I'm trying to make AS/On-Hit meaningful again, because I think it's feasible given the item changes in S3.
Now, AS/On-Hit has previously suffered from a lack of end-game scaling in multiplicative damage scaling, in addition to the inability to reap the rewards of lifesteal OR spell-vamp. Lack of sustain is still an issue for Dominion, but let's take a look at what is available to players now for AS/On-Hit:
- Black Cleaver, The
- Blade of the Ruined King (TT & SR ONLY)
- Entropy
- Frozen Mallet
- Guinsoo's Rageblade
- Kitae's Bloodrazor
- Muramana
- Malady
- Nashor's Tooth
- Runaan's Hurricane
- Statikk Shiv
- Wit's End
- Zephyr
I think there's a bit more diversity here than previously. Wit's End, for example, was staple because of it's cheap price for a high damage addition. Malady was a toss-up, because while cheap, it mimicked Wit's End while providing a very meager bonus of MR shred (that required many hits to stack up.)
Why do I think this is a viable build now? Runaan's Hurricane and to some extent, Statikk Shiv. This effectively gives AS/On-Hit builds a chance to specialize in AoE magic damage, instead of single-target critical strike.
Runaan's Hurricane has some very interesting interactions with champion skills and item abilities, in addition to potentially boosting damage output by as much as 200% (when looking at On-Hit damage alone). Here is where the 'multiplicative scaling' so desired by AS/On-Hit users lies.
Runaan's Hurricane allows one to:
- Apply 100% On-Hit damage to three targets (Duh.)
- Charge Statikk Shiv faster.
- Shred as much as 28 (7x4) MR from three targets (Malady)
- Expend 9% mana per attack to deal 6% of mana worth in damage to three targets.
- Stack MR from Wit's End 3 times faster.
- Slow three targets. (Phage and it's variants)
- Apply Grievous Wounds to three targets (EC)
- Stack Sanguine Blade 3x faster.
- Slow and deal true damage over time to three targets (Entropy)
- Reveal three targets (Lightbringer)
I'm sure there's more. Champion skill interaction gets even more interesting when it starts charging passives 3 times faster (confirm), or Twitch double-dipping while Spray & Pray is active.
Further, Statikk Shiv allows the player to have a further AoE benefit from Critical Strike, allowing the player to create kind of a hybrid AD/AS-On-Hit build to maximize AoE damage.
Zephyr permits the user to rush Berserker's Greaves, while not sacrificing Tenacity given by Mercury Treads. It also adds Movement Speed, giving the user the positioning power required to maintain auto-attacking - critical to any build reliant on auto-attacks.
Finally, the new Malady in addition to Void Staff give the user the penetration required with an on-hit build damage output through higher defenses. Malady deals on-hit damage scaling with AP, and since the flat reduction applies after the 40% reduction of Void Staff, the two would go very well together (assuming the champion in question can utilize the AP). This also opens the door for Nashor's Tooth, because the AP will benefit Malady's scaling in addition to offering CDR to keep on-hit abilities (Kayle's and Kog's W, for example) up as often as possible. Guinsoo's Rageblade offers some synergy here as well; as the MR reduction stacks up, so does your AS and AP, increasing the magic damage you're dealing from two dimensions with each hit.
AD users may wish to use The Black Cleaver, especially with heavy AD teams, to 'spread the shred' across multiple targets, allowing your AD Carry to have multiple options for improved damage output (permitting them to maintain focus on single-target attack damage). Black Cleaver and Malady in conjunction with one another may also have some interesting benefits for hybrid users and mixed damage teams.
Thoughts? Ideas? I haven't seen many on-hit builds as of recent, and I think one can explore some really interesting combinations with the items introduced in S3, especially those that benefit the team as a 'debuffer', with slows and mitigation shredding across multiple targets.


