Healbane/Decay 6.4k upgrade: Harm Inverter

Bepsi Max

Member
6400 cost, builds from Healbane, green item category
Passive effects: same as the component item, maybe something extra
Active effect:
Give yourself or a friendly target a buff for 2 seconds that heals for 75% of the damage taken in that timeframe once the buff expires.

Since there are a fair bit of strong antiheal effects going around I thought about making the Healbane upgrade a strong support oriented item. Numbers can be tweaked but I think it's an interesting effect that has clear counters but still provides a powerful way to punish focus firing a target or just help yourself survive. Being able to retain the Healbane effect offensively while saving the item slot is enough antiheal I think and thematically it implies a kind of mastery over healing.

Duration extenders would be better the tankier the target is but postpone the healing which I also think is a bit interesting.

Kind of an item that could end up doing a lot or doing nothing which I feel conflicted about, it'd take some testing to find the right base duration/heal return number on it

Since it's hard countered by Capacitor and soft countered by every antiheal effect in the game I also don't think it would be that strong. It's also countered by just pure coordination/reaction and would not be as strong in an 1v1 since the opponent can just hold off their damage and wait, but in a chaotic teamfight it could get a big payoff from random damage.

Naturally it'd have to have a recognizable sound que and some sort of bubble or aura effect on the target to make it obvious what's happening.

Additionally, you could allow the spell to be cast on enemies as well and do an inverted effect where healing is taken as damage at the end of the duration, but I feel that's too complicated and harder to balance.
 
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