Views: 3444 IceCreamy's Item Insights #3: Enchantments!
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Hey everyone, welcome back to my weekly blog, Item Insights.
This time around I want to talk to you about boot enchantments. There are 5 different enchantments, namely
Enchantment: Alacrity,
Enchantment: Captain,
Enchantment: Distortion,
Enchantment: Furor and
Enchantment: Homeguard. I'm going to briefly go over all of them, explaining what they do and who they fit best with.
Costs: 475 gold
UNIQUE Passive: Alacrity: Grants +15 bonus movement speed.
This one fits best with slow champions. Okay, Captain Obvious remarks aside, it's not the best enchantment. This only works when you are a slow AP Carry who is roaming a lot and/or winning.
Costs: 650 gold
UNIQUE Passive: Captain: Allied champions running toward you gain 8% bonus movement speed. Nearby minions gain 20% bonus movement speed.
This one works best on tanks/initiators. If you go into a fight, you really want your team to be able to quickly follow up. On the other hand it can also work on supports, to get people low on hp out of the fight faster. It also works really good on pushers, because of the bonus movement speed on minions.
Costs: 475 gold
UNIQUE Passive: Distortion: Decreases cooldown of Ghost, Teleport and Flash by 25%.
This one is probably never bought, ever. This is only useful for mid/top laners who run Teleport along with either Flash or Ghost, but even on them I have never seen it. Especially good on splitpushers, like
Shen or
Nidalee.
Costs: 650 gold
UNIQUE Passive: Furor: Whenever you deal damage with a single target attack or spell, you gain 12% movement speed that decays over 2 seconds.
Wonderful on any auto-attack reliant champion. Think of ADCs, but also
Tryndamere for example. But since it also works on single target spells, this should work well on
Ryze.
Costs: 475 gold
UNIQUE Passive: Homeguard: Whenever you are at fountain, you instantly gain full health and mana, and gain a 200% movement speed boost that decays over 8 seconds. The bonus movement speed is lost upon entering combat. The effect cannot activate while in combat.
This one is probably most often bought. Whenever you are losing, or just want to get back in lane faster, you buy this one. Also works exceptionally well with
Teleport! :)
Let's summarize that:

That just leaves us with 1 question; When is a good time to buy any of those? Now I'll be honest, I can't answer that. You could use the above scheme, and use it left to right, top to bottom to see what you should focus on most. Generally speaking in an uneven game (one team is winning really hard) you'll want to buy enchantments fast, while in quite even games you'll want to wait and finish more "bigger" items to keep up.
So, that's what I wanted to share regarding enchantments. What I want to know from you guys - if you could invent one new enchantment, what would it be? Thanks in advance for your suggestions :)
That's it, thanks for reading and cya next week!
~Icy
This time around I want to talk to you about boot enchantments. There are 5 different enchantments, namely






Costs: 475 gold
UNIQUE Passive: Alacrity: Grants +15 bonus movement speed.
This one fits best with slow champions. Okay, Captain Obvious remarks aside, it's not the best enchantment. This only works when you are a slow AP Carry who is roaming a lot and/or winning.

Costs: 650 gold
UNIQUE Passive: Captain: Allied champions running toward you gain 8% bonus movement speed. Nearby minions gain 20% bonus movement speed.
This one works best on tanks/initiators. If you go into a fight, you really want your team to be able to quickly follow up. On the other hand it can also work on supports, to get people low on hp out of the fight faster. It also works really good on pushers, because of the bonus movement speed on minions.

Costs: 475 gold
UNIQUE Passive: Distortion: Decreases cooldown of Ghost, Teleport and Flash by 25%.
This one is probably never bought, ever. This is only useful for mid/top laners who run Teleport along with either Flash or Ghost, but even on them I have never seen it. Especially good on splitpushers, like



Costs: 650 gold
UNIQUE Passive: Furor: Whenever you deal damage with a single target attack or spell, you gain 12% movement speed that decays over 2 seconds.
Wonderful on any auto-attack reliant champion. Think of ADCs, but also



Costs: 475 gold
UNIQUE Passive: Homeguard: Whenever you are at fountain, you instantly gain full health and mana, and gain a 200% movement speed boost that decays over 8 seconds. The bonus movement speed is lost upon entering combat. The effect cannot activate while in combat.
This one is probably most often bought. Whenever you are losing, or just want to get back in lane faster, you buy this one. Also works exceptionally well with

Let's summarize that:

That just leaves us with 1 question; When is a good time to buy any of those? Now I'll be honest, I can't answer that. You could use the above scheme, and use it left to right, top to bottom to see what you should focus on most. Generally speaking in an uneven game (one team is winning really hard) you'll want to buy enchantments fast, while in quite even games you'll want to wait and finish more "bigger" items to keep up.
So, that's what I wanted to share regarding enchantments. What I want to know from you guys - if you could invent one new enchantment, what would it be? Thanks in advance for your suggestions :)
That's it, thanks for reading and cya next week!
~Icy
50 % captain
30 % none because game ends fast
20 % homeguard because losing
But of course, there's a big difference between me and an LCS player :P
Anyways thanks Psi for your insights :)
90% of the time, people get homeguard or nothing. Enchantments delay core items and are usually not built until pretty late in the game. Some games there might only be one or two homeguards from the losing team while their base is being pushed and that's it.
In some scenarios, people buy distortion. This is usually from the ADC for
Furor is occasionally picked up on ADCs, but has seen a lot less play since it became common practice to sell boots for
Alacrity is quite rare. I've only seen it a couple times in competitive play in very specific circumstances. I would only bother with this enchantment if there is an MS differential of less than 15 between me and a champion on the enemy team. This allows you to catch them or escape in extended chases.
Pretty much no one buys Captain. I've never seen it in any professional game or even high elo streams (though I obviously haven't seen everything). It's ludicrously expensive for supports and junglers. You might as well save yourself some gold and get homeguard instead, which is infinitely more impactful.
Maybe I should watch a bit closer then, but you can't deny it's by far the least bought boot enchantment there is.
Maybe I should watch a bit closer then, but you can't deny it's by far the least bought boot enchantment there is.
This way, it helps pushers as well, like the tanky ones, as well as supports in this aspect (indirectly).
Also, if you're a squishy APC and their team has a champion like Lux, it might be worth to buy 'em (alacrity) a little earlier.
what are you talking about?!
@Meiyjhe: Completely agree with all of your points :)