Patch 10.23 & TFT Notes

Posted on at 1:39 PM by Aznbeat
Patch 10.23 is scheduled for Wednesday, November 11th and the official patch notes and TFT patch notes have been posted!
Continue reading for a full look the patch notes & previews, including Victorious Lucian, Battlecast, and Resistance skins, and more!

Table of Contents


Patch 10.23 Notes

Check out the 10.23 Patch Notes:
"It's that time again! It's preseason, baby, and this year, we're moving and shaking with huge item changes from the Item Shop you open up every game to updates for some of your favorites to an all-new tier of majestic Mythic items. As usual, we'll be closely monitoring all the balance metrics we've outlined earlier this year and see how these changes affect the overall meta for veterans. Additionally, a huge goal of ours with this Item rework was to help the system feel a lot more intuitive for all players (both old and new), so let us know your thoughts! 
Take this portal if you're looking for TFT's patch notes!
PAUL "RIOTAETHER" PERSCHEID
TRICIA "MOM CAT" TAN 
HANNA "SHIO SHOUJO" WOO 
PATCH HIGHLIGHTS
Battlecast Nasus, Battlecast Zac, Resistance Jayce, Resistance Singed, and Resistance Yorick will be available on November 12, 2020. 
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.  
  • 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
  • NEW CRITICAL STRIKE CHANCE 20%
  • REMOVED LIFESTEAL 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
  • NEW CRITICAL 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
  • REMOVED COOLDOWN 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
  • NEW MOVE 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
  • REMOVED BASE 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)
  • REMOVED HARMONY No longer grants bonus health regen equal to mana regen
 
Mejai's Soulstealer
  • TOTAL COST 1400 gold ⇒ 1600 gold
  • REMOVEDMANA 200 ⇒ 0
  • NEW HEALTH 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)
  • REMOVED TOAD RAGE Gromp's first three attacks no longer have increased attack speed or deal 50% increased damage
  • NEW TOAD 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
  • NEW NUGGETS 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)
  • NEW LOOSE CARAPACE Spawns with a 60% max health shield. Shield breaks when immobilized.
  • REMOVED VULNERABLE UNDERBELLY Rift Scuttler no longer loses 50 Armor and Magic Resist or takes 25% increased damage after being immobilized
  • REMOVED CRAB 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.  
BASE STATS
  • 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.  
BASE STATS
  • 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
  • REMOVED MANA 250 ⇒ 0
  • REMOVED COOLDOWN 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.  
  • REMOVED PACE 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
  • NEW OVERCAPPED 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
  • NEW ON-HIT Dagger slash applies on-hit effects
E - SHUNPO
  • NEW ON-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
  • NEW PHYSICAL DAMAGE 15% (+9.9% attack speed) bonus AD per dagger
  • NEW ON-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
  • NEW DAMAGE RATIO 3% AP damage per second, per stack (max 108% AP for 6 stacks over 6 seconds)
W - VENOM CASK
  • NEW SLOW 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%
  • REMOVED ALTERNATING 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
  • NEW GUARDIAN'S ORB EFFECT Now grants 15 health per 5 seconds to manaless champions
  • NEW GUARDIAN'S BLADE 150 health, 30 attack damage, 15 ability haste
Invisibility Detection
  • REMOVED ORACLE'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
The following skins will be released in this patch.
Victorious Lucian
Battlecast Nasus
Battlecast Zac
Resistance Jayce 
Resistance Singed
Resistance Yorick 

The following chromas will be released this patch:
Victorious Lucian
Battlecast Nasus
Battlecast Zac
Resistance Jayce
Resistance Singed
Resistance Yorick"

Champion Skins

Six skins will be available this cycle!

Victorious Lucian

[Season 2020 Reward for being ranked Gold or Higher]
"Victorious Lucian was awarded to players who reached Gold or higher in the 2020 season. By the time Lucian was finished firing, the relic stones were fused into solid crystal by the heat of his righteousness, and the last dredge of mist was evaporating into the morning light. "

Battlecast Nasus

1350 RP
"The latest monstrosity constructed by Viktor, Battlecast Nasus units specialize in the targeted retrieval of high-priority targets. As they hunt for their quarry, their machinery is programmed to learn and adapt, increasing their destructive capacity and empowering them to obliterate all that would stand in their way."


Battlecast Zac

1350 RP
"Never content with his extant creations, Viktor's latest innovation has forged an experimental alloy that shifts between liquid and solid states. Incredibly flexible yet nigh-indestructible, the new zoophagus assault constructs, or ZACs, spring onto the battlefield, harvesting and consuming any resistance that stands in their way."

Resistance Jayce

1350 RP
"While many presumed him dead, Jayce's sudden return to the Resistance has been heralded by some as a miracle and others as a curse. Burdened by guilt, he still blames himself for his failure to halt Viktor's rise. Only time will tell if Jayce can turn the tide."

Resistance Singed

1350 RP
"Though many in the Resistance find Singed unsettling, few can deny his efficacy in pushing back the machine threat. For Singed, the only thing that matters is driving back Viktor's creations, whatever the means."

Resistance Yorick

1350 RP
"With the rise of the Battlecast armies, Yorick found to his horror that the living minds Viktor fused to his machines bound the souls of his victims to their machine bodies. Harnessing his ability to command the dead, Yorick now raises destroyed and defeated Battlecast husks in an attempt to free all these souls from their machine prisons."

Chromas

New chromas will be available this cycle!

Victorious Lucian
[5 Chromas]

Battlecast Nasus
[8 Chromas]

Battlecast Zac
[6 Chromas]

Resistance Jayce
[8 Chromas]

Resistance Singed
[8 Chromas]

Resistance Yorick
[8 Chromas]

Summoner Icons

New Clash and Ranked Reward summoner icons will be available this cycle!

  
      
      

Teamfight Tactics Patch 10.23 Notes

"Welcome Fortune Chasers! 
We're getting creative with a few of our buffs and nerfs this week, with a few changes approaching "rework" territory. Xin Zhao's spell is getting significant changes that should make him a viable AD carry for Warlord compositions. We're also curbing Aphelios' unhealthy attachment to Rageblade by removing his turrets' ability to trigger on-attack effects and generate mana. Finally, and arguably the most exciting change of the patch, we're adding more loot tables for Fortune 10, 11, and 12-round loss streaks. 
K/DA Little Legends (of both the ALL OUT and POP/STARS variety) are hitting the virtual shelves this week. If you're looking to add some fame to your fortune, keep your eyes out for those. 
Let's get into it!  
BLAKE "RIOT BEERNANA" EDWARDS 
PATCH HIGHLIGHTS 
LITTLE LEGENDS 
The following K/DA All Out (pictured) and Popstars Little Legends are coming to TFT later this week.  
Squink
Furyhorn
Lightcharger
Featherknight
Hushtail 
SYSTEMS

  • We've made improvements to the champion movement logic. This should result in more consistent and expected behavior, most noticeably at the start of fights when champions interact with each other.
TRAITS 
Cultist Changes
With Chosen Cultists counting as double star levels, we're seeing overperformance from Cultist 6 in the earlier stages of the game. The health nerf hits his early survivability while the mana buff increases his effectiveness as a tank in the later stages. The immunity to crowd control will make the Supreme variant of Galio a more reliable overlord.
  • All Galios Mana: 50/150 ⇒ 75/150
  • Demon Lord Galio (Cultist 6) Base Health: 1750 ⇒ 1650
  • Supreme Overlord Galio (Cultist 9) is now immune to crowd control for 8 seconds after being summoned.
  • Supreme Overlord Galio (Cultist 9) Base Health: 2500 ⇒ 2250
  • Supreme Overlord Galio (Cultist 9) Base Attack Damage: 400 ⇒ 320
Other Trait Changes
  • Dazzler Attack Damage Reduction: 50/80% ⇒ 40/80%
  • Divine Bonus True Damage and Damage Reduction: 40% ⇒ 50%
  • Divine Bonus True Damage and Damage Reduction Duration: 4/6/9/13 seconds ⇒ 3/6/9/15 seconds
  • Hunter Bonus Damage 150/175/200/225% ⇒ 125/150/175/200%
  • Fortune: Added new loot tables for 10, 11, and 12 loss streaks. Good luck!
  • Keeper Shield Duration: 8 seconds ⇒ 8/10/14 seconds
  • Keeper Shield Amount: 175/250/400 ⇒ 175/250/350
CHAMPIONS

Tier 2 
Aphelios' extreme synergy with Rageblade has forced him into an overall weak balance state when he doesn't have the item. We're decoupling Aphelios' reliance on Rageblade by removing his turret's ability to proc on-attack effects or grant him mana. We'll now be able to put Aphelios at a better baseline and hopefully allow him to succeed with multiple item builds.  
  • Aphelios' turrets will no longer trigger on-attack effects (e.g., Rageblade, Statikk Shiv, Runaan's Hurricane) or grant him mana, but will continue to trigger on-hit effects.
  • Aphelios Starting/Total Mana: 90/180 ⇒ 40/80
  • Aphelios Attack Speed: 0.7 ⇒ 0.75
  • Zed Contempt for the Weak Attack Damage steal: 20/30/40% ⇒ 30/35/40%
  • Zed Contempt for the Weak Bonus Damage: 25/50/75 ⇒ 40/50/75
Tier 3
  • Akali Attack Speed: 0.75 ⇒ 0.85
  • Katarina Death Lotus Damage: 600/900/1600 ⇒ 750/900/1600
  • Kalista Rend Percent Health Damage: 4/6/8% ⇒ 4/6/9%
  • Kennen Armor: 20 ⇒ 30
  • Kennen Magic Resist: 20 ⇒ 30
  • Kennen Spell Damage: 300/450/1350 ⇒ 300/450/1200
Xin Zhao (rework) 
Our previous attempts at making Xin Zhao a legitimate carry have fallen short. This time we're going a bit more extreme with a mini-rework of Crescent Guard in hopes that he becomes a good carrier of AD items for Warlord comps. We're thinking a Bloodthirster is on the menu.  
  • Crescent Guard (Rework): Xin Zhao sweeps around him, dealing 300/325/350% of his Attack Damage to nearby enemies and gains 50/60/75 Armor and Magic Resist for the rest of combat.
  • Xin Zhao now has a normal Spellcast Mana lock instead of having to wait until there are no Challenged units.
  • Xin Zhao Starting/Total Mana: 0/30 ⇒ 40/80
  • Fixed a bug where Crescent Guard could not crit. 
Tier 4 

Ahri is a champion who can dominate an entire combat if she has the right items. We're adding in some potential ways opponents can try to disrupt her plans. 
Talon can be a bit oppressive to fight against as his targeting allows him to reliably take out the enemy carries very quickly in a fight. We're adjusting Talon slightly to hopefully open up some more time and counterplay options against him. 
With the Divine trait being rebuffed, we want to ensure that fighting against Warwick doesn't devolve into him permanently stunning his opponents. As an aside we are looking to replace the Fear with an entirely different mechanic in 10.24.  
  • Ahri Spirit Bomb is now an actual channel that can be interrupted (ie: stun, GA) causing Ahri to release her orb early and reducing the size of the impact area.
  • Ahri Spirit Bomb Damage: 475/675/3000 ⇒ 500/700/3000
  • Ashe Health: 650 ⇒ 600
  • Ashe Armor 25 ⇒ 20
  • Sejuani Starting/Total Mana: 50/130 ⇒ 70/150
  • Talon Kill Reset Targeting: Highest Damage Dealt ⇒ Lowest Armor
  • Talon Increased his leap time after getting a successful kill
  • Warwick Fear Duration: 1.5/1.5/3 ⇒ 0.75/0.75/3
  • Warwick Primal Hunger Attack Speed: 175/200/500% ⇒ 135/150/500%
  • Fixed a bug where Warwick's spell cast could fail if he performed a Hunter attack during it.
Tier 5 
  • Lillia Starting/Total Mana: 75/125 ⇒ 80/120 
  • 3-Star Lee Sin's knockout punch hits in an area around the primary target and knocks out any enemies directly hit regardless of their board position.
  • Kayn Reaper targeting has been adjusted to be more consistent in finding a valid target to spin towards. 
BUGS 
Fixed a bug where Spell Crits would not work if they were connected to an attack that was already Critting (ie: Vayne's true damage could not crit if her basic attack was also critting) 
MOBILE 
The item panel will no longer automatically switch back to the trait tracker when the Shop opens."

 

Little Legends

New K/DA Little Legends will be availabe this cycle!

K/DA ALL OUT Squink
Channeling Evelynn's dramatic edge has this Squink feeling its ALL OUT fantasy.
  

K/DA POP/STARS Squink
"Evelynn's fierce energy has galvanized this easily-frightened Squink to adopt her look in hopes it can gain some of her confidence."
  

K/DA ALL OUT Furyhorn
"Kai'Sa's new look inspires this Furyhorn to show off not only its strength but its style."
  

K/DA POP/STARS Furyhorn
"This quiet Furyhorn loves Kai'Sa's precise and expressive dance moves and hopes it can be as polished as she is one day."
  

K/DA ALL OUT Lightcharger
"From Seraphine's long beautiful mane to her moving music, this Lightcharger loves everything about the newest K/DA collaborator. But as it defends the world from eternal darkness, it appreciates Seraphine's unwavering optimism most of all."
  

K/DA POP/STARS Lightcharger
"This Lightcharger has always dreamed about what Seraphine would have looked like if she was in POP/STARS-- so it turned its dream into reality!"
  

K/DA ALL OUT Featherknight
"This Knight's newly inspired by Akali's fresh beats, and is determined to bring her energy to its performance. Even if its choreography is slightly more waddley."
  

K/DA POP/STARS Featherknight
"Akali's fierce originality has captivated this Little Legend. Now that it's snagged its idol's signature hat, nothing can stand in the way of its dream: to be the first Featherknight to shine onstage for an audience."
  

K/DA ALL OUT Hushtail
"This Hushtail will follow Ahri in whatever form she takes on. Glowing with the group's recent success, it's ready to slay."
  

K/DA POP/STARS Hushtail
"This Hushtail feels a special kinship with Ahri, and has morphed itself into the colors of her iconic POP/STARS outfit. Its dream is to follow K/DA around on tour."
  

Here's a video showing off each Little Legend:

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