Mr.Mindish
Active member
This item is intended for lanes that are an uphill battle to defend.
While it's often a skill difference, some lanes are just 8 minutes of struggling to freeze/take control of the lane, since the enemy laners are way ahead in souls. This usually results in the player being forced to abandon their lane's guardian to farm/gank elsewhere to catch up.
To give the team on the back foot a chance, Turtle Spirit was designed as a completely defensive tool: while near allied objectives, you gain bonus lifesteal. While it applies to all allied objectives, it's mainly for use with the lane guardian.
It acts as a third option between Healing Rite and Extra Regen. Both are great healing items, but struggle a bit if the user is under constant pressure.
Turtle Spirit arguably performs the best of the three defensively, but having the lifesteal only be accessable near objectives makes it worse for rotating/attacking.
The item uses Spirit Resist, since no other T1 item grants it. I didn't want to add Health Regen or Bonus Health to the base stats, otherwise there would be little reason to purchase Extra Regen or Enduring Spirit over this. I chose lifesteal for the item since it would require enemy troops/heroes to shoot at in order to take advantage of the healing, serving the item's intended defensive purpose.

While it's often a skill difference, some lanes are just 8 minutes of struggling to freeze/take control of the lane, since the enemy laners are way ahead in souls. This usually results in the player being forced to abandon their lane's guardian to farm/gank elsewhere to catch up.
To give the team on the back foot a chance, Turtle Spirit was designed as a completely defensive tool: while near allied objectives, you gain bonus lifesteal. While it applies to all allied objectives, it's mainly for use with the lane guardian.
It acts as a third option between Healing Rite and Extra Regen. Both are great healing items, but struggle a bit if the user is under constant pressure.
Turtle Spirit arguably performs the best of the three defensively, but having the lifesteal only be accessable near objectives makes it worse for rotating/attacking.
The item uses Spirit Resist, since no other T1 item grants it. I didn't want to add Health Regen or Bonus Health to the base stats, otherwise there would be little reason to purchase Extra Regen or Enduring Spirit over this. I chose lifesteal for the item since it would require enemy troops/heroes to shoot at in order to take advantage of the healing, serving the item's intended defensive purpose.