Dead Man's Chest - Black Market Brawlers Items and Their Future on the Rift
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18 Aug 15

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Rampant, authors

Rampant

Dead Man's Chest - Black Market Brawlers Items and Their Future on the Rift

A look at what other items might make the jump to the Rift after Dead Man's Plate.

One of the most interesting parts of these alternate game modes is that Riot uses them as a testing grounds for concepts that will eventually make it into the Classic game. Without speed shrines in Dominion, we wouldn't have the Scuttle Crab, and the recent addition of Dead Man's Plate into the normal game suggested that Black Market Brawlers was a test for some of Riot's item concepts.

The addition of Plate brings up the question of what other items might make that jump up to the big leagues. When discussing this, we have to keep in mind that any item that would be added to the game would have to meet three standards: the item needs to fill an existing need, the item needs to not have extreme problem cases, and the item cannot become a default part of every character in a role's build.

There were a lot of items that were added through the Black Market, and while most were interesting, not every item will make the cut. Some items, like Puppeteer, didn't have a concept that translated well into the actual game. Other items, like Typhoon Claws, were lackluster except in those cases where problem cases made them ripe for abuse. But there are a number of items that I believe will make it.

Replacing the Morellonomicon

The item that has the strongest argument for its eventual entry into the game is the Lost Chapter. It's clear that Riot is at least considering replacing the Morellonomicon. This isn't remarkably surprising since the tome only offers being ridiculously gold efficient and having the Grievous Wounds passive, which is slowly being phased out by Riot. The Lost Chapter is a "Morello's-Lite" that is just as gold efficient as the current item, just short 30 AP.

It built into 3 different alternatives which all are suped-up versions, being more expensive but having a unique ability. Netherstride Grimoire is a must for AP Assassins, as it allows them to stick onto their targets with an incredibly 20% movespeed. The Grimoire would also be a good pick up for poking APs like Nidalee and Ziggs who can use it to quickly disengage and win trades. Pox Arcana gives a massive AP Expunge active, as every tick of magic damage leaves a stack of pox on the target. This is a dream for AoE mana hungry champions like Swain, as the Expunge also returns 5% mana per stack purged by the active. Finally, Rite of Ruin builds up stacks like Shiv, Echo, and Plate, but its damage can only be done to towers.

Do They Fill A Need? - Yes and No. If Riot is removing Morello's, all three of the items fills the void left by it as well as giving a certain mage playstyle a bonus. Netherstride Grimoire is a great item for Assassins to stick to targets, Rite of Ruin provides pushing power, and Pox Arcana allows Mages with massive AoE to have even more damage.

Are There Problem Cases? - Certainly. Netherstride Grimoire is a bit extreme in the movement speed it gives, as 20% is absolutely insane. Nobody would ever be able to flee from Ahri or LeBlanc once they acquired the item. Rite of Ruin though gives more pushing power to characters like Azir, which is something Riot will keep their eye on as early pushing is something they've shown they're willing to

Will It Become Default? - Yes, but that's the status quo. If one of these items replaces Morello's, there really isn't any harm done in that regard.

Will It Be Added - Yes - One of these three will replace Morello's in Season 6.



Adding Support Items - Murksphere and Martyr's

Two of the other items with the best probability of making it into the game are the Support items that were tested out. Murksphere is one of the coolest items added, giving a unique manner of collecting gold, and Martyr's Gambit was probably the second strongest item after Dead Man's Plate. Both provide Supports with an additional means of protecting important teammates.

Do They Fill A Need? - Yes! For Murksphere, it provides a number of Supports with no means of mitigating damage to their Carry an option. Its Mana Regen also encourages characters that would constantly use abilities in lane to pick it up. Martyr's gives tanky Supports and Top Laners the ability to protect their carry at the expense of combat stats.

Are There Problem Cases? - Yes for both, but that's not due to their current power. With purchasable shields it's important to remember "Protect the Kog" compositions, you don't want it to be too easy for them to get to the critical mass of protection early.

Will It Become Default? - For Murksphere, this won't be an issue. Support items are a field where all three are legitimate choices, and the item might have difficulty getting into the market if anything. This is a legitimate concern for Martyr's though - Supports already regularly sacrifice themselves to protect the AD Carry when they're checking their e-mail in lane, so there is real potential of Martyr's being a second mandatory item for Supports.

Probability of Being Added? - Murksphere Probably, Martyr's Possibly - Murksphere should have no issues being added in its current state, Martyr's might need tinkering so that it doesn't become a mandatory item.

Running Away From Your Problems - Mirage Blade

Mirage Blade was an interesting answer to the question "How I keep Rek'Sai from eating my face if I'm playing Jinx?" Mirage Blade offers AD Carries, ranged and melee, an option of how to get away from enemy champs in a rather slot efficient item. Outside escaping from enemies, it also opens up ways for Carries to commit for harassment while giving them the ability to quickly get out when a trade starts to become sour.

Does It Fill A Need? Certainly. There are currently no items that offer both Life Steal and Critical Chance and so Mirage Blade would give AD Carries the option to get an item that half fills both needs, the sort of bastard child of Infinity Edge and Bloodthirster. It also provides immobile Carries like Jinx, Kog, and Ashe the ability to disengage and force enemies to truly commit if they're going to kill them.

Are There Problem Cases? Depends on what you define as a problem case. If you think that any means of making Jinx safer is a problem case, then yes Mirage Blade offers itself as a problem case. However it really doesn't make AD Carries that much more safe alone - in my experience, it just bought time for the team to peel the threat off the Carry. Rek'Sai and Lee Sin are still going to murder you if your team doesn't protect you, it just gives you a chance to reposition yourself.

Will It Become Default? There was a worry about this item being so good that it became a necessary item, but really it isn't. It's not remarkably strong itself, as Bloodthirster or Infinity Edge are both stronger individual items. It's not necessary on Carries that have strong escape abilities, though it might be an option for them to get away from remarkably strong initiators.

The really worry with Mirage Blade is that it's an passive/active item that has a strength that isn't necessarily obvious. For all the tricks that one might be able to do with harassment and repositioning, the item is just weak statistically in comparison when comparing it to other items of its cost. While it looks like there is less AD, the additional crit chance that a player normally doesn't have in their build means that the average autoattack damage is higher, but every player is not going to do the math.

Will It Be Added - Possibly in Marksman Update - The worries about Mirage Blade not having visible power are viable, but this helps answer a problem Riot has had for a while with the increase in gap closers. Rather than change their design philosophy, they can instead add an item that allows players a way of skillfully getting away from the enemy initiator. With Riot going from role to role attempting to update the item pool, there is the potential for Mirage Blade to make an appearance in the Marksman Update. However, I wouldn't be surprised if the passive returned on the shell of another Crit/Attack Speed item either.

The Problem With Teleport - Teleport Boot Enchantment

The possibility of the Teleport boot enchantment being added to the game really depends on Riot's stance on the constant use of Teleport in the top lane. They've been committed to Summoner Spell diversity for a while, even when that meant nerfing popular Spells like Flash and Ignite. The viability of the Teleport Enchantment as an item entirely depends on whether Riot is willing to continue to tolerate the ubiquitous Teleport usage in the top lane.

Does It Fill A Need? Yes? If Teleport were to be removed as a Summoner Spell, there would still be a need for the ability to exist in some way to help combat against split pushers. Teleport is too important for the current health of the meta-game for it to be removed. It would also allow for Supports, who currently are committed to taking Heal/Exhaust/Ignite, to take Teleport, opening the way for more roaming and interesting ganks.

Are There Problem Cases? Teleport currently is one of the main ways momentum can shift in both professional and casual games. How often does a wasted teleport lead to a Dragon or Baron. The introduction of Teleport boots would fundamentally shift how objectives are fought over. Split pushing would become safer, with the possibility of taking two escape Summoner Spells. The boots limited teleportation to target objectives, but it would allow Supports and Junglers to commit interesting ganks and roams. The problem case is that this is a massive shift in how everyone, not just the pros, would play the game. It's not a step that would be taken lightly.

Would It Become Default? To start it would be, much like Homeguard was. For Top Laners, it wouldn't be surprising if the item became a default choice. However, while the Enchantment would become default, there would be a huge opening for Summoner Spells in the Top Lane. Ghost, Ignite, and Heal would all make appearances in a lane that has only seen Flash/Teleport for the longest time.

Outside the top lane, Supports that don't rely on Flash initiations might see Teleport as a valuable enchantment. It would allow them to roam across the map before returning to support their AD when they were pushed against tower. Split-pushing AD Carries might consider it before inevitably returning to Distortion/Alacrity, and it would allow hard split-push Mids like Zed to leverage their power without losing Ignite.

Will It Be Added - Maybe - It's really hard to make a prediction for Teleport Boots because it's completely dependent on a major change made by Riot. While Riot has in the past nerfed Summoners that are seen as choking out competition, only Fortify was removed for being stifling. If they do decide to remove Teleport, the enchantment looks to be a good compromise, as it would allow players to continue split pushing without making global (or semi-global) ultimates too powerful.


Conclusion

These are the items out of Black Market Bralwers that have the best chance of ever making it into the game. However, it's important to remember they might not make it into the game in their current form, as shrines became mobile scuttlers. By keeping our eyes open during these expirements, we might predict what changes might happen in future patches and off-season changes.

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