Items

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Items refer to enhancements purchased inside a match via gold. The term items encompasses each sub-class of items in Circuits, 'Core Items', 'Implants', and 'Consumables'. For a list of all items, visit: Item List.

For purchases bought with Favor, see Blessings or Blessings List

Gold[edit | edit source]

All items are purchased with Gold, an in-game resource earned by killing minions or battling other players.

Item Basics[edit | edit source]

First and foremost, Circuits item design is focused around a low learning curve while still maintaining flexibility and player choice. The primary aim in designing items is to prevent players from feeling overwhelmed in learning a large number of new names and recipes. The goal is also to avoid forcing players to purchase stats they do not want, solely for an item's end effect.

Champions have 8 total inventory slots in Circuits. 4 are reserved for Core items, 2 for Implants, and 2 for Consumables.

Core items are similar to items found in most MOBA's in that they provide major stat increases and various effects. Core items are purchased based on their final effect and are upgraded from Tier 1 through Tier 3 during the match.

Implants are separate from core items and divided into two pieces, Body and Mind. Implants are enhanced via an upgrade tree and generally provide more utility compared to the hard stat increases of core items.

Consumables are one-time use items such as potions, elixirs, and wards.

Core Items[edit | edit source]

Core items function similarly to standard MOBA items, however the concepts of item recipes and item components have been removed. Instead, core items work in a tiered system with some items featuring multiple variants. Rather than purchasing multiple components and fulfilling recipe conditions, players purchase the named, unique core item immediately, starting at Tier 1. Core items generally focus on increasing 1 or 2 main stats and include a major "Item Effect", which are effects that provide special bonuses to your champion. Some examples of item effects would be "Blocks a spell every 30 seconds", "Increased Critical Strike Damage by 200%", or "Slows attacker's attack speed by 20% on hit".

Champions can have at most 4 core items.

Core Item Example[edit | edit source]

If a player wants to give their champion an immolation aura (damaging nearby enemies over time), they would go to the item shop and purchase a Tier 1 Immolation Cloak. While the item may not gain the actual immolation effect until Tier 3, players are still receiving increased stats and power via the early tiers of the item purchase. This allows us to remove the need to memorize recipes and fill inventories with smaller items, instead focusing on what major item effects players want and simplifying the path.

XYZ Tooltip example

Variants[edit | edit source]

Some core items feature 'Variants', which are choices in stat allocation usually occurring at Tier 2. The purpose of variants is to limit players being forced to purchase stats they don't want/need (for example, wanting a spell shield item, but not needing the mana stat). Items with variants feature main stats and variable stats.

For example, Immolation Cloak may feature 2 variant choices at Tier 2, one that provides Armor and one that provides Resist (these are variable stats). The other stats (main stats) normally found on Immolation Cloak will exist regardless of the variant chosen.

Starter Items[edit | edit source]

Starter items fill core item slots, but function slightly differently. Starter items do not have multiple Tiers, but instead focus on minor effects and stat increases to quickly power up your champion.

Implants[edit | edit source]

Implants (Body and Mind) are utility focused items that cannot be bought or sold. Instead, champions automatically receive each implant at the start of a match and upgrade it through a tree system to acquire certain stats and effects. There are 2 implant slots.

Body[edit | edit source]

The Body implant can most easily be compared to the 'boots' item in other MOBA's. It focuses mainly on movement stats and effects.

Along with basic move speed increases and ancillary stat increases, the main function of the Body implant is the choice of your major Movement effect, which is selected early on in the upgrade tree. These major movement effects include things like Blink, Sprint, and Teleport. Further upgrades for the body implant can increase the function or reduce the cooldown of these effects.

Mind[edit | edit source]

The Mind implant can most easily be viewed as the 'utility' and 'role selection' item. Its upgrade tree first focuses on choosing your 'role', such as laner, support or jungler, (for example, effects such as "Gold earned when hitting enemy champions" or "Increased damage to jungle monsters"). The mind implant will vary greatly depending on map and may provide map specific effects.

Consumables[edit | edit source]

Consumables includes things like potions or temporary wards. Consumables do not take up core item slots, though the max number you can carry at one time is 2.

Item Stats[edit | edit source]

All items have stats with pre-determined values for each '+' or level on the item, making it easy to compare various item strengths.

For example, a base item may show AD+. This means that it has one level of Weapon Damage, which according to item stat rules is +10 WD (this information can be found inside the shop). A T2 item may have WD+++ and AS+, which is 3 levels of WD (+30 WD) and 1 level of AS (5% Attack Speed). A reference table featuring exact stat counts per '+' can be found below.

Reading Icons[edit | edit source]

Core item icons are the same regardless of current Tier. Tiers are represented by * in the upper left hand corner of the icon.

Core items are, for the most part, color coordinated. This means, if an item's primary stat is WD, the icon of that item will be predominantly orange. This is especially important in quickly identifying variants. Immolation Cloak with Armor would be mostly Green (HP) with hints of Silver (Armor), while the Immolation Cloak Resist variant would be mostly Green (HP) with hints of Gold (Resist)

Reference Table: Stat Values and Colors[edit | edit source]

Stat Name Value of '+' Color
Strike Damage 10 Orange
Spell Power 10 Purple
Health 50 Green