The Gathering Storm

Gentleman Gustaf here to bring you mathcrafting on the first new item designed for Ranged AD Carries: Runaans Hurricane. When looking at any item, I think there are three things to consider.

  1. Its role/purpose. What is this purpose? Is it an important purpose? Is it an optimal purpose?
  2. Its potence. Does it accomplish this purpose? Is it math efficient? What is the result?
  3. Its synergy. Does it synergize well with other expected strategies? Does it force a new playstyle?

Today, I'll be going through everything about Runaans Hurricane, and ultimately, giving it the thumbs up or thumbs down.

 

Purpose

What is the purpose of Runaans Hurricane?

Quote from Xypherous

Hurricane allows your ranged basic attacks to fire secondary bolts at nearby targets. These bolts cannot critically strike but can trigger your other on-hit effects, such as Varus’ Blighted Quiver in the above example. This allows characters like Varus or Miss Fortune, already strong Area of Effect damage dealers, to specialize into Area of Effect damage if they’d like to do so.

So first, is this an important purpose? Well, AoE damage is very strong, and many teams run strategies heavily built around AoE damage. For example, Miss Fortune has been growing in popularity recently, and is incredibly strong because of her mid-game team fight contribution, and her ability to use her ult from very far away to avoid aggro, especially in conjunction with other AoE CC/damage. And AoE damage is very important to have a strong amount of: It relies on being able to stack to burst people down: if your AoE damage doesn't pose an immediate threat to the other team, you could end up losing a team fight simply on account of lack of focus.

So does this item fulfill its purpose optimally, at least as far as theorycrafting goes? I think so. It is consistent damage onto targets, which means you don't risk using it prematurely. Moreover, this means it can be used very well as cleanup in those fights where you do fail to burst their team down. There is one scary downside, and that is lacking single-target damage to focus targets down. Normally, this role is filled by the AD Carry in AoE comps, and your ability to do so is hurt somewhat by this item. But overall, I give it an A for creativity, and a B+ for theoretical usefulness. So as far as its role and purpose, I give it a tip of the hat and a pinky out. But how does it look on paper?

The Fun Part (Math)

First, let's get some assumptions out of the way. According to the information released by Xypherous, the item works as follows:

Quote from Xypherous

Hurricane triggers each time you attack.
Hurricane is not an on-hit proc, nor does it trigger off of spells or abilities like Mystic Shot or Double Up that apply on-hit effects.
Hurricane deals 50% of your total attack damage.
Hurricane applies the full effect of on-hit effects with each bolt.

Your dps looks something like this:

Woah! Now that's a doozy of a formula, but essentially it means the following. Attack 1 target with your crit damage, attack the rest of the targets without critting and at half damage, and apply your on-hit effects in full. So we can see that champions who benefit a lot from crit won't benefit much from this, but champions with on-hit effects will love this item a lot. This is the first thing that worries me about this item. It's designed to help AoE champs itemize for AoE, but it actually benefits champions with strong on-hit effects the most. Kog'Maw called, and he'd like to kill the whole team at once.

Your first item was probably IE or Bloodthirster, so let's stick with that for now. To lessen the complicated nature of the math, let's remind ourselves that we're only looking at AS/Crit Chance/Crit Damage/auto attacks, so we can ignore ability damage. So here's what IE PD looks like next to IE Hurricane (for single target damage)

Ok, so in a straight up 1v1, you obviously don't like Hurricane, as it performs at about 70-80% of what PD would. But that would be scary: an AoE item that beats out single target items in single target DPS. Let's assume you hit 1 additional target:

The only champion who doesn't prefer Hurricane while hitting 2 targets is the champion who has critical strike scaling (Draven) via his passive. Those champions who are mostly physical/auto attack based don't benefit that much, with most of them only gaining about 3% in damage, a pretty big deal considering how much single target damage they lost. But the on-hit champions gain a decent amount, with Caitlyn/Corki/MF/Varus gaining about 10% dps, and Kog'Maw gaining a whopping 31%. Now let's assume best case scenario, 3 targets:

Now this item pulls ahead for every champion, and puts out an INSANE amount of dps on Kog'Maw, not to mention pretty ridiculous damage on Caitlyn/Corki/MF/Varusi. What about with BT? We see about the same numbers. It's not very awe-inspiring on one target:

Pretty good on 2 targets, but especially on Caityn/Corki/Kog/MF

And downright ludicrous on 3 targets (Kog'Maw benefits from Hurricane twice as much as from PD):

I think this a pretty strong argument for Hurricane: you get a crazy amount of damage with the full effect, and a nice buff even without the full effect. Just don't get caught in a 1v1... Since this purchase should be finished towards the end or after the laning phase, I think that's not a huge problem.

So for DPS, I give it another tip of the hat and another pinky out, and the whole table puts pinkies out for Kog'Maw with this item.

But wait, there's more! This item takes utility AD Carries and breaks them. Frost Shot? Now slows three targets. Basically, every attack is a Volley with a little less damage. Attached is a picture of hashinshin when I told him Frozen Mallet and Frost Shot would now apply to three targets at once.

Kennen and Caitlyn's every X attack passives coming up way faster? Graves getting his dash up faster? But a few cases in particular strike me as obscene.

First, Teemo's standard build has him getting Frozen Mallet and Wit's End. He will now slow 3 targets, apply the Wit's End on-hit to 3 targets, and apply his poison to three procs. With synergy like that, I might even buy Malady (jk but maybe not so I can say I called it when it becomes a thing). Second, Urgot's passive now applies to 3 targets. That's 3 targets whose damage is now decreased. Twitch now stacks true damage on loads of targets in an AoE. That's 24 true damage per second, per stack.

 

OK, so utility buffs out the wazoo for some champions, a ludicrous amount of damage from Kog'Maw, and pretty good damage on anybody with an on-hit effect or the ability to make sure to hit three targets. What does this item lack?

The Synergy

If Hurricane has any weak points, it is its lack of synergy with other typical AD Carry items and playstyles.

First, it refuses to scale with Crit Chance. Since auto attacks are multiplicative, the more items and stats you get, the more problematic this gets. But to the Kog'Maw player who now does 6% of three different target's maximum healths per hit, that's probably a very small drawback. However, the main problem I see with this item is what it does to positioning and the ability for an AD Carry to 1v1 bruisers. There are certain bruisers who can simply dive onto AD Carries (namely Irelia and Olaf and Mundo). The loss of single target damage makes it harder to deal with these champions diving you. So probably don't get it vs them.

Second, this really changes how AD Carries approach team-fights, as to maximize damage, they have to hit three targets, making their current strategy of 'attack the guy who's safest and probably far away from his team' pretty weak, which I think actually will make the item very weak against some compositions.

Overall

Creativity - A

The game doesn't really have anything like this, so it's good to see.

Damage - A

No seriously the dps on some champions will be crazy. Please don't 5-man dive the Kog if his team has AoE CC. Speaking of AoE CC it will be great with this item on your AD Carry

Utility - It depends

Doesn't bring any utility of its own, but amplifies any utility the AD Carry already has. And I guess you lose some lifesteal.

Practicality - B

Requires a whole new type of positioning which may not be safe, depending on your allied and enemy team composition. Bust out the AoE CC and Spray and Pray (oh god wait does it apply to that, too?).

Execution - C

We meant to buff AoE ADs, and instead, we buffed on-hit ADs, especially Kog'Maw.

Synergy - It depends

Do you have an on-hit effect? Well then enjoy synergy and maybe build on-hit if that's what you're into. But do you like Crit Chance/lifesteal/Armor Pen like most AD Carries? Sorry, you're sort of left out in the cold

Overall - B+

You know what I actually think this item actually is? It's basically that unique build path so many people have always wanted on Kog'Maw/Teemo; the one that used to have Madred's Bloodrazor in it and made everybody sad. Except instead of single target brutality, it brings the AoE pain. And it maybe breaks utility on some champions.

So what champions do I like Runaan's Hurricane on?

Caitlyn - her long range will let you get 3 stacks of his headshot consistently.
Kog'Maw - long range and good on-hit ability; lack of mobility could hurt him.
Teemo - :(
Twitch - True damage everywhere
Varus - more stacks for more AoE % Health Damage (plus on-hit)

Summary from Xypherous:

Quote from Xypherous

So, if you go the typical IE/PD build with critical strikes, these secondary bolts are going to be far less than 50% of your average main attack damage.

If you go raw Hurricane / BT, builds for example - you will be life stealing more - at the cost of not taking advantage of the multiplicative power of critical strike and critical damage for the multiplicative power of Area of Effect attacks.

Basically - do you want to hit everyone a lot of times for a moderate amount of damage? Or do you want to hit one person a few times for tons of damage? But in the end, the amount you life steal actually kind of ends up to be around the same.

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Comments

  • #84 CrazedMcCrazy

    Ah geez...

    Riot introduces item to make AoE ADCs more interesting, doesn't quite do it, actually brakes several other on-hit ADCs.

    *sigh*

    Last edited by CrazedMcCrazy: 11/16/2012 6:04:21 AM
  • #87 scruftypufty

    can you do it better? why aren't you a riot member than? why is all you do complaining isntead of bringing up good ideas of ''fixing'' it?

     

  • #82 sgtcolon

    Btw, not sure anyone has mentioned this out loud yet, but just imagine this item with red buff :o Multiple slow and true dmg, ouch!

  • #80 sgtcolon

    I can really start to see some nasty builds coming to the front from these new items.

    Things like BotRK + RH + Manamune (the changes to this will just be insane in conjunction with RH) + Wicked Hatchet (situational, if you want to be able to apply grievous wounds to multiple targets at once)

    For those that have not seen them yet:

    Manamune (assume it still builds from Tear and will provide mana/mana regen, but probably some other stats too)

    Unique Toggle: Your basic attacks and single target spells drain an additional X% of your current mana and deal twice that amount in bonus magic damage over 2 seconds.

    Wicked Hatchet

    • +20 attack damage
    • +18% critical strike chance
    • Passive: Your basic attacks inflict with Grievous Wound on enemy champions, causing 50% reduced healing and regeneration for 1.5 seconds
  • #65 gigawrath

    Blade of the Ruined King + Madred's Bloodrazors + Runaan's Hurricane + Kog' Maw = What the fuck

    So in actuality:

    4% current HP on hit + 4% target's max HP on hit + hitting 3 targets + 6% of target's max HP on hit = 10% of target's max HP on hit with every attack/bolt that goes out and 4% of their current hp as well. 

    Assuming you hit 3 targets currently at max HP you will do 14% of their HP to each of them and 42% of all their HP in total.

    And since this is Kog'Maw, he'll have enough range to pull this off. In every fight. 

  • #67 Dj0z

    Theres no MBR in season 3. Also compared to hitting 1 target and removing 800dmg crits from their HP bar with every hit (typical ad carry) i don't see the problem.

  • #85 PMilkos

    Quote from Dj0z »

    Theres no MBR in season 3. Also compared to hitting 1 target and removing 800dmg crits from their HP bar with every hit (typical ad carry) i don't see the problem.

    Hitting one target for 800 dmg (if the stars align and if RNG decide it is to be a crit) vs hitting 400 on one target and 250 on two more, at double the attack speed, regardless of RNG, and lifestealing from all 3... well, I know what I'm gonna be building...

  • #64 arenbee

    Nice mathcrafting, but before anyone judges the item on the math alone, some of the most important attributes of the item are left out or unclear:

    1) Target Seek Range: Already mentioned by at least 1 person. Matters for a lot of reasons. Risk of positioning in teamfights. May not benefit Varus that much if range is his attack range (unless maybe built as an AP Hybrid? :P). If range is not attack range but a set value, it may or may not benefit kog/trist/twitch.

    _edit_ + Seek Angle also matters for same reasons.

    2) Target Priority: Build in champion prioritization or minions/summons/neutral camps will get in the way.

    3) Minion Aggro: Edge case since people probably won't be getting this early but will it allow to harass with 0 aggro (especially if target priority built in)?

    4) Bolt mechanics: I ask because the picture reminds me of Lulu Pix bolts. Are they interceptable?

    5) Other more minor/specific interactions: Interaction with thornmail? Randuins? Blind?

    Other notes: Any word on PD, IE nerfs?

    This is a longshot but even Deathcap nerfs may encourage Varus, Kog, perhaps Lux to test out attack based caster builds. :P

    Last edited by arenbee: 11/15/2012 11:49:08 AM
  • #86 GentlemanGustaf

    Quote from arenbee »

    Nice mathcrafting, but before anyone judges the item on the math alone, some of the most important attributes of the item are left out or unclear:

    1) Target Seek Range: Already mentioned by at least 1 person. Matters for a lot of reasons. Risk of positioning in teamfights. May not benefit Varus that much if range is his attack range (unless maybe built as an AP Hybrid? :P). If range is not attack range but a set value, it may or may not benefit kog/trist/twitch.

    _edit_ + Seek Angle also matters for same reasons.

    2) Target Priority: Build in champion prioritization or minions/summons/neutral camps will get in the way.

    3) Minion Aggro: Edge case since people probably won't be getting this early but will it allow to harass with 0 aggro (especially if target priority built in)?

    4) Bolt mechanics: I ask because the picture reminds me of Lulu Pix bolts. Are they interceptable?

    5) Other more minor/specific interactions: Interaction with thornmail? Randuins? Blind?

    Other notes: Any word on PD, IE nerfs?

    This is a longshot but even Deathcap nerfs may encourage Varus, Kog, perhaps Lux to test out attack based caster builds. :P

    1) same as your attack range

    2) just means you have to choose where you fight

    3) like you said, edge case

    4) sounds like no

    5) Anything regular attacks works on, this works on.

  • #61 Dj0z

    You know what I actually think this item actually is? It's basically that unique build path so many people have always wanted on Kog'Maw/Teemo; the one that used to have Madred's Bloodrazor in it and made everybody sad. Except instead of single target brutality, it brings the AoE pain.

    Exactly. Standard ADC build:

    -multiplicative damaging and sustain (lifesteal) stats, with IE as the main multiplier.

    -purpose: single-target, purely physical, lategame-armor-piercing, insane DPS.

    Typical On-hit build:

    -many (or strong) on-hit effects, multiplied by AS (frequency of flat effects) and with Hurricane, by amount of targets hits.

    -purpose: softening multiple enemies at once in teamfights (or applying some utility on them), fast creepwave clearing, hybrid damage, high DPS.

    Expected end result: Standard ADC build kills On-hit 1v1, but On-hit helps your team more, as far quick demolition of 1 specific person isn't required.

    This is like the first actual strategic choice Riot gives the tools for, regarding ranged DPS. Those who cry need to stop acting like it's OP, since it cannot out-DPS a standard ADC 1v1. Just make a decision on your team strategy and play accordingly.

    Heck, we could build a new meta just out of this. AoE sustained hybrid damage on the Hurricane on-hit carry, one burst AD caster (Talon, Zed, Panth...), one burst AP caster (Lb, Fizz...). Whoever is best at jungling goes jungle, the hybrid carry goes with support, the remaining burster and the tank get solo lanes. or something.

  • #60 Zazzle

    Wait. Wait wait wait... Does that mean Kayle's E will apply to 3 targets thus tripling her E splash effect. And then when you build Ravenous Hydra on her.... Oh god! She would rape a team so fast.The AoE splash would be insane!

    Riot, what have you done! 

    Last edited by Zazzle: 11/15/2012 10:12:43 AM
  • #62 Dj0z

    Xypherous said that doesn't work.

  • #68 Zazzle

    ok cool, Thank you.

  • #58 CaptainFence

    Is sona's passive scaling too?

  • #88 Yaamahri

    Nope. Power chord is On Next Hit, not on hit.

  • #55 Deliq

    This item will never be good because the reason why aoe is great is because it usually deals FUCKTONS of damage, same or more as single target abilities.

    50% of AD is just hilariously bad. 6 item adc who typically has around 350 AD and 46% arpen will crit for 350 damage into someone with 300 armor. The aoe part would hit into the same amount of armor for whooping 66 (SIXTY SIX) damage! Not to mention you would actually have way less AD because this item gives only aspd but off course consumes one of the five available item slots!

    If this trash of an item will be viable on anything other than on-hit focused builds, I'll cook my balls and eat them.

  • #59 MerryLane

    Dude, you don't get it.
    This item rushed as first or second item, will basically make AD's damage output skyrocket, especially some ADC (kog?), and add so much utility.
    I think that if 2/3 ennemies have 300 armor before you complete BT and RH (for instance), then you know you probably already lost you game anyway ^^

    Even if we don't talk about high utility or on-hit carries and build, look at Graves' dash, for example. You complete your BT and LW during your laning phase, but too bad the ennemy olaf/mundo is overfed and wants your skin in every teamfights. Fine, you rush hurricane, and every two autos, you can dash away and kite them to their death.

    If you didn't understand it already, this new item makes every ranged's midgame damage output reach awesome level, and if "at worse" you manage to get 6 items, you can sell it away for any item that would increase your single-target DPS, but you would have enjoyed it all along the game because of the "exponantial" damage increase and utility it offered you untill then.

    Prepare salt and pepper, it will be easier to swallow.

     

    Last edited by MerryLane: 11/15/2012 10:02:53 AM
  • #89 Yaamahri

    Twitch and Kog'Maw say "Hi."

  • #53 OuterRaven

    As soon as this item goes live, you'll definitely see Kog getting perma-banned, which is sad because of all the ad carries I've played, I actually enjoy playing Kog.

  • #57 Dj0z

    Kog still doesn't have an escape, i don't know what you are talking about.

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