Top Team Comps #123: Super Cheesy Lockdown Comp

Bot Lane Clown Fiesta

This team comp is one that gives any bot laner a massive sinking feeling when they see it. It’s a team comp that heavily funnels gold into two hypercarries while simultaneously provides massive crowd control and sustain. 

Check out how to play it below!

Check out how to play it below!

Check out how to play it below!

Strongest League Champions

Strongest League Champions
Team Composition Score Card
AOE Damage: A
Crowd Control: A
Difficulty (1-5, 5 is hardest): 3
Diving Power: A
Dueling Power: A
Initiation: A
Poke Power: C
Pushing Power: B
Sustain: B
Synergy: A
Waveclear: B

Early Game: B
Mid Game: A
Late Game: A
Super Late Game: A

S = Amazing!, A = Good, B = Average, C = Below Average, F = Bad

Bot Lane Clown Fiesta

This team comp is one that gives any bot laner a massive sinking feeling when they see it. It’s a team comp that heavily funnels gold into two hypercarries while simultaneously provides massive crowd control and sustain. 
Check out how to play it below!

Champions

Thresh [Bot] – As a ranged champion, Thresh deals surprisingly high damage. You can either build defensive support items here or simply build tank + cooldown items for maximum CC potential. During laning phase generally you’ll want to let Leona engage as her crowd-control is more consistent and easier to land.
Vladimir [Mid] –  Putting Vladimir into mid lane provides your team massive AOE damage to help Master Yi reset, and also gives you a powerful AP-based hypercarry to make up for the lake of a damage dealer for a marksman.
Leona [Support] – Currently the strongest support in the game, Leona combines with Thresh to provide free kills every time Master Yi ganks and otherwise zones off enemy teams incredibly hard.
Master Yi [Jungler] – One of the strongest hypercarries in the game, Master Yi is the star of this team comp and ties all the other champions together. He doesn’t need to engage considering the amount of initiation this team has, which allows him to play a mostly clean-up role which is not only safe, but very effective.
Lulu [Top] – A massive lane bully, Lulu is also core to keeping Master Yi alive and buffing up his damage to incredible heights. 

Key Concepts

  • Once Master Yi gets ahead, he can initiate if he catches someone off-guard. Otherwise, just hide and wait. Vladimir can also initiate with protobelt and his ultimate.
  • Don’t be afraid to dive with this team comp. It’s very tanky and has plenty of aggro-dropping abilities.

Countering

Countering this team involves strong crowd-control and peel power, particularly to run out the timer on Master Yi’s ultimate.
Here is an example team that may succeed:

  • Galio [Mid] – A welcome addition to any team, Galio provides a strong front line that’s difficult to reset off of.
  • Kindred [Jungle] – The ultimate in delay tactics, playing Kindred allows your team to run out the timer on their ultimates.
  • Mordekaiser [Top] – Worst comes to worst, Mordekaiser can suck Master Yi out of the fight long enough for your team to take out some of his supports. On the other hand, if the enemy Master Yi picks up QSS you can still take out someone like Lulu and prevent Master Yi from being unkillable.
  • Morgana [Support] – Black shield is a welcome addition to any anti-CC comp, and her ultimate synergizes extremely well with Kindred’s ultimate.
  • Tristana [Marksman] – The strongest single-target self-peel in the game combined with massive range escape makes Tristana an ideal pick against this enemy comp.
Overall this team is also very strong, but careful of getting AOE’d down by Vladimir as soon as Kindred ultimate is over.

What do you think about this team composition? Got ways to improve on it? Better ways to beat it? Comment below!

Click here for more team comps!

from NERFPLZ.LOL http://www.nerfplz.com/2020/11/top-team-comps-123-super-cheesy.html

Official Patch 10.23 Notes Released – INSANE number of changes!

 

New Item Shop

The Item Shop refresh was designed with a few different goals. We wanted to create a streamlined, data-based Recommended Items experience, Improve the usability of the All Items view, maintain the ability to use and import item sets, and update the visual look and feel to match League’s evolving aesthetic.

As always, we’ll be keeping our ears to the ground and will continue working with you all to make the item shop the best it can be.


The Recommended Items page displays relevant items for your champion based on where you currently are in your build, who you’re up against, and how the game is progressing. It’s meant to provide a quick way for you to understand what comes next on your journey to go plus ultra.

DATA-DRIVEN RECOMMENDATIONS The presented items update based on the most popular build for your champion.
ITEM ADVICE Find out if an item will help you specifically stomp a pesky opponent or if it’s a generally all-around good choice
COMMONLY BUILT Displays some of the most common item purchases for your champion.

All Items


The All Items page is where you go if you want to see all the items. It contains everything you need to slice and dice the armory of League down to reasonable chunks.

CLASS TABS Your champion’s class tab will automatically be selected, which helps you avoid looking at tank items on Ahri (unless that’s your thing).
RECOMMENDED TAB The Recommended tab displays all of the completed items your champion likes to build as well as their components. Clicking on this will raise your ELO.
STAT FILTERS Stat filters allow you to find that special ability power + attack speed item you’ve been looking for this holiday season.

Quickbuy Panels


You may have noticed some tabs hanging out on the left side of the shop. Introducing the Quickbuy panels! They make commonly purchased items like potions, elixirs, wards, and boots easy to access and quick… to… buy.

CONSUMABLES TAB Contains all potions, elixirs, and that control ward you swore you would buy if you weren’t saving up for a B.F. Sword.
BOOTS TAB Holds all manner of foot coverings.
INVENTORY TAB Allows quick access to your inventory for selection, selling, and admiration.

Mythic Items

Mythic items are the new, highest item tier that will become the cornerstone of your build, with big effects that define your playstyle in each game. You can only own one at a time, so selecting a Mythic item (and the effects it grants) depends on your opponents and the game state. Your Mythic also sets the tone for the rest of your build, both in terms of which other items you’ll want to pick up as well as a Mythic Passive that adds extra stats to your other fully completed items (now known as Legendary items). Mythic items generally carry the most complex effects and strongly impact your playstyle.

Even with the addition of a new tier of items, our goal isn’t to inflate the power level of items overall. Mythics make your first choice more powerful than in the past, but we’re borrowing that strength from the other item tiers to keep build strength relatively similar on the whole.

LIKE A FOUR LEAF CLOVER Mythic items are unique and you can only own one at a time
MYTHIC PASSIVE Each Mythic item has a passive that grants your Legendary items bonus stats
FEELS SHINY AND NEW Mythic item icons are animated in the shop and HUD!

Galeforce

Mobility

Galeforce gives marksman champions a way to dodge high-impact skillshots or aggressively finish off low-health targets.


Base Stats

TOTAL COST 3400 gold
BUILD PATH Noonquiver + Cloak of Agility + Pickaxe + 625 gold
ATTACK DAMAGE 55
ATTACK SPEED 20%
CRITICAL STRIKE CHANCE 20%

Effects

CLOUDBURST (ACTIVE) Dash in target direction, firing three missiles at the lowest-health enemy near your destination (prioritizing champions). Deals a total of 180-315 (levels ≤10-18) (+45% bonus AD) magic damage increased against low-health targets by up to 50% (90 second cooldown).
MYTHIC Grants all other Legendary items 3% movement speed

Kraken Slayer

Anti-tank

Kraken Slayer allows a free-firing marksman to cut even the beefiest enemies down to size.


Base Stats

TOTAL COST 3400 gold
BUILD PATH Noonquiver + Cloak of Agility + Pickaxe + 625 gold
ATTACK DAMAGE 60
ATTACK SPEED 25%
CRITICAL STRIKE CHANCE 20%

Effects

BRING IT DOWN Every third basic attack deals an additional 60 (+30% bonus AD) true damage
MYTHIC Grants all other Legendary items 10% attack speed

Immortal Shieldbow

Survive burst

Immortal Shieldbow helps marksman champions survive burst damage and fight their way back from the brink.


Base Stats

TOTAL COST 3400 gold
BUILD PATH Noonquiver + Cloak of Agility + Vampiric Scepter + 600 gold
ATTACK DAMAGE 50
ATTACK SPEED 15%
CRITICAL STRIKE CHANCE 20%
LIFE STEAL 12%

Effects

LIFELINE When taking damage that would reduce you below 30% health, gain a 250-700 (levels ≤10-18) shield for 3 seconds. Additionally, gain 15% life steal for 8 seconds (90 second cooldown).
MYTHIC Grants all other Legendary items 5 attack damage and 50 health

Sunfire Aegis

Ramping damage

Sunfire Aegis turns tanks into dangerous threats for enemies who take extended fights.


Base Stats

TOTAL COST 3200 gold
BUILD PATH Bami’s Cinder + Aegis of the Legion + 700 gold
HEALTH 450
ARMOR 30
MAGIC RESIST 30
ABILITY HASTE 15

Effects

IMMOLATE Deal 20-40 (levels 1-18) (+1% bonus health) magic damage per second to nearby enemies (increased by 50% against minions and 200% against monsters). Damaging champions or Epic Monsters with this effect adds a stack, increasing subsequent Immolate damage by 12% for 5 seconds (max 6 stacks).
FLAMETOUCH At maximum Immolate stacks, your basic attacks burn nearby enemies for your Immolate damage per second for 3 seconds
MYTHIC Grants all other Legendary items 5 ability haste

Frostfire Gauntlet

Slow enemies

Frostfire Gauntlet can turn any tank into an inescapable behemoth.


Base Stats

TOTAL COST 3200 gold
BUILD PATH Bami’s Cinder + Null-Magic Mantle + Chain Vest + 950 gold
HEALTH 350
ARMOR 50
MAGIC RESIST 25
ABILITY HASTE 15

Effects

IMMOLATE Deal 20-40 (levels 1-18) (+1% bonus health) magic damage per second to nearby enemies (increased by 50% against minions and 200% against monsters).
SNOWBIND Basic attacks create a slow zone for 1.5 seconds (4 second cooldown). Enemies that move across the zone are slowed by 30% (+4% per 1000 max health).
MYTHIC Grants all other Legendary items 100 health and increases your champion model by 7.5%

Turbo Chemtank

Initiation

For the tanks who love starting fights, Turbo Chemtank allows them to lead the charge into battle.


Base Stats

TOTAL COST 3200 gold
BUILD PATH Bami’s Cinder + Cloth Armor + Negatron Cloak + 1000 gold
HEALTH 350
ARMOR 25
MAGIC RESIST 50
ABILITY HASTE 15

Effects

IMMOLATE Deal 20-40 (levels 1-18) (+1% bonus health) magic damage per second to nearby enemies (increased by 50% against minions and 200% against monsters).
SUPERCHARGED (ACTIVE) Grants 75% movement speed towards enemy champions or turrets for 4 seconds. Once near an enemy (or after 4 seconds) a shockwave is emitted that slows nearby champions by 40% for 2 seconds (90 second cooldown).
MYTHIC Grants all other Legendary items 5% tenacity and slow resist

Duskblade of Draktharr

Multikill

With Duskblade, assassins can keep their enemies guessing while wrecking invisible havoc in teamfights.


Base Stats

TOTAL COST 3200 gold
BUILD PATH Serrated Dirk + Caulfield’s Warhammer + 1000 gold
ATTACK DAMAGE 55
LETHALITY 18
ABILITY HASTE 20

Effects

NIGHTSTALKER Attacking a champion deals an additional 100 (+30% bonus AD) physical damage and slows them by 99% for 0.25 seconds (15 second cooldown). When a champion that you have damaged within the last 3 seconds dies, this cooldown is refreshed and you become Invisible for 1.5 seconds.
MYTHIC Grants all other Legendary items 5 ability haste

Eclipse

Dueling

Eclipse helps assassins weave in and out of fights and take down tankier opponents in drawn-out encounters.


Base Stats

TOTAL COST 3200 gold
BUILD PATH Serrated Dirk + Vampiric Scepter + Longsword + 850 gold
ATTACK DAMAGE 55
LETHALITY 18
OMNIVAMP 10%

Effects

EVER RISING MOON Hitting a champion with 2 separate basic attacks or abilities within 1.5 seconds deals an additional 8% max health physical damage, grants you 30% movement speed and a 150 ([+40% bonus AD] for melee champions or [100 (+30% bonus AD) for ranged champions]) shield for 2 seconds (6 second cooldown for melee champions, 12 second cooldown for ranged champions).
MYTHIC Grants all other Legendary items 4% armor penetration

Prowler’s Claw

Assassination

Prowler’s Claw lets assassins get up close and personal with their prey, amplifying their damage for one fatal combo.


Base Stats

TOTAL COST 3200 gold
BUILD PATH Serrated Dirk + Caulfield’s Warhammer + 1000 gold
ATTACK DAMAGE 55
LETHALITY 21
ABILITY HASTE 10

Effects

SANDSWIPE (ACTIVE) Dash through target enemy, dealing 100 (+30% bonus AD) physical damage. For the next 3 seconds, you deal 15% increased damage to the target (60 second cooldown).
MYTHIC Grants all other Legendary items 5 lethality

Liandry’s Anguish

Anti-tank

Liandry’s Anguish allows mages to burn through health and resistances and excel in longer fights.


Base Stats

TOTAL COST 3400 gold
BUILD PATH Lost Chapter + Fiendish Codex + 1200 gold
ABILITY POWER 80
MANA 600
ABILITY HASTE 20

Effects

TORMENT Dealing damage with abilities causes enemies to burn for 15 (+2.5% AP) +1% max health magic damage per second for 4 seconds. Gain 5% magic penetration per second against burning targets (up to 25%).
MYTHIC Grants all other Legendary items 5 ability haste

Luden’s Tempest

Burst damage

Luden’s Tempest offers mages upfront burst power and the speed to reposition for another round.


Base Stats

TOTAL COST 3400 gold
BUILD PATH Lost Chapter + Blasting Wand + 1250 gold
ABILITY POWER 80
MAGIC PENETRATION 10
MANA 600
ABILITY HASTE 10

Effects

ECHO Damaging abilities deal an additional 100 (+15% AP) magic damage to the target and 3 nearby enemies and grant you 30% movement speed for 2 seconds (10 second cooldown)
MYTHIC Grants all other Legendary items 5 magic penetration

Everfrost

Slow enemies

With Everfrost, mages can control the battlefield and lock down their opponents in ice. This is especially useful for disengaging.


Base Stats

TOTAL COST 3400
BUILD PATH Lost Chapter + Blasting Wand + 1250g
ABILITY POWER 80
HEALTH 200
MANA 600
ABILITY HASTE 10

Effects

GLACIATE (ACTIVE) Deal 100 (+30% AP) magic damage in a cone, slowing enemies by 65% for 1.5 seconds. Enemies at the center of the cone are rooted instead (20 second cooldown).
MYTHIC Grants all Legendary items 15 ability power

Hextech Rocketbelt

Mobility

Rocketbelt gives shorter-range mages a way to blast onto the scene to get in range to destroy enemy champions.


Base Stats

TOTAL COST 3200 gold
BUILD PATH Hextech Alternator + Ruby Crystal + Blasting Wand + 900 gold
ABILITY POWER 80
HEALTH 250
ABILITY HASTE 15

Effects

SUPERSONIC (ACTIVE) Dash in a target direction, unleashing an arc of magic missiles that deal 200-300 (levels 1-18) (+15% AP) magic damage. Then gain 75% movement speed towards enemy champions for 2 seconds (40 second cooldown).
MYTHIC Grants all Legendary items 5 magic penetration

Riftmaker

Omni Vamp

Mages and tankier magic damage dealers can dominate fights that go long with ramping damage and healing.


Base Stats

TOTAL COST 3200 gold
BUILD PATH Leeching Leer + Blasting Wand + 1050 gold
ABILITY POWER 80
HEALTH 150
ABILITY HASTE 15
OMNIVAMP 15%

Effects

VOID CORRUPTION For each second in champion combat, deal 3% bonus damage (max 15%). At maximum strength, the bonus damage is dealt as true damage instead.
MYTHIC Grants all Legendary items 5% magic penetration

Night Harvester

Multikill

Night Harvester is a great tool for magic-damage-dealing assassins and bruisers who want to work their way through the entire enemy team, rather than taking out one target and then bouncing out of the fight.


Base Stats

TOTAL COST 3200 gold
BUILD PATH Hextech Alternator + Ruby Crystal + Blasting Wand + 900 gold
ABILITY POWER 80
HEALTH 250
ABILITY HASTE 15

Effects

SOULREND Damaging a champion deals an additional 175-250 (levels 1-18) (+15% AP) magic damage and grants you 25% movement speed for 1.5 seconds (60 second cooldown per enemy)
MYTHIC Grants all Legendary items 5 ability haste

Trinity Force

Dueling

Allows fighters to take over long fights with ramping attack damage and repeated bursts of Spellblade procs.


Base Stats

TOTAL COST 3333 gold
BUILD PATH Sheen + Hearthbound Axe + Kindlegem + 733 gold
HEALTH 200
ATTACK DAMAGE 35
ATTACK SPEED 35%
ABILITY HASTE 10

Effects

THREEFOLD STRIKE Basic attacks grant 25 movement speed for 3 seconds. If the target is a champion, increase your base attack damage by 6%, stacking up to 5 times (max 30%).
SPELLBLADE After using an ability, your next basic attack is enhanced with an additional 200% base attack damage (1.5 second cooldown)
MYTHIC Grants all Legendary items 10% attack speed

Goredrinker

Survive burst

Fighters can come back from the brink of death with a well-timed Thirsting Slash heal and increased attack damage while injured.


Base Stats

TOTAL COST 3300 gold
BUILD PATH Ironspike Whip + Phage + Kindlegem + 200 gold
HEALTH 400
ATTACK DAMAGE 45
HEALTH REGENERATION 150%
ABILITY HASTE 20

Effects

THIRSTING SLASH (ACTIVE) Deal 110% of your attack damage to nearby enemies. Restore health equal to 20% of your attack damage plus 12% of your missing health for each champion hit (15 second cooldown, affected by ability haste).
AGGRESSION Gain 1% attack damage for each 5% of your missing health (max 15% AD)
MYTHIC Grants all Legendary items 5 ability haste

Stridebreaker

Engage

There’s no escaping a fighter wielding Stridebreaker.


Base Stats

TOTAL COST 3300 gold
BUILD PATH Ironspike Whip + Hearthbound Axe + Kindlegem + 200 gold
HEALTH 300
ATTACK DAMAGE 50
ATTACK SPEED 20
ABILITY HASTE 10

Effects

HALTING SLASH (ACTIVE) Lunge a short distance and deal 110% of your attack damage to nearby enemies, slowing them by 60% (decays over 2 seconds) (20 second cooldown, affected by ability haste)
HEROIC GAIT Dealing physical damage grants 30 movement speed for 2 seconds
MYTHIC Grants all Legendary items 3% movement speed

Divine Sunderer

Anti-tank

Your health? My health! This item allows fighters to steal chunks of their opponents’ health with Spellblade and chew through tankier targets.


Base Stats

TOTAL COST 3300
BUILD PATH Phage + Sheen + Kindlegem + 700 gold
HEALTH 400
ATTACK DAMAGE 40
ABILITY HASTE 20

Effects

SPELLBLADE After using an ability, your next basic attack is enhanced with an additional 10% target max health physical damage (1.5 second cooldown). If the target is a champion, restore 50% of the damage amount (30% for ranged users).
MYTHIC Grants all Legendary items 5% armor penetration and 5% magic penetration

Shurelya’s Battlesong

Team mobility

Shurelya’s lets support players orchestrate flawless quintets by boosting allies’ movement and damage at the start of fights.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Kindlegem + Faerie Charm + Winged Moonplate + 850 gold
HEALTH 350
ABILITY HASTE 20
MOVE SPEED 5%
MANA REGEN 50%

Effects

INSPIRE (ACTIVE) Grants you and nearby allies 40% decaying movement speed for 4 seconds and an additional 40-60 (ally levels 1-18) magic damage on the next 3 basic attack or ability hits against champions (90 second cooldown)
MYTHIC Grants all other Legendary items 2.5% movement speed

Locket of the Iron Solari

Survive burst

Help your team withstand the enemy offensive with teamwide protection.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Kindlegem + Aegis of the Legion + 400 gold
HEALTH 200
ABILITY HASTE 20
ARMOR 30
MAGIC RESIST 30

Effects

DEVOTION (ACTIVE) Grants nearby allies a 250-420 (ally levels 1-18) shield, decaying over 2.5 seconds (90 second cooldown)
CONSECRATE Grants nearby allied champions 5 armor and magic resist
MYTHIC Grants all Legendary items a 2 armor and magic resist increase to Consecrate

Moonstone Renewer

Healing over time

Dish out constant heals that ramp up over the fight.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Kindlegem + Bandleglass Mirror + 850 gold
ABILITY POWER 40
HEALTH 200
ABILITY HASTE 20
MANA REGEN 100%

Effects

STARLIT GRACE When affecting champions with basic attacks or abilities in combat, restore 30-60 (ally levels 1-18) health to the most wounded nearby ally (2 second cooldown). Each second spent in combat with champions increases this healing effect by 37.5% (maximum +150%).
MYTHIC Grants all Legendary items 5 ability haste

Imperial Mandate

Ally burst

Use your CC to call the shots as you mark enemies to be cut down by your team.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Kindlegem + Bandleglass Mirror + 850 gold
ABILITY POWER 40
HEALTH 200
ABILITY HASTE 20
MANA REGEN 100%

Effects

MARK OF ENMITY Abilities that slow or immobilize a champion deal 60-100 bonus magic damage (levels 1-18) and mark them for 4 seconds. Ally champion damage detonates the mark, dealing an additional 60-100 (ally levels 1-18) magic damage and granting you both 20% movement speed for 2 seconds (6 second cooldown per enemy).
MYTHIC Grants all other Legendary items 15 ability power

Stat Updates

Ability Haste

Why did the Mythic section above talk about “ability haste” rather than “cooldown reduction,” and why didn’t we explain ability haste first? Because Mythics are cooler, so we put them first for people with short attention spans.

Cooldown reduction was more valuable the more of it you got. Every percent reduced your cooldown by the same amount-say, one second off a 100-second cooldown. That one second didn’t change even as the cooldown shrank. For that same 100-second cooldown, your 31st point of CDR took one second off the remaining 70-second cooldown, which is more than 1%. As such, CDR had to be capped at 40% to avoid going out of control, locking you out of a lot of items once you reached that cap.

Every point of ability haste lets you cast 1% faster. On paper, that makes it look like it gets less valuable the more you have because your cooldown shrinks by less and less each time. It’s actually the same amount of power. 50 ability haste lets you cast an extra half a spell during the original cooldown. The next 50 gets you to a full extra cast (100% faster). If you get another 100 ability haste, you get another whole cast (200% faster). This linear scaling allows us to remove the cap, so you can buy as much as you want.

Vamp Effects

The big change here is that life steal now counts physical damage dealt by on-hit effects-since the idea is “heal from your attacks,” it’s more understandable if we include the whole attack. The other note is the addition of “physical vamp,” (which currently exists just on Sanguine Blade) so its sustain can apply to assassins’ abilities too. If you’re curious whether that means we’ll eventually bring back spell vamp, the answer is “maybe!”

LIFE STEAL Heal from physical damage dealt by basic attacks. Now includes on-hit effects.
PHYSICAL VAMP Heal from physical damage dealt by basic attacks and abilities (33% effective for AoE and pet damage)
OMNIVAMP Heal from all sources and types of damage (still 33% effective for AoE and pet damage) (unchanged)

Critical Strike

Reducing the value of each point of critical strike chance and offering less of it per item allows us to smooth out marksman’s build scaling and put more interesting-and powerful-unique effects on their items. They’ll be stronger early- and mid-game, and their late-game damage will be less unilaterally based on constant crits since the other parts of their items will be more influential. Also, by spreading crit across five items (read: every non-boots slot) in marksman builds, we can put crit chance on more items because marksmen no longer run the risk of overcapping and losing access to items they otherwise would’ve wanted.

CRIT CHANCE ON LEGENDARY/MYTHIC ITEMS 25% (4 items to max)  20% (5 items to max)
BASE CRITICAL STRIKE DAMAGE 200%  175%

New Legendary Items

“Legendary” is the category of item that used to be the most powerful tier. They’re your completed non-boots items that don’t build into anything else.

We assessed different item classes to see which niches were most needed to create more meaningful choices. We also ensured that tools that were taken out of the item pool had good replacements when it made sense. Since Liandry’s is now a Mythic, for instance, Demonic Embrace fills the niche for tankier champs who can’t pick Liandry’s every game, but still need a burn effect to deal relevant damage in fights. Because Mercurial Scimitar is now geared more towards marksman champions, we created a new version for fighters and assassins. Grievous Wounds warrants a special callout: We want to give more people access to it in ways that feel appropriate for their playstyles.

The Collector

Burst damage

The Collector offers marksman champions a more aggressive option for when they find themselves facing squishy foes.


Base Stats

TOTAL COST 3000 gold
BUILD PATH Serrated Dirk + Pickaxe + Cloak of Agility + 425 gold
ATTACK DAMAGE 45
CRITICAL STRIKE CHANCE 20%
LETHALITY 18

Effects

DEATH AND TAXES Dealing damage that would leave an enemy below 5% health executes them. Champion kills grant an additional 25 gold.

Navori Quickblades

Reduce cooldowns

Navori Quickblades allows crit-heavy builds to scale their ability-casting as well.


Base Stats

TOTAL COST 3400 gold
BUILD PATH Caulfield’s Warhammer + Pickaxe + Cloak of Agility + 825 gold
ATTACK DAMAGE 60
CRITICAL STRIKE CHANCE 20%
ABILITY HASTE 30

Effects

DEFT STRIKES Your critical strikes with basic attacks reduce your non-ultimate ability cooldowns by 20% of their remaining cooldown

Force of Nature

Ramping magic resistance

Force of Nature helps turn tanks into swift behemoths in the face of ability-cast-heavy enemy teams.


Base Stats

TOTAL COST 2900 gold
BUILD PATH Negatron Cloak + Winged Moonplate + Ruby Crystal + 800 gold
HEALTH 350
MAGIC RESIST 60
MOVE SPEED 5%
ABSORB Taking damage from abilities grants you 6 movement speed and 4 magic resist for 5 seconds (stacks up to 5 times; each unique ability instance gives one stack)

Serpent’s Fang

Anti-shielding

Serpent’s Fang helps assassins strike back against shield-heavy compositions that formerly rendered them weak.


Base Stats

TOTAL COST 2800 gold
BUILD PATH Serrated Dirk + Pickaxe + 825 gold
ATTACK DAMAGE 60
LETHALITY 18

Effects

SHIELD REAVER Basic attacks and abilities deal 50 (+40% bonus AD) additional physical damage to shielded targets.

Horizon Focus

Damage amp

Gives long-range artillery and control mages another damage alternative that loops into their playstyle.


Base Stats

TOTAL COST 3000 gold
BUILD PATH Needlessly Large Rod + Hextech Alternator + 700 gold
ABILITY POWER 100

Effects

HYPERSHOT Damaging a champion with a non-targeted ability at over 750 range or immobilizing them reveals them and increases their damage taken from you by 10% for 6 seconds

Cosmic Drive

Ability haste

If you want to deal death by a thousand spells instead of one needlessly large burst (and move fast while doing it), this is for you.


Base Stats

TOTAL COST 3000 gold
BUILD PATH Fiendish Codex + Kindlegem + Amplifying Tome + 865 gold
ABILITY POWER 70
HEALTH 200
ABILITY HASTE 30

Effects

SPELLDANCE Dealing damage with abilities grants 10 (+20% ability haste) movement speed for 4 seconds

Demonic Embrace

Sustained damage

A new helm for those bruisers and battlemages that want to get into the thick of things, bulk up, and deal excellent damage over time.


Base Stats

TOTAL COST 3000 gold
BUILD PATH Blasting Wand + Giant’s Belt + Amplifying Tome + 815 gold
ABILITY POWER 70
HEALTH 350

Effects

AZAKANA GAZE Dealing ability damage burns enemies for 1.5% max health magic damage every second for 4 seconds. Gain 10 armor and magic resist while a champion is affected (+2.5 armor and magic resist for each additional champion affected).

Serylda’s Grudge

Anti-armor

Seryla’s Grudge caps off assassin builds, slowing enemies into their graves. With the rest of their items providing lethality to deal with carries early and mid game, Grudge’s percent penetration gives its users the means to threaten tanks in the late game as well.


Base Stats

TOTAL COST 3400 gold
BUILD PATH Caulfield’s Warhammer + Last Whisper + 850 gold
ATTACK DAMAGE 45
ARMOR PENETRATION 30%
ABILITY HASTE 20

Effects

BETRAYAL Damaging abilities slow enemies by 30% for 1 second

Silvermere Dawn

Remove crowd control

The CC-cleansing option for fighters, as an alternative for Mercurial which caters to crit users.


Base Stats

TOTAL COST 3000 gold
BUILD PATH Quicksilver Sash + Pickaxe + Ruby Crystal + 425 gold
ATTACK DAMAGE 35
HEALTH 200
MAGIC RESIST 35

Effects

QUICKSILVER (ACTIVE) Remove all disables except Airborne and gain 40% tenacity and slow resistance for 3 seconds. Can’t be used while affected by Airborne effects.

Chempunk Chainsword

Anti-healing

Grievous Wounds option for fighters and assassins that will help you finish off pesky healer comps when they’re at low health.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Executioner’s Calling + Caulfield’s Warhammer + Ruby Crystal + 400 gold
ATTACK DAMAGE 45
HEALTH 200
ABILITY HASTE 15

Effects

HACKSHORN Dealing physical damage applies 40% Grievous Wounds to enemy champions for 2 seconds. If the target is below 50% health, this effect is increased to 60% Grievous Wounds.

Chemtech Putrifier

Anti-healing

A Grievous Wounds option for support champions which is amplified by immobilizing enemy champions.


Base Stats

TOTAL COST 2300 gold
BUILD PATH Oblivion Orb + Bandleglass Mirror + 450 gold
ABILITY POWER 45
ABILITY HASTE 15
BASE MANA REGEN 100%

Effects

PUFFCAP TOXIN Dealing magic damage applies 40% Grievous Wounds to champions for 2 seconds. Immobilizing champions applies 60% Grievous Wounds instead.

Staff of Flowing Water

Buff spellcasters

New item for enchanters that lets you support mage carries and zoom around alongside them.


Base Stats

TOTAL COST 2300 gold
BUILD PATH Forbidden Idol + Blasting Wand + 650 gold
ABILITY POWER 60
HEAL AND SHIELD POWER 10%
BASE MANA REGEN 100%

Effects

RAPIDS Healing or shielding an ally grants you both 15% movement speed and 20-40 (ally levels 1-18) ability power for 3 seconds

Stirring Wardstone

Hold Control Wards

Ever needed one more pocket? We’re taking a swing at solving the age-old inventory crunch for support players by giving them access to a growing item that can hold Control Wards.


Base Stats

TOTAL COST 1100 gold
RULES FOR PURCHASE Must be level 13

Effects

ARCANE CACHE This item can store up to 3 purchased Control Wards
BLOOMING EMPIRE This item transforms into Watchful Wardstone once you’ve placed 20 Stealth Wards

Watchful Wardstone

Hold Control Wards

Keep your final slot for some combat power while establishing your dominance as the vision controller.


Base Stats

BUILD PATH Upgrades from Stirring Wardstone
ABILITY HASTE 25

Effects

ARCANE CACHE This item can store up to 3 purchased Control Wards.
VISIONS OF IXTAL Increase your Stealth Ward and Control Ward placement caps by 1

Vigilant Wardstone

Hold Control Wards

Scale later into the game by turning your ward slot into a power slot. The six item fantasy is now a reality for supports.


Base Stats

TOTAL COST 2300 gold
BUILD PATH Watchful Sightstone + 1200 gold
ABILITY HASTE 40
MOVE SPEED 10%

Effects

ARCANE CACHE This item can store up to 3 purchased Control Wards
VISIONS OF IXTAL Increase your Stealth Ward and Control Ward placement caps by 1
RULES FOR PURCHASE Requires Watchful Wardstone (upgraded from Stirring Wardstone) to purchase

Updated Legendary Items

Just like with to our goals for new Legendaries, we wanted to ensure existing options all offer a clear, unique reason to buy them, and that the item shop as a whole gives champions the tools they need to bring their innate strengths to bear, play into their allies, and react to enemy threats. One trend you’ll notice is that many active effects have been removed or changed into passives: We want Mythics to house the most exciting and complex item effects, which meant simplifying Legendaries to ensure builds overall weren’t becoming more complicated.

Note: For each item below that has its own section, functionality has changed enough that the usual “before -> after” treatment felt like the wrong approach. We want to equip you with the ability to evaluate “When do I want to buy this item now?” and provide a clean, comprehensive rundown of what each item offers does that better. There’s a bucket at the bottom for items that are only getting small tuning adjustments—those’ll have the “before -> after” lists since they still work the same.

Mortal Reminder

No longer grants Armor Penetration. Now builds from Zeal. Now offers improved Grievous Wounds.

Previously, Mortal Reminder’s percent penetration usually meant that completing it early was worse than buying more damage, since enemies needed to stack Armor before the penetration really mattered. Now, Mortal Reminder’s more favorable build path and upgraded Grievous Wounds on completion offer additional incentive to complete it at all stages of the game.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Executioner’s Calling + Zeal + 700 gold
ATTACK DAMAGE 20
ATTACK SPEED 25%
CRITICAL STRIKE CHANCE 20%
MOVE SPEED 7%

Effects

SEPSIS Dealing physical damage applies 40% Grievous Wounds to enemy champions for 2 seconds. Dealing 3 consecutive basic attacks to an enemy champion enhances this effect to 60% Grievous Wounds against them until the effect is allowed to elapse.

Guinsoo’s Rageblade

Now grants on-hit damage based on critical strike chance, but you can’t crit. No longer grants stacking attack speed. No longer grants attack damage, ability power, or penetration.

On-hit builds didn’t have many build options since so much of the attack-focused portion of the shop is focused on the crit system. Rather than continue to have on-hit and crit continue fighting for item niches, Guinsoo’s Rageblade now acts as a bridge between the crit and on-hit ecosystems, allowing Kog’Maws to access effects like Phantom Dancer or Runaan’s Hurricane without wasting stats.


Base Stats

TOTAL COST 2600 gold
BUILD PATH Rageknife + Cloak of Agility + Dagger + 900 gold
ATTACK SPEED 40%
CRITICAL STRIKE CHANCE 20%

Effects

WRATH Basic attacks apply 45 physical damage on-hit per 20% critical strike chance, but you can no longer critically strike
SEETHING STRIKE Every third basic attack applies your on-hit effects twice

Phantom Dancer

No longer has Lifeline. Grants Ghosting, movement speed, and bonus attack speed after consecutive attacks.

Phantom Dancer’s defensive niche has been claimed by Immortal Shieldbow, so we’re returning Phantom Dancer to its previous purpose as the highest attack and movement speed of the Zeal items. Its new passive emphasizes that Phantom Dancer is a top-tier choice when you can stand and fire in extended fights.


Base Stats

TOTAL COST 2900 gold
BUILD PATH Dagger + Zeal + Dagger + 1100 gold
ATTACK SPEED 40%
CRITICAL STRIKE CHANCE 20%
MOVE SPEED 7%

Effects

SPECTRAL WALTZ Basic attacks grant Ghosting and 7% movement speed for 2 seconds. In addition, attacking 5 times causes Spectral Waltz to also grant 40% attack speed for the same duration.

Lord Dominik’s Regards

Now has critical strike chance. Deals additional damage against high-health targets.

Lord Dominik’s Regards (and OG Last Whisper from years ago) has always occupied an anti-tank niche but has also flip-flopped between marksmen and assassins, always stronger for one class than the other. Situational items like this should feel rewarding to purchase when the occasion arises, meaning their stats need to be appropriately powerful for the class they’re meant for. So, Lord Dominik’s Regards has acquired some crit and is balanced for marksmen alone, while assassins have the new Serylda’s Grudge item above.


Base Stats

TOTAL COST 2900 gold
BUILD PATH Last Whisper + Cloak of Agility + 850 gold
ATTACK DAMAGE 30
CRITICAL STRIKE CHANCE 20%
ARMOR PENETRATION 25%

Effects

GIANT SLAYER Deals up to 15% bonus physical damage against champions with greater max health than you

Essence Reaver

Now builds out of Sheen and has a Spellblade passive.

The ability-weaving pattern of Sheen has always been fun and popular on some marksman champions, but Trinity Force frequently fell below the viability bar for those champions since it was balanced for fighters. Enter Essence Reaver, which has been revamped to double-down on the fantasy of a spell-slinging basic attacker.


Base Stats

TOTAL COST 2900 gold
BUILD PATH Caulfield’s Warhammer + Sheen + Cloak of Agility + 500 gold
ATTACK DAMAGE 40
CRITICAL STRIKE CHANCE 20%
ABILITY HASTE 20

Effects

SPELLBLADE After using an ability, your next basic attack deals an additional 100% base AD + 40% bonus AD physical damage and restores 3% mana (1.5 second cooldown)

Infinity Edge

Increased critical strike damage now scales with critical strike chance.

Infinity Edge is an iconic and valuable part of the marksman ecosystem, but buying it first most every game left little room for anything else to compete. We’ve reenvisioned Infinity Edge in a Deathcap-esque form that increases in value as a crit build progresses, allowing it to remain a staple power-spike in crit builds without defining the marksman early game with its awkward build path and lack of utility.


Base Stats

TOTAL COST 3400 gold
BUILD PATH B.F. Sword + Pickaxe + Cloak of Agility + 625 gold
ATTACK DAMAGE 70
CRITICAL STRIKE CHANCE 20%

Effects

PERFECTION Gain an additional 8% critical strike damage per 20% critical strike chance (max 40%)

Manamune

Now provides ability haste. Spending mana without hitting a champion no longer grants stacks. Mana per stack and transform threshold reduced.

Manamune should be a valuable purchase to AD spellcasters who enjoy mana as well as AD. Ability haste in addition to the Muramana changes should broaden the list of champions who can use this item.


Base Stats

TOTAL COST 2600 gold
BUILD PATH Tear of the Goddess + Caulfield’s Warhammer + Sapphire Crystal + 750 gold
ATTACK DAMAGE 35
MANA 400
ABILITY HASTE 15

Effects

AWE Gain bonus AD equal to 2% maximum mana.
MANA CHARGE Strike a target with an attack or ability to consume a charge and gain 3 bon us mana. Bonus mana gain doubled if the target is a champion. This item transforms into Muramana once 450 bonus mana has been granted. Gain a new mana charge every 8 seconds (max 4).

Muramana

Bonus damage now applies to abilities in addition to attacks. No longer consumes mana on proc.

Following the Manamune changes, allowing Muramana to proc on abilities further encourages AD casters to consider a new addition to their item builds. Removing the mana consumption increases clarity and lets users focus more on letting their spells fly.


Base Stats

TOTAL COST Upgraded Manamune
ATTACK DAMAGE 35
MANA 850
ABILITY HASTE 15

Effects

AWE Gain bonus attack damage equal to 2% maximum mana
SHOCK When targeting champions, ability strikes and basic attacks deal additional physical damage equal to 4% maximum mana

Archangel’s Staff

AP per mana increased. No longer grants ability haste or mana refund on cast. Spending mana without hitting a champion no longer grants stacks. Mana per stack and transform threshold reduced.

The previous version of Seraph’s offered a power scaling option both offensively and defensively with its shield. We’re shifting the Archangel’s line to be the purely offensive, greedy option by focusing on its slacking mana and AP fantasy.


Base Stats

TOTAL COST 3000 gold
BUILD PATH Tear of the Goddess + Needlessly Large Rod + Sapphire Crystal + 1000 gold
ABILITY POWER 60
MANA 400

Effects

AWE Gain bonus ability power equal to 3% maximum mana
MANA CHARGE Strike a target with an ability to consume a charge and gain 3 bonus mana. Bonus mana gain doubled if the target is a champion. This item transforms into Seraph’s Embrace once 450 bonus mana has been granted. Gain a new mana charge every 8 seconds (max 4).

Seraph’s Embrace

AP per mana increased. Now also grants mana per AP. No longer grants ability haste or mana refund on cast. No longer grants a shield.

Seraph’s now gives purely offensive stats as a scaling item for mages. Instead of an on-demand shield (which allowed Seraph’s to provide both offensive and defensive options), Seraph’s now gives more scaling AP and mana.


Base Stats

TOTAL COST Upgraded Archangel’s Staff
ABILITY POWER 60
MANA 850

Effects

AWE Gain bonus ability power equal to 5% maximum mana
EMPYREAN Increase your total mana by 5% (+2.5% per 100 AP)

Lich Bane

Spellblade damage and cooldown increased. No longer grants mana or ability haste.

Opening up Lich Bane to not just mana users by removing the mana from Sheen and also giving it higher upfront damage at the cost of a slightly increased cooldown.


Base Stats

TOTAL COST 3000 gold
BUILD PATH Sheen + Aether Wisp + Blasting Wand + 600 gold
ABILITY POWER 80
MOVE SPEED 10%

Effects

SPELLBLADE After using an ability, your next basic attack is enhanced with an additional 150% base AD + 60% ability power magic damage (2.5 second cooldown)

Blade of the Ruined King

Movement speed active is now a passive.

Wanted to retain this iconic and unique active effect, but needed to make some room for the actives and other more complex effects coming through from Mythic items.


Base Stats

TOTAL COST 3100 gold
BUILD PATH Vampiric Scepter + Recurve Bow + Pickaxe + 325 gold
ATTACK DAMAGE 40
ATTACK SPEED 30
LIFESTEAL 12%

Effects

MIST’S EDGE Basic attacks apply physical damage equal to [10% for melee || 6% for ranged] of the target’s current health
SIPHON Basic attacking a champion 3 times deals 40-120 magic damage (levels 1-18) and steals 25% movement speed for 2 seconds

Black Cleaver

Now deals missing health damage against fully stacked targets. No longer grants movement speed on-hit.

Black Cleaver did many things decently well, but we want it to do fewer things better. Moved its movement-speed-granting effects to more movement based items and replaced with an execution effect on targets you’ve fully shredded.


Base Stats

TOTAL COST 3300 gold
BUILD PATH Caulfield’s Warhammer + Kindlegem + Longsword + 1050 gold
HEALTH 300
ATTACK DAMAGE 40
ABILITY HASTE 25

Effects

CARVE Dealing physical damage to a champion applies a stack of 4% armor reduction for 6 seconds, up to 6 stacks (max 24%)
BUTCHER Damaging attacks and abilities against fully Shredded enemies deal an additional 5% of the target’s missing health in physical damage (damage-over-time effects deal 2% missing health instead, 0.5 second cooldown)

Ravenous Hydra

Cleave now also procs on abilities and ranged basic attacks. Now grants Omnivamp instead of life steal. No longer grants health regen. Active removed.

Active re-homed in “Goredrinker,” a fighter Mythic with room for an effect of this complexity and power. Ravenous Hydra simplified to be THE vamp item for physical damage casters or basic attackers.


Base Stats

TOTAL COST 3300 gold
BUILD PATH Tiamat + Vampiric Scepter + Caulfield’s Warhammer + 100 gold
ATTACK DAMAGE 65
ABILITY HASTE 20
OMNIVAMP 15%

Effects

CLEAVE Basic attacks and abilities deal up to 60% of your attack damage to other enemies near the target. (Damage scales down with distance from the target. Only once per ability.)

Titanic Hydra

Now grants AD based on health. Cleave now also procs on abilities and ranged basic attacks. No longer grants health regen. Active removed.

Shaping Titanic Hydra to be a bridge between heavy tank builds and fighter builds. Some power taken out of its on-hit and moved to raw AD to give it a home with champions who don’t attack as often but still like AD.


Base Stats

TOTAL COST 3300 gold
BUILD PATH Tiamat + Ruby Crystal + Giant’s Belt + 800 gold
HEALTH 500
ATTACK DAMAGE 30

Effects

COLOSSUS Gain bonus attack damage equal to 1% of your max health
CLEAVE Basic attacks deal additional physical damage equal to 4 (+1.5% of your max health) to the target and 40 (+3% of your max health) to enemies behind the target (75% damage for ranged)

Wit’s End

Now grants movement speed on-hit instead of healing.

With a few more healing options in the mythic space, we had to be judicious with other sources of healing. Replaced with movement speed to offer light fighters (Fiora, Yi, Ekko, etc) another powerful form of utility. Now with more AD to broaden appeal among fighters.


Base Stats

TOTAL COST 3100 gold
BUILD PATH Hearthbound Axe + Negatron Cloak + Dagger + 800 gold
ATTACK DAMAGE 30
ATTACK SPEED 40%
MAGIC RESIST 50

Effects

FRAY Basic attacks apply 15-80 (levels 1-18) magic damage on-hit and grant 20 movement speed for 2 seconds

Maw of Malmortius

Lifeline shield increased; bonus stats on proc removed.

With more specialized healing options elsewhere, we wanted Maw to stand out as THE anti-magic-burst item.


Base Stats

TOTAL COST 3100 gold
BUILD PATH Hexdrinker + Caulfield’s Warhammer + 700 gold
ATTACK DAMAGE 50
MAGIC RESIST 50
ABILITY HASTE 15

Effects

LIFELINE Upon taking magic damage that would reduce health below 30%, gain a 200 (+20% max health) magic damage shield for 5 seconds (60 second cooldown)

Death’s Dance

Omnivamp replaced with Bleed cleanse, movement speed, and heal on takedown. Magic damage no longer reduced and converted to Bleed.

Death’s Dance was the 1-stop-shop for everything fighters needed. AoE healing, mitigation against all damage sources, bonus damage, cooldown, etc. We still offer all these effects in the item shop, but the combination requires piecing together a few more purchases. Death’s Dance is sharpening its role into the anti-physical damage item.


Base Stats

TOTAL COST 3100 gold
BUILD PATH Chain Vest + Caulfield’s Warhammer + Pickaxe + 325 gold
ATTACK DAMAGE 50
ARMOR 40
ABILITY HASTE 15

Effects

IGNORE PAIN [35% for melee || 15% for ranged] of physical damage taken is dealt to you over 3 seconds instead
DEFY Champion takedowns cleanse Ignore Pain’s remaining damage, grant you 30% movement speed for 2 seconds, and restore 10% of your max health over the duration

Sterak’s Gage

Base Shield decreased but now scales with number of enemies in combat. Now grants healing based on enemies in combat. Tenacity removed. No longer melee only.

Sterak’s is still your go-to optimal purchase for constant teamfighting. If you’re dueling or in small skirmishes though, Death’s Dance or Maw will outshine it against physical and magic damage, respectively.


Base Stats

TOTAL COST 3100 gold
BUILD PATH Pickaxe + Phage + Ruby Crystal + 725 gold
HEALTH 400
ATTACK DAMAGE 50

Effects

BLOODLUST Dealing damage to or taking damage from a champion grants a stack, restoring 2% of your max health over 6 seconds (max 5 stacks, 1 per enemy champion; healing 60% effective for ranged users)
LIFELINE Upon taking damage that would reduce your health below 30%, gain a shield equal to 200, plus 8% of your max health per stack of Rage (60 second cooldown, max health portion of shield 60% smaller for ranged users)

Randuin’s Omen

Active now also reduces enemy AD and crit damage. Now passively reduces damage taken from any basic attack, not just crits. No longer reduces enemy attack speed when hit.

Retooling Randuin’s to better identify its effectiveness as a powerful defensive tool against all physical damage and specifically crit-based attacks.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Warden’s Mail + Cloth Armor + Kindlegem + 600 gold
HEALTH 250
ARMOR 80
ABILITY HASTE 10

Effects

HUMILITY (ACTIVE) Briefly slow nearby enemies and reduce their attack damage by 10% and critical strike damage by 20% for 4 seconds (60 second cooldown)
ROCK SOLID Reduce incoming damage from basic attacks by up to 0.5% of your max health, capped at 40% of the attack’s damage

Frozen Heart

Now passively reduces damage taken from basic attacks.

While Randuin’s fills the anti-crit space, Frozen Heart takes the same core effect but retains its previous niche as an anti-attack speed item.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Warden’s Mail + Glacial Shroud + 800 gold
MANA 400
ARMOR 80
ABILITY HASTE 20

Effects

WINTER’S CARESS Reduces the attack speed of nearby enemies by 15%
ROCK SOLID Reduce incoming damage from basic attacks by up to 0.5% of your max health, capped at 40% of the attack’s damage

Gargoyle Stoneplate

Active converted to a decaying shield. Passive grants resistances on taking damage.

Reinforcing Gargoyle Stoneplate as the ideal item for players who love to teamfight and tank entire teams.


Base Stats

TOTAL COST 3300 gold
BUILD PATH Aegis of the Legon + Cloth Armor + Null-Magic Mantle + 1050 gold
ARMOR 60
MAGIC RESIST 60
ABILITY HASTE 15

Effects

UNBREAKABLE (ACTIVE) Gain a 100 (+100% bonus health) shield that decays over 2.5 seconds (90 second cooldown)
FORTIFY Taking damage from a champion grants 3% bonus armor and 3% bonus magic resist for 6 seconds, once per enemy champion (max 15% bonus armor and magic resist)

Abyssal Mask

Passive changed to increased damage on immobilized enemies.

Abyssal Mask now has a more streamlined use-case and has been broadened to increase all damage to the target, not just magic.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Giant’s Belt + Negatron Cloak + 900 gold
HEALTH 350
MAGIC RESIST 60

Effects

UNMAKE Immobilizing a champion causes them to take 10% increased damage for 4 seconds

Thornmail

Damage reduced and now applies improved Grievous Wounds upon immobilizing an enemy.

On top of applying Grievous Wounds when hit, Thornmail now gives tanks a way to proactively apply the effect without waiting for enemies to attack.


Base Stats

TOTAL COST 2700 gold
BUILD PATH Bramble Vest + Giant’s Belt + 1000 gold
HEALTH 350
ARMOR 60

Effects

THORNS When struck by an attack, deal 10 (+10% bonus armor) magic damage to the attacker and apply 40% Grievous Wounds for 2 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 2 seconds.

Zeke’s Convergence

Now grants bonus on-hit damage to your linked ally on targets you have immobilized.

Zeke’s previous effect was extremely powerful, but limited to small windows and was hard to appreciate. Updated the effect to be more easily accessible for beefier supports who want to lock-down and protect their carries.


Base Stats

TOTAL COST 2400 gold
BUILD PATH Kindlegem + Glacial Shroud + 700 gold
HEALTH 300
MANA 250
ARMOR 30
ABILITY HASTE 20

Effects

CONDUIT (ACTIVE) Designate an Accomplice (60 second cooldown)
CONVERGENCE For 4 seconds after you immobilize an enemy, your Accomplice’s attacks and abilities hits apply an additional 25-50 (+1.5% your max health) (+7.5% your AP) magic damage to that enemy

Knight’s Vow

Damage redirect increased. Now grants movement speed toward low-health Partners. No longer grants armor, passive movement speed towards Partner, or heals from Partner damage.

Moving Knight’s Vow in the Warden niche by increasing the health and damage redirection on the item. A sharper movement speed effect should also help allies swoop in to save the day for their allies in peril.


Base Stats

TOTAL COST 2300 gold
BUILD PATH Crystalline Bracer + Rejuvenation Bead + Kindlegem + 700 gold
HEALTH 400
BASE HEALTH REGEN 300%
ABILITY HASTE 10

Effects

PLEDGE (ACTIVE) Designate an ally who is Worthy (60 second cooldown).
SACRIFICE While your Worthy ally is nearby, redirect 15% of damage they take to you and if they have less than 50% health gain 35% movement speed when running towards them.

Morellonomicon

Now grants access to improved Grievous Wounds. No longer grants magic penetration.

Making Morello a pure anti-healing item rather than a mixed-purpose confusing item so that you won’t have to use your advanced math degree to determine optimal damage.


Base Stats

TOTAL COST 2500g
BUILD PATH Blasting Wand + Oblivion Orb + Ruby Crystal + 450 gold
ABILITY POWER 70
HEALTH 250

Effects

AFFLICTION Dealing magic damage applies 40% Grievous Wounds to enemy champions for 2 seconds. If the target is below 50% health, this effect is increased to 60% Grievous wounds.

Sanguine Blade

Now provides physical vamp instead of life steal.

We’re promoting Sanguine Blade’s life steal into the new physical vamp stat so ability-heavy assassins can benefit from its sustain as well while they clear waves and champions.


Base Stats

TOTAL COST 3000 gold
BUILD PATH Serrated Dirk + Vampiric Scepter + 1000 gold
ATTACK DAMAGE 50
LETHALITY 10
PHYSICAL VAMP 12%

Effects

FRENZY While near one or fewer visible enemy champions gain 8 lethality and 20-80% (levels 1-18) attack speed, decaying over 3 seconds if other enemy champions get too close.

Legendary Items Balance Changes

Some items are only being returned to fit into preseason-the biggest change you’ll find in any of the sections below is the addition or removal of stat types, but not entire unique effects (with Mikael’s’ regen-granting Harmony passive as an exception). As with the other Legendaries, keep in mind that Mythic passives add additional stats that aren’t listed here, so things that look like flat nerfs are at least in part adjusting for that extra power.


Support Items

LEGENDARY Fully upgraded support items count as Legendaries

Rapid Firecannon

TOTAL COST 2600 gold  2700 gold
ATTACK SPEED 30%  35%
CRITICAL STRIKE CHANCE 25%  20%

Stormrazor

TOTAL COST 3200 gold  2700 gold
ATTACK DAMAGE 50  40
ATTACK SPEED 30%  35%
CRITICAL STRIKE CHANCE 25%  20%

Mercurial Scimitar

TOTAL COST 3400 gold  2900 gold
BUILD PATH Quicksilver Sash + Vampiric Scepter + Pickaxe + 325 gold  Quicksilver Sash + Cloak of Agility + Pickaxe + 125 gold
ATTACK DAMAGE 50  30
MAGIC RESISTANCE 35  30
newCRITICAL STRIKE CHANCE 20%
removedLIFESTEAL 10%  0%
QUICKSILVER Removes all disables  Removes all disables excluding Airborne (unchanged but now called out). Can’t be used while affected by Airborne effects.

Runaan’s Hurricane

TOTAL COST 2600 gold  3400 gold
BUILD PATH Zeal + Dagger + Dagger + 600g  Pickaxe + Zeal + Dagger + 1025 gold
newATTACK DAMAGE 25
CRITICAL STRIKE CHANCE 25%  20%
MOVE SPEED 9%  7%
BOLT DAMAGE 40% total attack damage  40-70% total attack damage (level ≤10-18)

Rylai’s Crystal Scepter

TOTAL COST 2600 gold  3000 gold
BUILD PATH Blasting Wand + Amplifying Tome + Ruby Crystal + 915 gold  Blasting Wand + Giant’s Belt + Amplifying Tome + 815 gold
ABILITY POWER 90
HEALTH 300  350
SLOW 20%  30%

Nashor’s Tooth

TOTAL COST 3000g (unchanged)
BUILD PATH Stinger + Fiendish Codex + 1000 gold  Recurve Bow + Blasting Wand + Amplifying Tome + 715 gold
ABILITY POWER 80  100
ATTACK SPEED 50%
COOLDOWN REDUCTION 20%  0
ON-HIT DAMAGE 15 (+0.15 AP)  15 (+0.25 AP)

Bloodthirster

TOTAL COST 3500g  3400g
BUILD PATH B.F. Sword + Vampiric Scepter + Long Sword + 950 gold  B.F. Sword + Cloak of Agility + Vampiric Scepter + 600 gold
ATTACK DAMAGE 80  55
newCRITICAL STRIKE CHANCE 20%

Edge of Night

TOTAL COST 2900 gold (unchanged)
BUILD PATH Serrated Dirk + Pickaxe + Ruby Crystal + 600 gold  Serrated Dirk + Longsword + Ruby Crystal + 1050 gold
ATTACK DAMAGE 55  50

Youmuu’s Ghostblade

TOTAL COST 2900 gold  3000 gold
BUILD PATH Serrated Dirk + Caulfield’s Warhammer + 700 gold  Serrated Dirk + Pickaxe + Longsword + 675 gold
ATTACK DAMAGE 55  60
removedCOOLDOWN REDUCTION 10%  0

Umbral Glaive

TOTAL COST 2400 gold  2800 gold
BUILD PATH Serrated Dirk + Long Sword + Long Sword + 600 gold  Serrated Dirk + Caulfield’s Warhammer + 600 gold
ABILITY HASTE 10% cooldown reduction  20 ability haste

Guardian Angel

ATTACK DAMAGE 45  40
ARMOR 40 (unchanged)

Warmog’s Armor

TOTAL COST 2850 gold  3000 gold
ABILITY HASTE 10% cooldown reduction  10 ability haste
WARMOG’S HEART 2.5% max health per half second  5% max health per second

Spirit Visage

TOTAL COST 2800 gold  2900 gold
MAGIC RESIST 55  40
ABILITY HASTE 10% cooldown reduction  10 ability haste
INDOMITABLE WILL Increases healing by 30%  Increases shielding and healing by 25%

Dead Man’s Plate

TOTAL COST 2900 gold (unchanged)
BUILD PATH Chainmail Vest + Giant’s Belt + 1100 gold  Winged Mooonplate + Ruby Crystal + Chainmail Vest + 900 gold
HEALTH 425  475
ARMOR 60  40
newMOVE SPEED 5%

Ardent Censer

TOTAL COST 2300 gold (unchanged)
BUILD PATH Forbidden Idol + Aether Wisp + 650 gold  Forbidden Idol + Blasting Wand + 650 gold
removedCOOLDOWN REDUCTION 10%  0
removedMOVE SPEED 8%  0
BASE MANA REGEN 50%  100%

Redemption

TOTAL COST 2100 gold  2300 gold
BUILD PATH Crystalline Bracer + Forbidden Idol + 650 gold  Kindlegem + Forbidden Idol + 700 gold
HEAL SHIELD POWER 10%  20%
ABILITY HASTE 10% CDR  15 ability haste
removedBASE HEALTH REGEN 50%  0
BASE MANA REGEN 150%  100%
JUDGMENT (ACTIVE) No longer damages minions or gets 3 times effectiveness from Heal and Shield Power

Mikael’s Blessing

NAME Mikael’s Crucible  Mikael’s Blessing
TOTAL COST 2100 gold  2300 gold
BUILD PATH Chalice of Harmony + Forbidden Idol + 500 gold  Forbidden Idol + Negatron Cloak + 600 gold
MAGIC RESIST 40  50
ABILITY HASTE 10% CDR  15 ability haste
CONCENTRATED QUICKSILVER Cleanses all stuns, roots, taunts, fears, silences, and slows on an allied champion and grants them slow immunity for 2 seconds (120 second cooldown)  Remove all crowd control debuffs (except Airborne and Suppression) from an ally champion and restore 100-200 (ally levels 1-18) health (120 second cooldown)
removedHARMONY No longer grants bonus health regen equal to mana regen

Mejai’s Soulstealer

TOTAL COST 1400 gold  1600 gold
removedMANA 200  0
newHEALTH 100

Zhonya’s Hourglass

TOTAL COST 2900 gold  2500 gold
ABILITY POWER 75  65
ABILITY HASTE 10% CDR  10 ability haste

Banshee’s Veil

TOTAL COST 3000 gold  2500 gold
BUILD PATH Fiendish Codex + Null-Magic Mantle + Blasting Wand + 800 gold  Fiendish Codex + Verdant Barrier + 400 gold
ABILITY POWER 75  65
MAGIC RESIST 60  45
ABILITY HASTE 10% CDR  10 ability haste

Jungle Items & Changes

We want junglers to be able to engage with the item system instead of being forced to purchase the same dull item every game, especially with the Mythic item system making your first item so important. We’re taking cues from last year’s well-received update to support items and letting junglers progress toward their Smite without having to spend more money. That puts them on even footing with the other four positions in terms of being able to start on their Mythic right away.

Also, we snuck some jungle camp changes into this section so junglers can process everything specific to the role in one place. “You’re welcome” or “we’re sorry,” depending on whether that helped or confused you personally.

Hailblade

The blue one.

OMNIVAMP AGAINST MONSTERS 10%
TOOTH & NAIL Damaging monsters burns them for 60 (+10% AP)(+2% bonus health)(+5% bonus AD) magic damage over 5 seconds
CHILLING PATH Smiting 5 times consumes this item and upgrades your Smite to Chilling Smite
HUNTSMAN Killing large monsters grants bonus experience
LEYLINE WALKER Regen up to 8-18 mana (levels 1-18) per second when in the jungle or river

Chilling Smite

AGAINST CHAMPIONS When Smiting champions, Chilling Smite deals 20-156 true damage and steals 20% of their movement speed for 2 seconds

Emberknife

The red one. We’re also cleaning up Challenging Smite to make it a bit more intuitive.

OMNIVAMP AGAINST MONSTERS 10%
TOOTH & NAIL Damaging monsters burns them for 60 (+10% AP) (+2% bonus health) (+5% bonus AD) magic damage over 5 seconds.
CHALLENGING PATH Smiting 5 times consumes this item and upgrades your Smite to Challenging Smite
HUNTSMAN Killing large monsters grants bonus experience
LEYLINE WALKER Regen up to 8-18 (levels 1-18) mana per second when in the jungle or river.

Challenging Smite

AGAINST CHAMPIONS When Smiting champions, Challenging Smite marks them for 4 seconds. During this time, your damaging attacks and abilities deal 48-125 bonus true damage to them over 2.5 seconds (refreshing but not stacking) and you take 20% reduced damage from the Smited enemy.
ABILITIES Abilities now apply and refresh the burn alongside basic attacks
CLARITY Immolating Smite’s damage reduction now has VFX and displays the amount reduced as combat text

Jungle Camp Adjustments

Overall, our aim is to slightly improve pathing diversity and make the camps feel distinct.

We’re running a consistency pass to remove some arcane optimizations and rules that aren’t apparent in game. Gromp and Scuttle in particular are getting changes to emphasize their unique identities. In Scuttle’s case, she’ll also be a little less costly to lose since you’re not losing a chunk of sustain.


Gromp

MAGIC RESIST -(15-30) (levels 1-18)  20 at all levels
HEALTH 2100-3450 (levels 1-11)  1650-2460 (levels 1-11)
removedTOAD RAGE Gromp’s first three attacks no longer have increased attack speed or deal 50% increased damage
newTOAD SOUP Killing Gromp restores 50 (+10 * average champion level) health and 30 (+6 * average champion level) mana, increased by up to 100% based on killer’s missing health and mana respectively
ATTACK DAMAGE 70-259 (levels 1-18)  80-253 (levels 1-18)

Blue Sentinel

ARMOR 10-20 (levels 1-8)  20 at all levels
MAGIC RESIST -(15-30) (levels 1-8)  20 at all levels
HEALTH 2100-3675 (levels 1-11)  1800-3150 (levels 1-11)
MOVEMENT SPEED 180  275

Greater Murkwolf

ARMOR 10-20 (levels 1-8)  20 at all levels
HEALTH 1300-2275 (levels 1-11)  1200-2200 (levels 1-11)
MOVEMENT SPEED 450  525

Murkwolf

MAGIC RESIST 10-20 (levels 1-8)  0 at all levels
HEALTH 450-788 (levels 1-11)  480-888 (levels 1-11)
MOVEMENT SPEED 450  525

Crimson Raptor

ARMOR 30-60 (levels 1-8)  20 at all levels
MAGIC RESIST 30-60 (levels 1-8)  20 at all levels
HEALTH 700-1225 (levels 1-11)  800-1760 (levels 1-11)
MOVEMENT SPEED 350  450

Lesser Raptor

HEALTH 400-680 (levels 1-11)  425-723 (levels 1-11)
MOVEMENT SPEED 450  525

Red Brambleback

ARMOR -(15-30) (levels 1-8)  20 at all levels
MAGIC RESIST 10-20 (levels 1-8)  20 at all levels
HEALTH 2100-3675 (levels 1-11)  1800-3150 (levels 1-11)

Ancient Krug

ARMOR 10-20 (levels 1-8)  20 at all levels
MAGIC RESIST -(15-30) (levels 1-8)  20 at all levels
HEALTH 1250-2188 (levels 1-11)  1050-1785 (levels 1-11)
MOVEMENT SPEED 185  250

Krug

MOVEMENT SPEED 285  350
EXPERIENCE 18-24.3 (levels 1-9)  10-13.5 (levels 1-9)
GOLD 13  7

Lesser Krug

MOVEMENT SPEED 335  400
EXPERIENCE 13-18.9 (levels 1-9)  18-24.3 (levels 1-9)
GOLD 9  12
newNUGGETS Shine gold to properly reflect their gold and experience value

Rift Scuttler

ARMOR 60  20
MAGIC RESIST 60  20
HEALTH 1200-2560 (levels 1-11)  1000-2134 (levels 1-11)
newLOOSE CARAPACE Spawns with a 60% max health shield. Shield breaks when immobilized.
removedVULNERABLE UNDERBELLY Rift Scuttler no longer loses 50 Armor and Magic Resist or takes 25% increased damage after being immobilized
removedCRAB SOUP Killing Rift Scuttler no longer restores health and mana

Epic Items

Epic items are the tier below Legendary: They’re the mid-tier components of Legendary and Mythic items that build out of basic items. We’re ensuring they serve their role as valuable building blocks, offering incremental stats and effects that smooth your progression toward bigger purchases.

Like the Legendaries, we’re providing blank-slate presentations of these Epics to give you a clean read on when you’ll want to pick them up. New and updated have been mixed together since there aren’t as many.

new

Noonquiver

Marksman champions suffer from awkward early-game components that leave them missing either attack damage or attack speed, both of which are critical for them to feel powerful. So, we created Noonquiver-an Epic that specifically builds into marksman Mythics and features both stats. Noonquiver also amplifies marksman PvE capabilities to provide the early lane management marksman champions crave without sending their PvP power over the top. Lastly, by giving it a smooth build path of smaller parts, it avoids the lane snowballing issue B.F. Sword had if you were forced to back before saving up 1300 gold.

TOTAL COST 1300 gold
BUILD PATH Longsword + Dagger + Longsword + 300 gold
ATTACK DAMAGE 30
ATTACK SPEED 15%

Effects

PRECISION Attacks deal an additional 20 physical damage to minions and monsters
new

Rageknife

Giving on-hit champs the flexibility to access Guinsoo’s new crit-converting effect without completing Rageblade itself so they can spec into crit chance items first if the situation calls for it.

TOTAL COST 800 gold
BUILD PATH Dagger + Dagger + 200 gold
ATTACK SPEED 25%

Effects

WRATH Attacks apply 35 physical damage on-hit per 20% of your critical strike chance, but you can no longer critically strike
new

Blighting Jewel

Percent armor penetration has Last Whisper as a component. Adding Blighting Jewel to establish build path parity for percent magic penetration.

TOTAL COST 1250 gold
BUILD PATH Amplifying Tome + 815 gold
ABILITY POWER 25
MAGIC PENETRATION 15%
new

Leeching Leer

One of the new building-blocks of the system for mages who want to deal and heal.

TOTAL COST 1300 gold
BUILD PATH Ruby Crystal + Amplifying Tome + 465 gold
HEALTH 150
ABILITY POWER 20
OMNIVAMP 10%

Oblivion Orb

Giving mages earlier access to Grievous Wounds, like physical damage dealers get from Executioner’s Calling. Orb is losing its flat penetration to get this effect.

TOTAL COST 800 gold
BUILD PATH Amplifying Tome + 365 gold
ABILITY POWER 30
CURSED Dealing magic damage applies 40% Grievous Wounds to champions for 2 seconds

Seeker’s Armguard

Simplifying and making the item cheaper.

TOTAL COST 900 gold
BUILD PATH Cloth Armor + Amplifying Tome + 165 gold
ABILITY POWER 30
ARMOR 15
WITCH’S PATH Killing a unit grants 1 armor, stacking up to 30 times

Hextech Alternator

Opening up the item to be less restrictive on who can take and use it—the damage proc now applies to abilities too.

TOTAL COST 1050 gold
BUILD PATH Amplifying Tome + Amplifying Tome + 180 gold
ABILITY POWER 40
REVVED Damaging an enemy champion deals an additional 50-125 magic damage (40 second cooldown)

Bami’s Cinder

The centerpoint of tank Mythics now scales better early, though it loses its bursty immobilize proc in exchange.

TOTAL COST 1000 gold
BUILD PATH Ruby Crystal + Ruby Crystal + 200 gold
HEALTH 300
IMMOLATE Deal 15 (+1% bonus health) magic damage per second to nearby enemies (increased by 50% against minions and 100% against monsters).
new

Winged Moonplate

We didn’t have a movement speed + health component. Now we do.

TOTAL COST 800 gold
BUILD PATH Ruby Crystal + 400 gold
HEALTH 150
FLIGHT Grats 5% movement speed
new

Verdant Barrier

Giving an MR equivalent to Seeker’s Armguard so when you need to survive a difficult ability power lane you have options.

TOTAL COST 1200 gold
BUILD PATH Null-Magic Mantle + Amplifying Tome + 315 gold
ABILITY POWER 25
MAGIC RESISTANCE 25
ADAPTIVE Every 60 seconds, gain 3 magic resist (max 15). Taking magic damage from champions reduces the time until the next increase by 5% of the damage taken (ex. taking 100 magic damage reduces the time by 5 seconds).

Warden’s Mail

Changing the previous effect to something more selfish and noticeable by the owner.

TOTAL COST 1000 gold
BUILD PATH Cloth Armor + Cloth Armor + 400 gold
ARMOR 40
ROCK SOLID Reduce incoming damage from basic attacks by 0.5% bonus health, capped at 40% of the basic attack’s damage

Phage

Changing Phage into a Health-scaling Epic that helps fighters beef up in longer fights. Its old passive is moving to a new item. Look down a few lines.

TOTAL COST 1100 gold
BUILD PATH Ruby Crystal + Longsword + 350 gold
ATTACK DAMAGE 15
HEALTH 200
STURDY After you deal physical damage to a champion, restore [2% melee | 1% ranged] max health over 6 seconds
new

Hearthbound Axe

Home to Phage’s old passive, our new, more agility-themed weapon offers movement speed on hit and builds into several items that do the same.

TOTAL COST 1100 gold
BUILD PATH Dagger + Longsword + 450 gold
ATTACK DAMAGE 15
ATTACK SPEED 15
NIMBLE Attacking a unit grants [20 for melee | 10 for ranged] movement speed for 2 seconds.

Tiamat

We’re splitting up Tiamat’s passive and active to let each take on more of a center-stage role as separate components. Tiamat is keeping the passive; the active is moving to a new item just below.

TOTAL COST 1200 gold
BUILD PATH Pickaxe + 325 gold
ATTACK DAMAGE 25
CLEAVE Attacks deal up to 60% total attack damage physical damage to other nearby enemies
new

Ironspike Whip

Tiamat’s active and passives were split up to let each of them take a more center stage in their respective item. Ironspike Whip inherited Tiamat’s Active.

TOTAL COST 1200 gold
BUILD PATH Pickaxe + 325 gold
ATTACK DAMAGE 30
CRESCENT (ACTIVE) Deal 75% total attack damage physical damage to nearby enemies. Minions and monsters below 50% health take 200% damage (15 second cooldown, affected by ability haste).
new

Bandleglass Mirror

Filling a hole in the system so that mana regen items with ability haste aren’t 100% bound to heal and shield power.

TOTAL COST 1050 gold
BUILD PATH Faerie Charm + Amplifying Tome + 365 gold
ABILITY POWER 20
ABILITY HASTE 10
MANA REGEN 50%

Epic Item Balance Changes

Like Legendaries, some Epics are getting simple tuning passes, based on how we want you to build into the new and updated Legendary and Mythic items.


Zeal

TOTAL COST 1400 gold  1200 gold
ATTACK SPEED 12%  18%
CRITICAL STRIKE CHANCE 25%  15%

Executioner’s Calling

GRIEVOUS WOUNDS DURATION 3 seconds  2 seconds

Sheen

TOTAL COST 1050 gold  700 gold
BUILD PATH Mana Crystal + 700 gold  700 gold
removedMANA 250  0
removedCOOLDOWN REDUCTION 10%  0

Giant’s Belt

TOTAL COST 1000 gold  900 gold
HEALTH 380  350

Negatron Cloak

TOTAL COST 720 gold  900 gold
MAGIC RESIST 40  50

Spectre’s Cowl

TOTAL COST 1200 gold  1250 gold

Aegis of the Legion

TOTAL COST 1100 gold  1500 gold
ABILITY HASTE 10

Quicksilver Sash

QUICKSILVER Removes all disables  Removes all disables excluding Airborne (unchanged but now called out). Can’t be used while Airborne.

Forbidden Idol

BUILD PATH Faerie Charm + Faerie Charm + 550 gold  Faerie Charm + 550 gold (total cost unchanged)
HEAL & SHIELD POWER 5%  10%
removedCOOLDOWN REDUCTION 10%  0%

Basic, Starter & Support Items

Finally, we’ve got our basic, starter, and support items. The ones that don’t have any components of their own.

Tear of the Goddess

Moving Tear into the Starting Item space to serve as a greedy, scaling option for spellcasters. The stacking mechanic has been changed to discourage empty spell spamming and encourage opportunistic trading.

TOTAL COST 400 gold
MANA 150
FOCUS Attacks deal an additional 5 physical damage to minions
MANA CHARGE Strike a target with an ability to consume a charge and gain 3 bonus mana, up to a maximum of 450 bonus mana. Bonus mana doubled if the target is a champion. Gain a new mana charge every 8 seconds (max 4).

Dark Seal

Making Seal a better option for those who don’t need mana, and unbinding its strength from potions.

ABILITY POWER 15
HEALTH 40
DO OR DIE Champion assists and kills grant 1 and 2 stacks of Glory respectively, up to 10 stacks. Lose 4 stacks on death.
GLORY Grants 5 ability power per stack of Glory.

Doran’s Blade

Slightly broadening our starting item options so they’re more favorable to those who use more spells and have mixed damage types.

ATTACK DAMAGE 8
HEALTH 80
WARFORGED Grants 2.5% Omnivamp

Doran’s Ring

Opening up Doran’s ring to non-mana users and bringing back the old last-hitting skill test.

ABILITY POWER 15
HEALTH 70
MANA RESTORE Killing a minion restores 6 mana. Excess mana (all 6 of it if you can’t gain mana) is converted to healing, at a 50% rate.

Basic & Starter Item Balance Changes

Cloak of Agility

TOTAL COST 800 gold  600 gold
CRITICAL STRIKE CHANCE 20%  15%

Faerie Charm

TOTAL COST 125 gold  250 gold
MANA REGEN 25%  50%

Support Item Balance Changes

To ensure support builds are influenced similarly by their Mythic passives as other roles, we’re counting the fully upgraded forms as Legendaries but reducing their innate stats so they don’t become more powerful in the process. We’re also buffing Spoils of War and Tribute so supports can bring their Mythics online closer to everyone else.

LEGENDARY Fully upgraded support items count as Legendaries
SPOILS OF WAR Gain a charge every 45 seconds  35 seconds
TRIBUTE 15 gold per proc  20 gold per proc

Pauldrons of Whiterock

HEALTH 300  250

Bulwark of the Mountain

HEALTH 300  250
ABILITY POWER 25  20

Shard of True Ice

HEALTH 100  75
ABILITY POWER 50  40

Black Mist Scythe

HEALTH 100  75
ATTACK DAMAGE 25  20

Plated Steelcaps

A long, long time ago, Ninja Tabi granted dodge chance, allowing users to sometimes avoid basic attacks entirely. That stopped being the case in… *checks notes* 2012. We’re finally catching up and re-theming these boots.

NAME Ninja Tabi  Plated Steelcaps

Removed Items

Last on the list for our items world tour is paying respects to the items leaving the shop.


Hextech GLP-800

Now a Mythic item (Everfrost). This one’s not as much a 1-to-1 Mythic-ification like the others since Everfrost’s active is more defensive and less pick-oriented. If you’re looking for a slow cone, though, you’ll find a familiar toy here, with some extra use cases.


Luden’s Echo

Now a Mythic item (Luden’s Tempest)


Liandry’s Torment

Now a Mythic item (Liandry’s Anguish)


Hextech Protobelt-01

Now a Mythic item (Hextech Rocketbelt)


Sunfire Cape

Now a Mythic item (Sunfire Aegis)


Righteous Glory

Now a Mythic item (Turbo Chemtank)


Iceborn Gauntlet

Now a Mythic item (Frostfire Gauntlet)


Duskblade of Draktharr

Now a Mythic item


Trinity Force

Now a Mythic item


Shurelya’s Reverie

Now a Mythic item (Shurelya’s Battlesong)


Locket of the Iron Solari

Now a Mythic item


Adaptive Helm

Helm was too niche, only countering a few champions but to a major degree. Also didn’t feel powerful even when it was.


Athene’s Unholy Grail

Athene’s was constantly a mandatory item for certain champions and gave much more power than we could support.


Frozen Mallet

Mallet was either much too niche when balanced, or way too strong when purchased by more than one or two champs.


Hextech Gunblade

Gunblade completely overwhelmed build options for a small pool of champions but saw very little use outside of that pool. It was also one of the more frustrating items in the shop.


Spellbinder

Spellbinder was hard to use well and hard to know whether you used it well.


Rod of Ages

RoA’s time-scaling fantasy didn’t feel impactful on a Mythic for a first purchase and didn’t feel realistic as a later purchase. It also overlapped in fantasy with Archangel’s, but was the less exciting of the two.


Statikk Shiv

Shiv’s chain lightning effect was either underwhelming when balanced or too strong when it felt good.


Twin Shadows

Twin Shadows was too powerful and playstyle-warping when tuned to be purchasable.


Jaurim’s Fist

Unlike Seeker’s Armguard, whose armor stacking mechanic gives physical damage dealers a window to fight mages in lane before full stacks, the health stacking mechanic on Jaurim’s isn’t doing anything valuable. It’s been largely replaced with the new Phage as a health+AD component.


Chalice of Harmony

Chalice was redundant with other mana Epics that were filling out the shop (especially with the removal of Athene’s). The other options were more needed for recipes.


Bilgewater Cutlass

Actives are high mindshare, so culling them in places they weren’t doing exciting things seemed to work well. Blade of the Ruined King lost this active and Hextech Gunblade was removed, so Cutlass no longer had a reason to have an active, which was the main reason it existed to begin with.


Catalyst of Aeons

Catalyst offered early access to the Eternity passive previously held by Rod of Ages and Abyssal Mask. With Rod’s removal and Mask’s update, the Eternity passive is gone and Catalyst no longer has a role to fill.

Runes

Conqueror

Streamlining Conqueror’s role as a damage-oriented rune by shifting its power from sustain to Adaptive Force.

ADAPTIVE FORCE PER STACK 1.7 – 4.2 (levels 1-18), 20.4 – 50.4 at max stacks  2 – 5 (levels 1-18), 24 – 60 at max stacks
HEALING AT MAX STACKS 15% (8% for ranged champions)  9% (6% for ranged champions)

Legend: Bloodline

Toning back the overall sustain of Legend: Bloodline as its life steal was dominating the choice structure within the Precision tree and having a bigger impact on rune and item builds than a minor rune should, allowing champs to delay or altogether forego sustain purchases.

MAXIMUM LEGEND STACKS 20 stacks (12% life steal)  15 stacks (9% life steal)

Ravenous Hunter

Similar to Bloodline and Conqueror, lowering the overall amount of free sustain within the rune system to open up more choices within the rune and item systems.

HEALING Heal for 1.5% (+2.5% per Bounty Hunter stack) of the damage dealt by your abilities, on-hit effects and items  1% Omnivamp (+2% per Bounty Hunter stack)

Presence of Mind

Presence of Mind’s permanent stats were single-handedly solving resource issues. We’re reworking the rune to be more in-line with other minor runes and tailored towards champions who prefer sustained combat.

EFFECT After a 1-second delay, champion takedowns restore 20% of your maximum mana or energy and increase maximum mana by 100 or maximum energy by 10, stacking up to 5 times (max +500 mana or +50 energy)  Damaging an enemy champion increases your mana regeneration by 1.5-11 (levels 1-18) (80% for ranged) mana per second for 4 seconds. Energy users gain 1.5 energy per second instead. Takedowns restore 15% of your maximum mana or energy.

Transcendence

Updating Transcendence to still provide for spell-happy casters and anyone else in need of a little boost while fitting into the new uncapped haste system.

EFFECT Gain 10% CDR when you reach level 10. Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus  Gain bonuses upon reaching the following levels: LEVEL 5 +5 ability haste; LEVEL 8 +5 ability haste; LEVEL 11 On champion takedown, reduce the remaining cooldown of basic abilities by 20%.

Cosmic Insight

Similar to Transcendence, Cosmic Insight has been updated to function in the new haste system. The rune is now more streamlined to focus on item haste and summoner spell haste to reduce some of the low-cost haste in the rune system.

removedCOOLDOWN REDUCTION No longer increases your CDR cap or grants CDR
ITEM HASTE 5% active item CDR  10 item haste (applies to all item cooldowns)
SUMMONER SPELL HASTE 5% summoner spell CDR  15 summoner spell haste

Ingenious Hunter

Updating Ingenious Hunter values to work with the haste system as well as broadening its use cases to all items with cooldowns so it should feel a little more usable than before.

INGENUITY Reduce the cooldown of item actives by 15% (+5% per Bounty Hunter stack)  Gain 10 item haste (+5 per Bounty Hunter stack). Item haste affects ALL item cooldowns, not just actives.

Ability Haste Rune Stat

The CDR rune stat had to scale up over time to avoid letting champions reach the cap too quickly. Now that we’re using ability haste, it gets to provide more immediate benefit.

STAT GAIN +1-10% CDR (levels 1-18)  8 ability haste

Time Warp Tonic

Small clarity update to Time Warp Tonic as the cooldown on consumables was occasionally confusing to players for a minor rune.

removedPACE YOURSELF No longer puts the consumable on a short cooldown. If consumables are stacked, the instant restoration is applied after the duration of the initial consumable ends.

Preseason Champion Adjustments

Caitlyn

Headshot damage from crit chance decreased.

The math behind this is super gross, but the gist is that Headshot’s bonus damage scales off Infinity Edge’s crit damage in a way that completely ignored preseason’s systemic crit damage reduction. We’re baking that systemic change into Headshot’s calculations, though Cait is still arguably buffed relative to other marksmen since new IE’s greater maximum crit damage increase washes out most of this nerf at full build.


Passive – Headshot

HEADSHOT DAMAGE FROM LEVELS 50/75/100% AD (levels 1/7/13) (unchanged)
HEADSHOT DAMAGE FROM CRIT CHANCE (1.25 * (100 + Half your bonus Critical Damage percent) * Critical Chance)% AD  (1.25 * (87.5 + Half your bonus Critical Damage percent) * Critical Chance)% AD

Jhin

Passive crit damage reduction and crit chance decreased.

We still want Jhin’s crits to feel noticeably different from his non-crits, so we’re nerfing the AD he gets from crit chance instead of his crit damage.


Passive – Whisper

CRIT DAMAGE REDUCTION 25% (crits deal 150% AD)  14% (crits still deal 150% AD)
CRIT CHANCE TO AD CONVERSION 40%  30%

Senna

Passive crit damage reduction and crit chance per 20 souls decreased. R now collects Mist Wraiths on cast.

Bringing Senna into the crit system by having her crits happen less, but hit even stronger than before.


Passive – Absolution

CRIT DAMAGE REDUCTION 35% (crits deal 130% AD)  14% (crits deal 150% AD)
CRIT CHANCE PER 20 SOULS 15%  10%

R – Dawning Shadow

PICKUP Now collects Mist Wraiths. Mist Wraiths still only spawn near Senna.

Tryndamere

Passive crit chance flattened.

Making sure Tryndamere doesn’t waste stats at max Fury with his crit build.


Passive – Battle Fury

CRIT CHANCE PER FURY POINT 0.35/0.4/0.45/0.5% (levels 1/6/11/16)  0.4%

Yasuo

Passive now converts crit strike chance above 100% to bonus AD.

Now that the crit system offers more interesting options and comes in 20% increments, we wanted to make sure Yasuo wasn’t wasting stats or getting locked out of exciting items because of his passive.


Passive – Way of the Wanderer

newOVERCAPPED Critical strike chance above 100% is converted into 0.5 bonus AD per 1% additional critical strike chance. (Reminder: Way of the Wanderer doubles crit chance from other sources).

Yone

Passive now converts crit strike chance above 100% to bonus AD.

Now that the crit system offers more interesting options and comes in 20% increments, we wanted to make sure Yone wasn’t wasting stats or getting locked out of exciting items because of his passive.


Passive – Way of the Hunter

newOVERCAPPED Critical strike chance above 100% is converted into 0.5 bonus AD per 1% additional critical strike chance. (Reminder: Way of the Hunter doubles crit chance from other sources).

Akali

Q cost decreased later.

Adjusting Akali for the loss of Hextech Gunblade and Presence of Mind’s increased Energy pool.


Q – Five-Point Strike

COST 120/115/110/105/100 energy  120/110/100/90/80 energy

Katarina

Passive, E, and R now apply on-hit effects. R now deals hybrid damage and scales with attack speed.

With the loss of Gunblade and the lack of hybrid damage among Mythics, Katarina needed help to keep her identity as an assassin in the new item system. We’re helping her adapt to the new shop by further differentiating AD and AP Katarina builds, adding new scaling hooks that let her access the on-hit system. The Katarina you know and love is still here, but without Gunblade dictating her build, her daggers might not look the same every time you see her.


Passive – Voracity

newON-HIT Dagger slash applies on-hit effects

E – Shunpo

newON-HIT Applies on-hit effects

R – Death Lotus

Reminder: Kat throws 15 daggers per ult.

MAGIC DAMAGE 25/37.5/50 (+19% AP) (+22% bonus AD) per dagger  25/37.5/50 (+19% AP) per dagger
newPHYSICAL DAMAGE 15% (+9.9% attack speed) bonus AD per dagger
newON-HIT Each dagger applies on-hit effects at 25% efficiency

Kayle

Passive bonus attack speed now scales with AP.

The landscape around Kayle is shifting dramatically and AP Kayle in particular may take a while to find replacements for previous favorites like Hextech Gunblade. We’re lending AP builds some aid and ensuring that both forms of Kayle can hyperscale into late game.


Passive – Divine Ascent

BONUS ATTACK SPEED 6% per Enrage stack  6% (+2% AP) per Enrage stack

Ornn

Masterworks now upgrade Mythics. Ornn now gains increased bonus health in addition to armor and magic resist. Bonus defenses now increase per Masterwork he creates.

We’re tying Ornn’s Masterwork system into the Mythic system, opening up build diversity for both him and his allies by ensuring everyone can get an upgrade no matter their build. We’re also giving Ornn some smithy power now that he only gets to upgrade one of his own items.


Passive – Living Forge

FORGEABLE ITEMS Curated List  All Mythic items
MASTERWORK UPGRADE VALUE Dependent on item  ~1000 gold
MASTERWORK LIMIT 2 for Ornn, 1 for allies  1 for Ornn and allies (since Ornn is still subject to the 1 Mythic limit)
STAT BONUS Ornn gains an additional 10% bonus armor and magic resistance  Ornn gains an additional 10% bonus health, armor, and magic resistance
newCALLOUSED HANDS Ornn gains an additional 4% bonus health, armor, and magic resistance for each Mythic item he upgrades into a Masterwork

Viktor

Hex Core removed; Viktor now upgrades his abilities by earning champion takedowns and last-hits. E damage increased. Mana growth increased.

Making Viktor embrace and engage with the new itemization system while also giving him a bit more oomph now that his Hex Core isn’t there to amp him up.


Base Stats

MANA GROWTH 25  45

Passive – Glorious Evolution

removedHEX CORE Viktor no longer starts the game with an upgradable Hex Core.
newHARVEST Viktor harvests 1 Hex Fragments from minion and monster kills, 5 from large minion kills, and 25 from champion takedowns. He can spend 100 Hex Fragments to upgrade a basic ability. Once all three basic abilities have been upgraded, Chaos Storm is upgraded automatically.

E – Death Ray

LASER RATIO 60%  70%
AFTERSHOCK RATIO 70%  80%

Champion Mana Adjustments

Between mana changes to items like Tear, Sheen, Lich Bane, and the lack of mana on most Mythic items, we’re giving the following champions a +20 increase to mana growth:

Amumu

Anivia

Camille

Cassiopeia

Cho’Gath

Corki

Darius

Ekko

Ezreal

Fiora

Fizz

Gangplank

Hecarim

Irelia

Jax

Kassadin

Malphite

Nasus

Ornn

Ryze

Skarner

Sylas

Twisted Fate

Udyr

Vi

Viktor

Volibear

Wukong

Xin Zhao

Yorick

Zilean

Other Champion Changes

Brand

While our last changes helped bring Brand back into the midlane, he’s a little too strong in Average play for both mid and support. Dampening down his early game damage to bring him back in line.


Passive – Blaze

MARKED EXPLOSION DAMAGE 10-14% (levels 1-9)  10-14% (levels 1-17)

E – Conflagration

COOLDOWN 10/9/8/7/6 seconds  12/11/10/9/8 seconds

Amumu

Similar to Brand, we’re focusing on knocking down some of the mummy’s power in Average play by pulling back on some of his durability.


Base Stats

HEALTH GROWTH 84  80
ARMOR 33  30

Elise

Opening up Elise’s build diversity with the new system.


Q – Venomous Bite

newON-HIT Now applies on-hit effects

Seraphine

We’re pushing the distinction between mid and support Seraphine. Mid Sera, who will be higher level throughout the game, will have better access to scaling damage via the Passive and Q changes and can now use E more comfortably for waveclear when needed. Support Sera won’t be able to hit those same levels or damage numbers, but will still be able to lean on E-max to provide consistent CC for her team.


Base stats

BASE MANA REGEN 10  8

Passive – Stage Presence

NOTE RATIO 7.5% AP  6/7/8/9% AP (levels 1/6/11/16)

Q – High Note

DAMAGE 55/65/75/85/95 (+55% AP)  55/70/85/100/115 (+40/45/50/55/60% AP)

E – Beat Drop

BASE DAMAGE 60/85/110/135/160  60/80/100/120/140
DAMAGE TO MINIONS 60/70/80/90/100%  100%

Twitch

Deadly Venom damage and W slow now scale with AP. Contaminate’s AP scaling now deals magic damage.

Following up a prior buff that didn’t actually put AP Twitch anywhere near the mark of playability. These changes are geared toward a playstyle of quickly stacking Deadly Venom and detonating it, then rat-tailing it out to reset. It’ll scale worse than AD Twitch (who isn’t sacrificing anything for these changes, by the way) and have less explosive openers with Spray and Pray than crit-based versions, but is hopefully an exciting alternative option for Twitch players.


P – Deadly Venom

newDAMAGE RATIO 3% AP damage per second, per stack (max 108% AP for 6 stacks over 6 seconds)

W – Venom Cask

newSLOW RATIO 6% AP

E – Contaminate

AP SCALING DAMAGE 33.3% AP physical damage per Deadly Poison stack (max 200% AP for 6 stacks)  33.3% AP magic damage per Deadly Poison stack (max 200% AP for 6 stacks)

Volibear

Passive now scales with AP. E deals more damage to minions late.

With AP fighter items coming into the game we’re polishing this bear’s AP playstyle to be a little more viable. His extended fights and farming should be bumped up enough with these changes for magebear to be a better opt-in option.


Passive – The Relentless Storm

ATTACK SPEED PER STACK 5%  5% (+4% AP)

E – Sky Splitter

DAMAGE TO MINIONS 150/250/350/450/550  150/300/450/600/750

Incoming Heal Indicator

We originally billed this as a quality of life change but have seen a bunch of questions, so let’s talk about it now. For abilities and effects with delayed healing, it can be hard to know mid-fight how much health you (or your opponent) will get, leading to situations where you back out from a fight you could’ve won or stay in a fight you’re about to lose. This change makes that decision clearer by indicating the amount of incoming heals on champion health bars. We’re adjusting the visualization of this effect based on feedback so far (like toning down the brightness of the incoming health to make it easier to distinguish from current health); let us know if you think further changes are needed.

In 10.23, we added the indicator for Evelynn’s Passive – Demon Shade, Karma’s W – Renewal, and Soraka’s Q – Starcall heal over time both on herself and when transferred to an ally via W – Astral Infusion. And as a recap, we added the following in 10.22: Seraphine’s W – Surround Sound Vladimir’s R – Hemoplague, Redemption, and ARAM health packs.

ARAM Balance Changes

Some adjustments to ARAM to account for the wider item changes that are happening.


Game Pacing and Gold Income

NEARBY MINION DEATH GOLD 5 gold  6 gold
AMBIENT GOLD Increased by 10%
KILL GOLD Increased by 10%
removedALTERNATING CANNON WAVES Cannon minions will spawn on both sides every other wave, starting at wave 3, instead of alternating

Guardian Items

CLASSIFICATION Guardian items now count as Legendary items
GUARDIAN ITEMS SELLBACK GOLD 40% of original price  70% of original price
GUARDIAN’S HORN DAMAGE REDUCTION 12  15
GUARDIAN’S HAMMER ATTACK DAMAGE 20  25
GUARDIAN’S ORB ABILITY POWER 35  40
newGUARDIAN’S ORB EFFECT Now grants 15 health per 5 seconds to manaless champions
newGUARDIAN’S BLADE 150 health, 30 attack damage, 15 ability haste

Invisibility Detection

removedORACLE’S ELIXIR Removed from the Item Shop
MINION DETECTION Cannon minions and super minions now each have one charge of a modified Umbral Glaive’s Blackout passive: 900 range and 4 seconds of visibility once detected

10.23 Nerfs

SERAPHINE Normal  -5% damage dealt, +5% damage taken, & -5% healing

End of Season

And with that, we’ve reached the end of the 2020 season! We’re listing out all the times for all regions below so everyone is crystal clear on when Ranked ends this year:

  • OCE – November 9, 2020 at 11:59PM AEDT
  • JP – November 9, 2020 at 11:59PM JST
  • KR – November 9, 2020 at 11:59 PM KST
  • RU – November 9, 2020 at 11:59 PM MSK
  • TR – November 9, 2020 at 11:59 PM GMT+3
  • EUNE – November 9, 2020 at 11:59 PM CET
  • EUW – November 9, 2020 at 11:59 PM GMT
  • BR – November 9, 2020 at 11:59 PM GMT-3
  • LAN – November 9, 2020 at 11:59 PM CST
  • LAS – November 9, 2020 at 11:59 PM GMT-3
  • NA – November 9, 2020 at 11:59 PM PST
  • PH – November 10, 2020 at 11:59 PM PST
  • SG – November 10, 2020 at 11:59 PM GMT+8
  • TW – November 10, 2020 at 11:59 PM GMT+8
  • TH – November 10, 2020 at 11:59 PM GMT+7
  • VN – November 10, 2020 at 11:59 PM GMT+7
  • CN – November 11, 2020 at 11:59 PM GMT+8

If you achieved Gold or higher in Summoner’s Rift Ranked Solo/Duo, Flex, or both, you’ll receive Victorious Lucian (as well as Lucian himself if you don’t own him yet). New to 2020, you’ll also receive a Victorious chroma for each rank you hit above Gold. As a cherry on top, everyone who finished Ranked placements will receive an Eternals Lucian Series 1 Permanent (also new this year!), a Ranked profile icon, and a Ranked profile banner trim.


Based on your Honor level, you will also receive the following rewards:

  • Honor 3 Capsule
    • Random Ward Skin
    • 3 Key Shards
  • Honor 4 Capsule
    • Random Ward Skin
    • Random Emote Permanent
    • 3 Key Shards
  • Honor 5 Capsule
    • Random Ward Skin
    • Random Emote Permanent
    • 6 Key Shards

As for Clash’s End of Season (another first!), everyone who participated in any Clash tournament will receive a Clash Contender Icon. In addition, you will receive an icon, logo, and banner based on how many Victory Points you earned over the course of the season.

All ranked rewards will be distributed by December 10th in all regions except CN. CN will see their ranked rewards in patch 10.24!

Ranked Updates

This preseason, we’re making a couple updates on the Summoner’s Rift Ranked system to make sure the placement process and climb is as informed and intuitive as possible.

First, brand new accounts entering Ranked for the first time will now take into account additional variables to ensure a more accurate original placement.

Next, in order to smooth out progression speed bumps, we’re removing promotion series for interdivision transitions. This means that going from division IV to division I for any given rank will be automatic when you reach 100 LP, and any additional LP rolls into the next division. Consequently, demotion protection between divisions will also be removed so that losing a game at 0 LP will result in moving down a division.

Last but not least, we’re removing the ability to duo queue at ranks Master and above to highlight competitive prowess and improve matchmaking at the top of the ladder.

League Client Updates

Another long list of League Client bugfixes and QoL changes this patch, so we’re tucking them into its own section!

  • Memory leaks should now be fixed in the following areas of the client, providing improved reliability:
    • When a player views their profile, or other profiles
    • When a player open the personalized offers tab
    • When a player visits the TFT party lobby
    • When a player visits match history
    • When a player visits the clubs tab
    • When a player views a hovercard
    • When a player visits the TFT hub
    • When a player navigates among main tabs
    • When a player enters a chat room
    • Opening a champion skin chroma
    • Every time the social panel is shown (client start up, and after each game)
    • When a player opens runes editor (in Champ Select + Collections)
    • In Champ Select (fixing a chat service observer leak)
    • In Champ Select (premade voice observer leak)
  • The rune page should now load faster, along with overall rendering improvements
  • End-of-game screen should no longer freeze when getting back into the client
  • Summoner spell and ward skin selections have been reimplemented to reduce memory leaks. The associated animations in champ select have been removed as part of this work.

Bugfixes/QoL Changes

  • Kled now properly counts Skaarl’s health as bonus health
  • Vladimir’s R – Hemoplague incoming Health-gain indicator now properly appears even when non-champion targets are affected
  • Annie’s E – Molten Shield is no longer castable on allies outside of its intended range
  • Sona’s E – Song of Celerity‘s tooltip now properly states her allies will get 10% bonus move speed
  • Casting Sion’s E – Roar of the Slayer right before being hit by certain crowd control effects no longer allows the player to regain control over him for a split second
  • Kindred’s Passive – Mark of the Kindred‘s tooltip no longer shows zeroes in place of real values
  • Fixed Lillias R – Lilting Lullaby‘s overhead indicator VFX on enemies
  • Samira’s Passive – Daredevil Impulse no longer knocks up spell-shielded or untargetable enemies

Upcoming Skins & Chromas

from NERFPLZ.LOL http://www.nerfplz.com/2020/11/official-patch-1023-notes-released.html

Last Day Ranked Push? Here’s some Poetic Inspiration

  This is a story about a boy named YasuoLEET. His air blades were clean and his lane couldn’t be beat.  He queued up for ranked on the last day of ladder, his skills were rad and his Yasuo was radder.

Last Day Push

This is a story about a boy named YasuoLEET
His air blades were clean and his lane couldn’t be beat
He queued up for ranked on the last day of ladder,
His skills were rad and his Yasuo was radder.
He jumped into queue without much ado,
Pubstomped the enemy team through and through.
As the end of the game came into sight,
The enemy team surrendered without even a fight.
ONE GAME FROM GOLD he yelled with elation,
Good thing I finally escaped my chat probation.
Grinning with pride he queued up again,
But something was wrong much to his chagrin.
There was a Teemo in jungle,
his words anything but humble.
Dodge! He said, this Satan Yordle,
I never build QSS, even for Morde Ult!
I’ll troll your game and you’ll definitely lose,
Make you drink heavily and drown in your booze.
“Uh oh” YasuoLEET thought, this is definitely trouble.
My LP is dead, its grave needs a shovel.
But he locked in Yasuo, breathing in with a gulp,
Hoping someone dodged before his team was beaten to pulp.
Lo and behold, no luck was in sight
The game ensued and the loading screen came alight.
Resigned to death, his chin held up high
YasuoLEET took to the sky.
He played his brains out, the greatest in town,
While his Teemo fed, like an inter of renown.
He ignored all the flame through the hard-fought fight,
Focusing instead on his own difficult plight.
Battle and battle he fought through the day,
Until one pivotal moment where he made the worst play.
His team all died except lo and behold
The 0-15 Teemo keeping him from gold.
The enemy team had victory snug in their grasp,
As they felt the victory, alight in its bask.
They pushed towards Baron, no contest in sight.
As they powered on through, no stop to their might.
As YasuoLEET and his team watched on in dread,
Teemo threw a mushroom into the river bed.
He threw but another, hopping slowly forward.
But WAIT! These were at Baron, of which it was toward!
Impossible they thought, this will never work,
This Teemo inted, this guy is a jerk.
Baron died without much of a fight, 
It was obvious in the face of their might.
Hold on a sec…they took a double take
Where is their Baron, their gold, their cake?
It was at this moment, shock set in,
As their glory faded, their victory, their win.
Teemo had stolen their Baron oh dear
It was everything that they had learned to fear.
A 0-15 Teemo with nothing to lose,
Had stolen Baron they hissed, at their jungler, they booed.
Tensions escalated, morale dropped low,
While YasuoLEET began to win, blow after blow.
After that incredible feat his team pushed their lead,
While the enemy team faltered, their advantage did bleed.
The enemy team’s mental completed imploded,
And thus their nexus too exploded.
This is the day, YasuoLEET got Gold,
The last push, last day, first Legend, is told.
Based on a true story

from NERFPLZ.LOL http://www.nerfplz.com/2020/11/last-day-ranked-push-heres-some-poetic.html

Last Day Ranked Push? Here’s some Poetic Inspiration

  This is a story about a boy named YasuoLEET. His air blades were clean and his lane couldn’t be beat.  He queued up for ranked on the last day of ladder, his skills were rad and his Yasuo was radder.

Last Day Push

This is a story about a boy named YasuoLEET
His air blades were clean and his lane couldn’t be beat
He queued up for ranked on the last day of ladder,
His skills were rad and his Yasuo was radder.
He jumped into queue without much ado,
Pubstomped the enemy team through and through.
As the end of the game came into sight,
The enemy team surrendered without even a fight.
ONE GAME FROM GOLD he yelled with elation,
Good thing I finally escaped my chat probation.
Grinning with pride he queued up again,
But something was wrong much to his chagrin.
There was a Teemo in jungle,
his words anything but humble.
Dodge! He said, this Satan Yordle,
I never build QSS, even for Morde Ult!
I’ll troll your game and you’ll definitely lose,
Make you drink heavily and drown in your booze.
“Uh oh” YasuoLEET thought, this is definitely trouble.
My LP is dead, its grave needs a shovel.
But he locked in Yasuo, breathing in with a gulp,
Hoping someone dodged before his team was beaten to pulp.
Lo and behold, no luck was in sight
The game ensued and the loading screen came alight.
Resigned to death, his chin held up high
YasuoLEET took to the sky.
He played his brains out, the greatest in town,
While his Teemo fed, like an inter of renown.
He ignored all the flame through the hard-fought fight,
Focusing instead on his own difficult plight.
Battle and battle he fought through the day,
Until one pivotal moment where he made the worst play.
His team all died except lo and behold
The 0-15 Teemo keeping him from gold.
The enemy team had victory snug in their grasp,
As they felt the victory, alight in its bask.
They pushed towards Baron, no contest in sight.
As they powered on through, no stop to their might.
As YasuoLEET and his team watched on in dread,
Teemo threw a mushroom into the river bed.
He threw but another, hopping slowly forward.
But WAIT! These were at Baron, of which it was toward!
Impossible they thought, this will never work,
This Teemo inted, this guy is a jerk.
Baron died without much of a fight, 
It was obvious in the face of their might.
Hold on a sec…they took a double take
Where is their Baron, their gold, their cake?
It was at this moment, shock set in,
As their glory faded, their victory, their win.
Teemo had stolen their Baron oh dear
It was everything that they had learned to fear.
A 0-15 Teemo with nothing to lose,
Had stolen Baron they hissed, at their jungler, they booed.
Tensions escalated, morale dropped low,
While YasuoLEET began to win, blow after blow.
After that incredible feat his team pushed their lead,
While the enemy team faltered, their advantage did bleed.
The enemy team’s mental completed imploded,
And thus their nexus too exploded.
This is the day, YasuoLEET got Gold,
The last push, last day, first Legend, is told.
Based on a true story

from NERFPLZ.LOL http://www.nerfplz.com/2020/11/last-day-ranked-push-heres-some-poetic.html

Last Day Ranked Push? Here’s some Poetic Inspiration

  This is a story about a boy named YasuoLEET. His air blades were clean and his lane couldn’t be beat.  He queued up for ranked on the last day of ladder, his skills were rad and his Yasuo was radder.

Last Day Push

This is a story about a boy named YasuoLEET
His air blades were clean and his lane couldn’t be beat
He queued up for ranked on the last day of ladder,
His skills were rad and his Yasuo was radder.
He jumped into queue without much ado,
Pubstomped the enemy team through and through.
As the end of the game came into sight,
The enemy team surrendered without even a fight.
ONE GAME FROM GOLD he yelled with elation,
Good thing I finally escaped my chat probation.
Grinning with pride he queued up again,
But something was wrong much to his chagrin.
There was a Teemo in jungle,
his words anything but humble.
Dodge! He said, this Satan Yordle,
I never build QSS, even for Morde Ult!
I’ll troll your game and you’ll definitely lose,
Make you drink heavily and drown in your booze.
“Uh oh” YasuoLEET thought, this is definitely trouble.
My LP is dead, its grave needs a shovel.
But he locked in Yasuo, breathing in with a gulp,
Hoping someone dodged before his team was beaten to pulp.
Lo and behold, no luck was in sight
The game ensued and the loading screen came alight.
Resigned to death, his chin held up high
YasuoLEET took to the sky.
He played his brains out, the greatest in town,
While his Teemo fed, like an inter of renown.
He ignored all the flame through the hard-fought fight,
Focusing instead on his own difficult plight.
Battle and battle he fought through the day,
Until one pivotal moment where he made the worst play.
His team all died except lo and behold
The 0-15 Teemo keeping him from gold.
The enemy team had victory snug in their grasp,
As they felt the victory, alight in its bask.
They pushed towards Baron, no contest in sight.
As they powered on through, no stop to their might.
As YasuoLEET and his team watched on in dread,
Teemo threw a mushroom into the river bed.
He threw but another, hopping slowly forward.
But WAIT! These were at Baron, of which it was toward!
Impossible they thought, this will never work,
This Teemo inted, this guy is a jerk.
Baron died without much of a fight, 
It was obvious in the face of their might.
Hold on a sec…they took a double take
Where is their Baron, their gold, their cake?
It was at this moment, shock set in,
As their glory faded, their victory, their win.
Teemo had stolen their Baron oh dear
It was everything that they had learned to fear.
A 0-15 Teemo with nothing to lose,
Had stolen Baron they hissed, at their jungler, they booed.
Tensions escalated, morale dropped low,
While YasuoLEET began to win, blow after blow.
After that incredible feat his team pushed their lead,
While the enemy team faltered, their advantage did bleed.
The enemy team’s mental completed imploded,
And thus their nexus too exploded.
This is the day, YasuoLEET got Gold,
The last push, last day, first Legend, is told.
Based on a true story

from NERFPLZ.LOL http://www.nerfplz.com/2020/11/last-day-ranked-push-heres-some-poetic.html