA: Nearby allied champions gain 10% cooldown reduction and 12 mana regeneration. (1200 range)

Old Build Path:

Mana Manipulator Kindlegem Ruby Crystal 485g = 2285g

Old Problems:

This thing was just efficient beyond compare. The rather neutral stance in the actual raw stats allowed it to be built on mages, tanks, bruisers. Ezreal was capable of building it effectively. The aura was uninteractive, and this item was one of the top offenders of the "passive aura" problems in early League of Legends. Essentially, you could build this and provide you and your team with a permanent blue buff, so long as they were near you. The range on the aura was the longest at the time, outranging even Sona's auras which existed then.

Proposed New Stats:

Health 250
MR 20
Mana Regen 100%
CDR 10%

UNIQUE ACTIVE: Designate an ally within 1000 range to be Shrouded. (90 second cooldown)

UNIQUE PASSIVE: If your Shrouded ally is within 1000 range, you gain 20 MR and 10% CDR.

UNIQUE PASSIVE: While within 1000 range of your Shrouded ally, you take 33% of the first basic attack or ability damage taken by your Shrouded ally, before mitigation, per each enemy champion. This timer resets per enemy champion after 6 seconds. Your Shrouded ally regains mana equal to the damage taken by you in this way.

UNIQUE PASSIVE: You heal for 33% of the first basic attack your Shrouded ally hits on enemy champions. This timer resets after 6 seconds.

Proposed New Build Path:

Chalice of Harmony Kindlegem 800g = 2400g

Proposed Design Intent:

By shifting some of the defensive and utility power into relying on a nearby, chosen ally, the power budget was loosened up enough to justify such a large amount of CDR. CDR being provided to your ally would be too unreactive for the enemy team, and was scrapped to make room for anti-poke counterplay. Initially I had designed a shield that blocked magic damage, but that would provide too much power against DoTs and sustained fights, so I instead went with a slightly more mathematically intense approach.

As you are taking (sometimes significant) damage from your Shrouded ally, I wanted to provide a way for your Shrouded ally to also negate that damage to some extent. The number of basic attacks per timer reset has shifted quite a bit, but I opted to present the base amount and it can be adjusted after discussion.

By hiding a significant amount of the defensive power in relying on an ally to be nearby, it hopefully prevents this item from being abused by non-support roles. I love build diversity, and I certainly expect some top or jungle tanks to be interested in this item, but first and foremost this is designed for supports, much as Knight's Vow or Zeke's Convergence are.

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Posted
4 years ago