Hand Of Justice: At the beginning of each planning phase, the wearer gets one of the following, basic attacks and spells deal +45% damage/ basic attacks and spells heal for 45% of the damage dealt.Quicksilver: The Wearer is immune to crowd control for the first 10 seconds of combat.Stacks up to 25 times, at that point the wearer gains 25 Armour and Magic Resistance and increases in size. Titan’s Resolve: When the wearer takes damage or inflicts a critical hit, they gain a 2% stacking damage bonus.Excess healing fuels a shield that protects the holder up to 400 damage.
Hextech Gunblade: The Holder’s spells heal them for 33% of the damage dealt.Here are the items that can help create the best build for Diana TFT: Assassins' spells can critically strike and they gain bonus Critical Strike Damage and Chance. Innate: Before combat starts, Assassins leap to the enemy backline.(In the case of a tie, the champion with the most items is chosen.) At the start of combat, the lowest star-level Moonlight champions star up until combat ends. Active - Death's Hand: Unleashes piercing bolts of eldritch power in a cone towards his target, dealing 250 / 375 / 525 (× AP) magic damage to enemies within and healing 200 / 250 / 325 (× AP) for each enemy hit.These orbs explode dealing magic damage when they contact an enemy, refreshing her shield when the final one explodes. Diana shields herself for a few seconds and summons orbs to orbit around her.I'll save my rant about how cc interacts with mages for another time.Diana is one of the most used champions in the TFT league of Legends. Seriously, this game is sooooo good 80% of the time and then the other 20% makes it really hard to take seriously. This is the reason carousels are even remotely balanced - just make sure that the Mage player in 8th is the one who gets the Jeweled Gauntlet and the Mage player in 1st gets the Bloodthirster, not the other way around.
Or, if Riot is really insistent about keeping this a full item drop, at least implement an algorithm by which players on lower health get more relevant items than players at higher health. The current consumables are useful in basically any comp and usually don't give anyone a huge advantage outside of maybe a really lucky Loaded Dice rollout.
Major improvement: Shift the two components back to earlier PvE fights and have the big creep drop a lucky lantern-type orb instead that gives all players consumables or gold. Why does this have to be a completed item? Didn't the Armory Galaxy show us that it feels waaaaaay better to get components than a finished item? Remember that in this world you wouldn't need to slam all your items after raptors so you could save components that aren't otherwise useful at that point to give you more flexibility after the big creep gives you 2 more components. Minor improvement: Give all players 2 item components instead. You don't even have to get rid of the creep drop to make this less blatantly unbalanced. It just makes no sense for this to be part of a competitive strategy game. That's like the equivalent of a card game where, on turn 10, one player gets to draw 3 extra cards while the other player draws none.
The fact that one Mage player can get JG while another Mage player gets Bloodthirster is just ridiculously unfair. The variance in usefulness of the full item dropped by late-game PvE really needs to be fixed.