Views: 2354 Ad Carries - Executioner's Calling won the lottery but why?
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Recap of Previous Article:
![]() + 15% Lifesteal + 35 Attack Damage - Active not usable (range) - No upgrades (hope Riot will make one) - No Cost Efficent |
FILLER |
![]() + 12% Lifesteal + 23 Attack Damage + 30 Armor - Ward useful but not a must - No Need of Passive - No Cost Efficent |
FILLER |
![]() + 18% Lifesteal + 15% Critical Chance + Active: Supereffective against Meta- ![]() + Little damage dot + Enhanches ![]() |
Conclusions:

3rd Classified
Bilgewater Cutlass
This item needs an upgrade, that's the main reason why i placed it at third position
High Lifesteal that synergize pretty well with the attack damage, i could say that
this item would be at first place if only it had an upgrade and a bigger Active range
Considering that active has a 400 range while every ad carry have
around 520 range and more. you need to be pretty close to the enemy to use it and that would be a risk to your own life.
Other than that i would like to add that this item doesn't influent much on the remaining items of the build, just some Ad and some lifesteal, only enough to lanephase.

Bilgewater Cutlass
This item needs an upgrade, that's the main reason why i placed it at third position
High Lifesteal that synergize pretty well with the attack damage, i could say that
this item would be at first place if only it had an upgrade and a bigger Active range
Considering that active has a 400 range while every ad carry have
around 520 range and more. you need to be pretty close to the enemy to use it and that would be a risk to your own life.

Ashe's Range of 600 | FILLER | FILLER | FILLER | FILLER | Bilgewater Range of 400 |
Other than that i would like to add that this item doesn't influent much on the remaining items of the build, just some Ad and some lifesteal, only enough to lanephase.

2nd Classified
Wriggle's Lantern
I have to say that this items has been one of my favourite items Pre-Nerf, Armor attack damage and huge sustain made bottom lane a super resilient lane, with this item lane dominance were quite pretty sure, but now i don't see any way i should keep this item, here's the motivation.
Here it is a graph how magic resistance and armor works:

Wriggle's Lantern
I have to say that this items has been one of my favourite items Pre-Nerf, Armor attack damage and huge sustain made bottom lane a super resilient lane, with this item lane dominance were quite pretty sure, but now i don't see any way i should keep this item, here's the motivation.
Here it is a graph how magic resistance and armor works:

As you can see or at least deduce from the image, the difference between damage reduction
is for around 7-8%.
This 7-8% of damage reduction compensate early game the nerf of lifesteal, infact, with the Attack Damage + Armor + Lifesteal provided from
Wriggle's Lantern you will be able to recover slower your HP than
Executioner's Calling BUT when focusing for midgame and even lategame
Wriggle's Lantern loses some of its utility for those reasons:
[*] Armor: More levels means more armor and that mean less damage reduction, in few words more you get into lategame and more this stat will be useless for you, since you play Ad Carry you should focus everything on LanePhase and EndGame
[*] Lifesteal: Compared to
Executioner's Calling is pratically useless, 6% is a huge difference, saying also that your AD could even go over 300 you need at lease the double number of normal attacks to reach the same Hp gained by
Executioner's Calling
[*] Attack Damage: This would be only the unique statistic good to help and synergize other items like
Infinity Edge, if you have luck and you crit it deals 50 damage more and that's actually very good BUT how can we resist to
Executioner's Calling Crit Chance? having more % would say to have a huge difference in dps, Avoiding Luck and doing Double or even Triple dps for those Crits.
is for around 7-8%.
This 7-8% of damage reduction compensate early game the nerf of lifesteal, infact, with the Attack Damage + Armor + Lifesteal provided from



[*] Armor: More levels means more armor and that mean less damage reduction, in few words more you get into lategame and more this stat will be useless for you, since you play Ad Carry you should focus everything on LanePhase and EndGame
[*] Lifesteal: Compared to


[*] Attack Damage: This would be only the unique statistic good to help and synergize other items like



1st Classified
Executioner's Calling
- R4idenZero, C ya for another episode on Monday!

Executioner's Calling
This item is slowing convincing me for everything i theorycized and practiced, i just find it awesome, and it fits perfectly my current style of playing.
To be short here are some points that will give you an advantage on your enemy.
[*] Active: Reduces by 50% healings on the target with a range of 600. This is currently the anti-meta system for everybody who plays Ad Carry with
Heal +
Flash.
[*] Lifesteal: 18% of lifesteal is absolutely incredible, everything is Pre-Nerf like and you can refull your Hp bar within 10 autohits. not saying that whis huge percentage also scale well Mid-Endgame with huge Ad items.
[*] Critical: Main reason of why i get this item. It synergizes so well in every state of the game, a crit early game can change the sort of a fight or even a lucky harass could transform into a freekill. Have to say also that testing this item and changing item order i finalized that an Ad carry, to be more specific, Every single Ad carry, can rush
Executioner's Calling ->
Doran's Blade ->
Doran's Blade ->
Infinity Edge ->
Last Whisper to have a full potential within Mid game.
This actually is a Perfect situation of how the gameplay just improved,
Executioner's Calling made a further step replacing
Phantom Dancer giving us a better lanephase and a better item organization, in an ordinary build until
Infinity Edge+
Phantom Dancer our damage was mere randomness, now that we have our Core statistics like Crit Chance, Lifesteal provided by our
Executioner's Calling we can place
Phantom Dancer a step later cause of redundancy stats,Cause we just really dont need attack speed Mid Game.
[*] Cost Efficency: All this for JUST 1350 Golds, that means that we can still get a
Doran's Blade and we are near to the budget of our previous items:
Wriggle's Lantern
Bilgewater Cutlass
To be short here are some points that will give you an advantage on your enemy.
[*] Active: Reduces by 50% healings on the target with a range of 600. This is currently the anti-meta system for everybody who plays Ad Carry with


[*] Lifesteal: 18% of lifesteal is absolutely incredible, everything is Pre-Nerf like and you can refull your Hp bar within 10 autohits. not saying that whis huge percentage also scale well Mid-Endgame with huge Ad items.
[*] Critical: Main reason of why i get this item. It synergizes so well in every state of the game, a crit early game can change the sort of a fight or even a lucky harass could transform into a freekill. Have to say also that testing this item and changing item order i finalized that an Ad carry, to be more specific, Every single Ad carry, can rush





This actually is a Perfect situation of how the gameplay just improved,






[*] Cost Efficency: All this for JUST 1350 Golds, that means that we can still get a



- R4idenZero, C ya for another episode on Monday!
Hi, really nice post. I've always fancied these underused items and I like your thinking.
However, after I tried it a few times I noticed (although I'm not 100% sure) that the DoT makes the tower aggro you. I'm talking about the case, when you hit an enemy champ under the tower and it starts shooting at you. So, you run out of its range and then try to follow the champ behind the tower while it attacks your minions. The damage from the DoT makes the tower attack you even if you don't attack the champ.
Can someone confirm this behavior? If this is true, I think it's quite a bad thing...
Yes, the dot makes you aggro the tower but in a correct engage under tower the Ad Carry have always to wait that the support/Offtank gets aggro attacking first.
Even if you aggro the tower, there will be no situations "normally" where you harass the enemy while you are under his tower, normally the enemy is under his tower and you are out of tower's range.
However, after I tried it a few times I noticed (although I'm not 100% sure) that the DoT makes the tower aggro you. I'm talking about the case, when you hit an enemy champ under the tower and it starts shooting at you. So, you run out of its range and then try to follow the champ behind the tower while it attacks your minions. The damage from the DoT makes the tower attack you even if you don't attack the champ.
Can someone confirm this behavior? If this is true, I think it's quite a bad thing...