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.
Recommended Items
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.
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.
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.
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.
Galeforce
Mobility
Galeforce gives marksman champions a way to dodge high-impact skillshots or aggressively finish off low-health targets.
Base Stats
Effects
Kraken Slayer
Anti-tank
Kraken Slayer allows a free-firing marksman to cut even the beefiest enemies down to size.
Base Stats
Effects
Immortal Shieldbow
Survive burst
Immortal Shieldbow helps marksman champions survive burst damage and fight their way back from the brink.
Base Stats
Effects
Sunfire Aegis
Ramping damage
Sunfire Aegis turns tanks into dangerous threats for enemies who take extended fights.
Base Stats
Effects
Frostfire Gauntlet
Slow enemies
Frostfire Gauntlet can turn any tank into an inescapable behemoth.
Base Stats
Effects
Turbo Chemtank
Initiation
For the tanks who love starting fights, Turbo Chemtank allows them to lead the charge into battle.
Base Stats
Effects
Duskblade of Draktharr
Multikill
With Duskblade, assassins can keep their enemies guessing while wrecking invisible havoc in teamfights.
Base Stats
Effects
Eclipse
Dueling
Eclipse helps assassins weave in and out of fights and take down tankier opponents in drawn-out encounters.
Base Stats
Effects
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
Effects
Liandry's Anguish
Anti-tank
Liandry's Anguish allows mages to burn through health and resistances and excel in longer fights.
Base Stats
Effects
Luden's Tempest
Burst damage
Luden's Tempest offers mages upfront burst power and the speed to reposition for another round.
Base Stats
Effects
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
Effects
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
Effects
Riftmaker
Omni Vamp
Mages and tankier magic damage dealers can dominate fights that go long with ramping damage and healing.
Base Stats
Effects
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
Effects
Trinity Force
Dueling
Allows fighters to take over long fights with ramping attack damage and repeated bursts of Spellblade procs.
Base Stats
Effects
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
Effects
Stridebreaker
Engage
There's no escaping a fighter wielding Stridebreaker.
Base Stats
Effects
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
Effects
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
Effects
Locket of the Iron Solari
Survive burst
Help your team withstand the enemy offensive with teamwide protection.
Base Stats
Effects
Moonstone Renewer
Healing over time
Dish out constant heals that ramp up over the fight.
Base Stats
Effects
Imperial Mandate
Ally burst
Use your CC to call the shots as you mark enemies to be cut down by your team.
Base Stats
Effects
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!"
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.
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
Effects
Navori Quickblades
Reduce cooldowns
Navori Quickblades allows crit-heavy builds to scale their ability-casting as well.
Base Stats
Effects
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
Serpent's Fang
Anti-shielding
Serpent's Fang helps assassins strike back against shield-heavy compositions that formerly rendered them weak.
Base Stats
Effects
Horizon Focus
Damage amp
Gives long-range artillery and control mages another damage alternative that loops into their playstyle.
Base Stats
Effects
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
Effects
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
Effects
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
Effects
Silvermere Dawn
Remove crowd control
The CC-cleansing option for fighters, as an alternative for Mercurial which caters to crit users.
Base Stats
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
Effects
Chemtech Putrifier
Anti-healing
A Grievous Wounds option for support champions which is amplified by immobilizing enemy champions.
Base Stats
Effects
Staff of Flowing Water
Buff spellcasters
New item for enchanters that lets you support mage carries and zoom around alongside them.
Base Stats
Effects
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
Effects
Watchful Wardstone
Hold Control Wards
Keep your final slot for some combat power while establishing your dominance as the vision controller.
Base Stats
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Effects
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
Rapid Firecannon
Stormrazor
Mercurial Scimitar
Runaan's Hurricane
Rylai's Crystal Scepter
Nashor's Tooth
Bloodthirster
Edge of Night
Youmuu's Ghostblade
Umbral Glaive
Guardian Angel
Warmog's Armor
Spirit Visage
Dead Man's Plate
Ardent Censer
Redemption
Mikael's Blessing
Mejai's Soulstealer
Zhonya's Hourglass
Banshee's Veil
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.
Chilling Smite
Emberknife
The red one. We're also cleaning up Challenging Smite to make it a bit more intuitive.
Challenging Smite
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
Blue Sentinel
Greater Murkwolf
Murkwolf
Crimson Raptor
Lesser Raptor
Red Brambleback
Ancient Krug
Krug
Lesser Krug
Rift Scuttler
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.
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.
Effects
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.
Effects
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.
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.
Bami's Cinder
The centerpoint of tank Mythics now scales better early, though it loses its bursty immobilize proc in exchange.
Verdant Barrier
Giving an MR equivalent to Seeker's Armguard so when you need to survive a difficult ability power lane you have options.
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.
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.
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.
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.
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
Executioner's Calling
Sheen
Giant's Belt
Negatron Cloak
Spectre's Cowl
Aegis of the Legion
Quicksilver Sash
Forbidden Idol
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.
Dark Seal
Making Seal a better option for those who don't need mana, and unbinding its strength from potions.
Basic & Starter Item Balance Changes
Cloak of Agility
Faerie Charm
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.
Pauldrons of Whiterock
Bulwark of the Mountain
Shard of True Ice
Black Mist Scythe
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.
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.
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.
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.
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.
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.
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.
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.
Time Warp Tonic
Small clarity update to Time Warp Tonic as the cooldown on consumables was occasionally confusing to players for a minor rune.
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
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
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
R - Dawning Shadow
Tryndamere
Passive crit chance flattened.
Making sure Tryndamere doesn't waste stats at max Fury with his crit build.
Passive - Battle Fury
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
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
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
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
E - Shunpo
R - Death Lotus
Reminder: Kat throws 15 daggers per ult.
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
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
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
Passive - Glorious Evolution
E - Death Ray
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
E - Conflagration
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
Elise
Opening up Elise's build diversity with the new system.
Q - Venomous Bite
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
Passive - Stage Presence
Q - High Note
E - Beat Drop
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
W - Venom Cask
E - Contaminate
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
E - Sky Splitter
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
Guardian Items
Invisibility Detection
10.23 Nerfs
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
The following skins will be released in this patch.
The following chromas will be released this patch:
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