T4 Spirit Item- Silencing Snare

cellmate

New member
Passive: Troopers, Jungle minions and Mid Boss don't attack you.
When you buy the item the enemies aren't notified.

Active(cooldown 150 seconds, is not reduced with Item Cooldown Reduction): Plant a trap on a Jungle Minion or Midboss that triggers once the entity was killed. On trigger it curses everyone for 5 seconds (INCLUDING FRIENDLIES) in a 10 meter area and inflicts a -45% Outgoing Damage debuff on the person that killed the entity (in case of Mid Boss debuffs the person that dealt most damage), for 10 seconds.

Curse Snare doesn't go on cooldown until the entity is killed.



This could make rejuv stealing a little easier (if you decide to keep the current rejuv mechanic) and enable new ambush strategies, or show the current location of the enemy.
Since the enemies aren't notified they will have to keep track of enemies' items more in late game, which I think is a good change that incentivizes good macro.
 
For stealing a rejuv I don't think it would work too much since the 5s duration is not enough to keep the team at bay as when the Rejuv is down their curse will be gone already.
It does make for a great team fight item and imo it may even be a bit too strong in some cases, 5 second curse and damage debuff is really strong and shouldn't be overlooked, but I guess it having a niche and kinda hard to trigger use does make it more balanced in a way. It would still be kinda busted for team fighting the rejuv as that would be the easiest place to proc the effect on multiple people and it would make it incredibly hard for anyone to even be able to fight back.
 
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