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?

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:

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:

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

  • #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 on 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.

    So, what you're saying is, if I don't gank top lane, I'll die?

    Jason Statham is: the jungler.

  • #57 Dj0z

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

  • #63 Selesnija

    Yeah loss of mobility will hit him hard.

     

  • #66 OuterRaven

    With a protect comp Kog doesn't need escapes. Plus, who needs escapes when you can just shred everything in front of you? Imagine late game Kog with this item, he can pretty much kill 3 champs at the same time in a matter of seconds.

    So, what you're saying is, if I don't gank top lane, I'll die?

    Jason Statham is: the jungler.

  • #69 Dj0z

    Yet with a standard ADC build he would destroy his main target faster, and thus start killing the other 2 earlier. Why are you scared of change?

    EDIT: i think i got it, you're scared to have your favorite ADC always banned in ranked. TBH, when players will realize a standard ADC can kill faster than the kog you described, they'll ban somehting else imo. You don't even know yet what the most OP thing will be when season 3 hits the shelves. For all we know it could be Yi+Tryn+Jax permabanned because of Tiamat dude.

    Last edited by Dj0z on 11/15/2012 2:44:10 PM
  • #75 MerryLane

    If Kog really uses the new item as we ve just seen it described, he will have so many more damage output than any other standard ADC, and so soon in the game.

    Banning another ADC over kog would be pretty useless

  • #70 TreeBurrow

    Currently this item fully interacts with Kog'Maws on-hit damage... However, by the time season 3 goes live, I assume this will have changed... Maybe Kog'Maw's on-hit will be slightly reduced when not attacking the primary target, we'll have to wait and see if Riot decides to change the item specifically for the few champions who abuse it the most... All I'm saying is, nothing is guarantee'd right now, the item could be drastically changed before it goes live...

  • #72 FleurDeLiz

    Nerfherding before it even goes live?

    BE A MAN.

  • #73 TreeBurrow

    What?

  • #74 Dj0z

    Quote from TreeBurrow»

    Maybe Kog'Maw's on-hit will be slightly reduced when not attacking the primary target, we'll have to wait and see if Riot decides to change the item specifically for the few champions who abuse it the most...

    If you replace that by "use it the best", we can talk. There is no evil in having very good synergy with an item. Else they better nerf every single ad carry for being one of those who abuse IE the most, and so on. I mean what the heck, if anything new happens to work fine, it would have to be made un-fine? Where would that take the game?

    Last edited by Dj0z on 11/15/2012 6:16:46 PM
  • #77 TreeBurrow

    To an extent, yes... But if some champions can completely abuse the item and others don't gain any benefit at all from the item... Then the item isn't very balanced... So wha't I'm saying is that there are a few potential balancing issues with this item and how it interacts with Kog'maw... If Kog'maw becomes OP with this item (Which in it's current state will happen) then he'll either be perma-banned because his damage output would be brokenly high, much higher than any other AD carry... That's not healthy for the game... And that's REALLY not healthy for people who like to play normals... Honestly, I think Riot will be watching Kog'maw's interaction with this item very closely because he is the champion who synergizes the best with it IMO... So, until season 3 starts, this item's stats and it's effect with Kog'maw are subject to change... On paper, right now Kog'maw is looking to be extremely powerful... In reality, we don't know yet because the item hasn't been implemented and all balancing issues haven't been resolved just yet... It works on Kog'maw too well, as shown by the math... It would make most other AD carries lack-luster compared to Kog'maw, which is bad from the game... I feel like I'm repeating myself a lot here, So i'm not going to keep typing

  • #50 370HSSV

    One problem with those numbers is that you're completely ignoring resistances. For example ADC Kog'maw typically has something like 46%+6 armor penetration mid/lategame, but the on-hit effect deals magic damage. And by buying the new item instead of PD, you're making bigger portion of your damage magic damage. Assuming average target has around 100 MR and armor, it'd mean 100 magic damage is only worth roughly 75 physical damage.

    It still seems like a great item for Kog'Maw, but it's slightly worse than those numbers make it look like. I'm pretending to be working atm so I didn't do any math, but instead of that 2.05x damage maybe it's "only" 1.9x damage. It's not a big difference, but still something you should mention.

    Last edited by 370HSSV on 11/15/2012 7:34:13 AM
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