For an early-game purchase, the damage on Revolver is too damn high.
DAMAGE : UNIQUE Passive - Magic Bolt: Damage reduced from [75 - 150] ⇒ 50 - 125
Heading into our upgraded Hextech weaponry prompts an important question: why is all the spell vamp gone?
Let’s start by comparing it to lifesteal. Thematically, lifesteal gives the feeling that you’re fighting back against death, creating tenson a duels with uncertain outcomes. Mechanically, lifesteal says ‘I may havsmall health bar but you’ve got to focus me down or I’ll regenerate to full.’ Spell vamp, while sounding similar, doesn’t quite hit the same bar. Unlike basic attacks, no two abilities are the same, which makes the stat wildly variable in value.
This means that it’s functionally impossible to make spell vamp work the way you’d expect, and it instead operates on myriad edge-cases to avoid feeling abusive and unintuitive. Cut to today’s world where it’s only used on Vladimir (whose balance is kept lock-step with the stat), it’s easy to see why it had to go.
So why buy into Hextech? Revolver (and its upgrades) are all about benefitting the mid-range mages that have to scrap to survive. Like Catalyst for sustain or Tear for becoming a late-game monster, Revolver represents a commitment to securing advantages through combat. While everyone’s waiting to -up, Hextech provides the spike you need to get the snowball rolling.
TOTAL COST : [1200 gold] ⇒ 1050 gold
COMBINE COST :  ⇒ 180
SPELL VAMP No longer grants Spell Vamp
MAGIC BOLT UNIQUE Passive - Damaging an enemy champion with a basic attack shocks them for 75-150 (at levels 1-18) bonus magic damage. (40 second cooldown, shared with other Hextech items.)