Charge boosting Vitality items: Life Battery(T2) and it's upgrade Mechanical Heart(T4)

Rosgath

Well-known member
I was watching Xeratricky earlier today and he decided to go on a silly all green item Victor build. He commented that there are no items that give bonus charges that are Vitality and I thought "We should TOTALLY fix that" so here's a couple items I worked up that are designed to compliment builds that focus on Charge based abilities. Introducing! Life Battery and it's upgrade, Mechanical Heart!

Life Battery.png

Mechanical Heart (1).png
 
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If anyone saw the original post, I quickly adjusted the bonus CDR by Mechanical Heart down as I realized it gave just as much as Transcendent, which seemed too much to me.
 
The items are great. In my opinion, Mechanical Heart shouldn't have Heal Reduction resistance or it should be less. I can see this item on every Victor or any other hero with huge lifesteal.

This gave me an idea of the similar item, that could let you manually exchange your health to restore ability cooldown/charges.
 
The items are great. In my opinion, Mechanical Heart shouldn't have Heal Reduction resistance or it should be less. I can see this item on every Victor or any other hero with huge lifesteal.

This gave me an idea of the similar item, that could let you manually exchange your health to restore ability cooldown/charges.
I gave it heal reduction resistance because the Mechanical Heart comes with a HUGE cost (25% of your current HP is no joke). I feel the Heal reduction Resistance is an appropriate benefit for the cost. The Cost is so high because it gives 1.5% of your Max HP as regen (which is more than any other item offers) and it can be pretty powerful by itself, so I wanted it to feel like an item you had to really put some thought into how and when you use it instead of just spamming it off CD.
 
I was watching Xeratricky earlier today and he decided to go on a silly all green item Victor build. He commented that there are no items that give bonus charges that are Vitality and I thought "We should TOTALLY fix that" so here's a couple items I worked up that are designed to compliment builds that focus on Charge based abilities. Introducing! Life Battery and it's upgrade, Mechanical Heart!

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i feel mechanical heart's base stats are way too strong, every tank would just buy this item for base stats even if they cannot use the active because +700 health and +1.5% max hp regen is just ridiculously strong (for reference, 1.5% maxhp/s is only .5% off from being a permanent + in combat fortitude)
 
i feel mechanical heart's base stats are way too strong, every tank would just buy this item for base stats even if they cannot use the active because +700 health and +1.5% max hp regen is just ridiculously strong (for reference, 1.5% maxhp/s is only .5% off from being a permanent + in combat fortitude)
The stats I used were initially based off Colossus, but it trades the Bonus Weapon damage for even more HP. The Health Regen is there to make it even possible to use the active and is a more situational Active item than Colossus (not everyone has charged abilities), which is why I felt giving the item 1.5% Max HP regen was necessary. I will point out that if you are using the Active on CD it is very close to a net negative Health regen.

Additionally, this is a T4(6400) item, whereas Fortitude is a T3(3200) which I think justifies the strength of the regen.
 
The stats I used were initially based off Colossus, but it trades the Bonus Weapon damage for even more HP. The Health Regen is there to make it even possible to use the active and is a more situational Active item than Colossus (not everyone has charged abilities), which is why I felt giving the item 1.5% Max HP regen was necessary. I will point out that if you are using the Active on CD it is very close to a net negative Health regen.

Additionally, this is a T4(6400) item, whereas Fortitude is a T3(3200) which I think justifies the strength of the regen.
the issue isnt the regen number rather that its +2% maxhp regen during fights with 0 conditional, and also like i said the active being net negative doesn't matter at all if you just use the item as a stat stick (which it would be better as just using as a stat stick which is it's own issue)
 
Nice! I like the idea and it fits as a different approach to charged abilities for late-game. The Max HP per second is very strong, but tuning with this sort of item is expected.
 
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