We have collected all news items that have been introduced in Patch 10.23. Read on to see all mythic, legendary and epic items in LoL. Also, we mentioned reworked items and the effects of item combinations.
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.
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)
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%
In new patch in League of Legends, you can see the implementation of new items, item types and their effects. The most impressive thing is the mythic items system. You can read more about it here. In two words, now you can change the situation of the match by collecting one mythic item that will improve all your legendary items by giving them enhanced stat. Below you can see the list of all League of Legends mythic items with description and effects.
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!
Mobility
Galeforce gives marksman champions a way to dodge high-impact skillshots or aggressively finish off low-health targets.
TOTAL COST 3400 gold BUILD PATH Noonquiver + Cloak of Agility + Pickaxe + 625 gold ATTACK DAMAGE 55 ATTACK SPEED 20% CRITICAL STRIKE CHANCE 20%
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
Anti-tank
Kraken Slayer allows a free-firing marksman to cut even the beefiest enemies down to size.
TOTAL COST 3400 gold BUILD PATH Noonquiver + Cloak of Agility + Pickaxe + 625 gold ATTACK DAMAGE 60 ATTACK SPEED 25% CRITICAL STRIKE CHANCE 20%
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
Survive burst
Immortal Shieldbow helps marksman champions survive burst damage and fight their way back from the brink.
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%
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
Ramping damage
Sunfire Aegis turns tanks into dangerous threats for enemies who take extended fights.
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
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
Slow enemies
Frostfire Gauntlet can turn any tank into an inescapable behemoth.
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
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%
Initiation
For the tanks who love starting fights, Turbo Chemtank allows them to lead the charge into battle.
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
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
Multikill
With Duskblade, assassins can keep their enemies guessing while wrecking invisible havoc in teamfights.
TOTAL COST 3200 gold BUILD PATH Serrated Dirk + Caulfield’s Warhammer + 1000 gold ATTACK DAMAGE 55 LETHALITY 18 ABILITY HASTE 20
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
Dueling
Eclipse helps assassins weave in and out of fights and take down tankier opponents in drawn-out encounters.
TOTAL COST 3200 gold BUILD PATH Serrated Dirk + Vampiric Scepter + Longsword + 850 gold ATTACK DAMAGE 55 LETHALITY 18 OMNIVAMP 10%
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
Assassination
Prowler’s Claw lets assassins get up close and personal with their prey, amplifying their damage for one fatal combo.
TOTAL COST 3200 gold BUILD PATH Serrated Dirk + Caulfield’s Warhammer + 1000 gold ATTACK DAMAGE 55 LETHALITY 21 ABILITY HASTE 10
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
Anti-tank
Liandry’s Anguish allows mages to burn through health and resistances and excel in longer fights.
TOTAL COST 3400 gold BUILD PATH Lost Chapter + Fiendish Codex + 1200 gold ABILITY POWER 80 MANA 600 ABILITY HASTE 20
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
Burst damage
Luden’s Tempest offers mages upfront burst power and the speed to reposition for another round.
TOTAL COST 3400 gold BUILD PATH Lost Chapter + Blasting Wand + 1250 gold ABILITY POWER 80 MAGIC PENETRATION 10 MANA 600 ABILITY HASTE 10
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
Slow enemies
With Everfrost, mages can control the battlefield and lock down their opponents in ice. This is especially useful for disengaging.
TOTAL COST 3400 BUILD PATH Lost Chapter + Blasting Wand + 1250g ABILITY POWER 80 HEALTH 200 MANA 600 ABILITY HASTE 10
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
Mobility
Rocketbelt gives shorter-range mages a way to blast onto the scene to get in range to destroy enemy champions.
TOTAL COST 3200 gold BUILD PATH Hextech Alternator + Ruby Crystal + Blasting Wand + 900 gold ABILITY POWER 80 HEALTH 250 ABILITY HASTE 15
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
Omni Vamp
Mages and tankier magic damage dealers can dominate fights that go long with ramping damage and healing.
TOTAL COST 3200 gold BUILD PATH Leeching Leer + Blasting Wand + 1050 gold ABILITY POWER 80 HEALTH 150 ABILITY HASTE 15 OMNIVAMP 15%
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
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.
TOTAL COST 3200 gold BUILD PATH Hextech Alternator + Ruby Crystal + Blasting Wand + 900 gold ABILITY POWER 80 HEALTH 250 ABILITY HASTE 15
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
Dueling
Allows fighters to take over long fights with ramping attack damage and repeated bursts of Spellblade procs.
TOTAL COST 3333 gold BUILD PATH Sheen + Hearthbound Axe + Kindlegem + 733 gold HEALTH 200 ATTACK DAMAGE 35 ATTACK SPEED 35% ABILITY HASTE 10
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
Survive burst
Fighters can come back from the brink of death with a well-timed Thirsting Slash heal and increased attack damage while injured.
TOTAL COST 3300 gold BUILD PATH Ironspike Whip + Phage + Kindlegem + 200 gold HEALTH 400 ATTACK DAMAGE 45 HEALTH REGENERATION 150% ABILITY HASTE 20
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
Engage
There’s no escaping a fighter wielding Stridebreaker.
TOTAL COST 3300 gold BUILD PATH Ironspike Whip + Hearthbound Axe + Kindlegem + 200 gold HEALTH 300 ATTACK DAMAGE 50 ATTACK SPEED 20 ABILITY HASTE 10
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
Anti-tank
Your health? My health! This item allows fighters to steal chunks of their opponents’ health with Spellblade and chew through tankier targets.
TOTAL COST 3300 BUILD PATH Phage + Sheen + Kindlegem + 700 gold HEALTH 400 ATTACK DAMAGE 40 ABILITY HASTE 20
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
Team mobility
Shurelya’s lets support players orchestrate flawless quintets by boosting allies’ movement and damage at the start of fights.
TOTAL COST 2700 gold BUILD PATH Kindlegem + Faerie Charm + Winged Moonplate + 850 gold HEALTH 350 ABILITY HASTE 20 MOVE SPEED 5% MANA REGEN 50%
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
Survive burst
Help your team withstand the enemy offensive with teamwide protection.
TOTAL COST 2700 gold BUILD PATH Kindlegem + Aegis of the Legion + 400 gold HEALTH 200 ABILITY HASTE 20 ARMOR 30 MAGIC RESIST 30
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>
Healing over time
Dish out constant heals that ramp up over the fight.
TOTAL COST 2700 gold BUILD PATH Kindlegem + Bandleglass Mirror + 850 gold ABILITY POWER 40 HEALTH 200 ABILITY HASTE 20 MANA REGEN 100%
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
Ally burst
Use your CC to call the shots as you mark enemies to be cut down by your team.
TOTAL COST 2700 gold BUILD PATH Kindlegem + Bandleglass Mirror + 850 gold ABILITY POWER 40 HEALTH 200 ABILITY HASTE 20 MANA REGEN 100%
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
New legendary items in League of Legends are created to fill in the gaps after adding of mythic 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.
“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.
Burst damage
The Collector offers marksman champions a more aggressive option for when they find themselves facing squishy foes.
TOTAL COST 3000 gold BUILD PATH Serrated Dirk + Pickaxe + Cloak of Agility + 425 gold ATTACK DAMAGE 50 CRITICAL STRIKE CHANCE 20% LETHALITY 12
DEATH AND TAXES Dealing damage that would leave an enemy below 5% health executes them. Champion kills grant an additional 25 gold.
Reduce cooldowns
Navori Quickblades allows crit-heavy builds to scale their ability-casting as well.
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
DEFT STRIKES Your critical strikes with basic attacks reduce your non-ultimate ability cooldowns by 20% of their remaining cooldown
Ramping magic resistance
Force of Nature helps turn tanks into swift behemoths in the face of ability-cast-heavy enemy teams.
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)
Anti-shielding
Serpent’s Fang helps assassins strike back against shield-heavy compositions that formerly rendered them weak.
TOTAL COST 2800 gold BUILD PATH Serrated Dirk + Pickaxe + 825 gold ATTACK DAMAGE 60 LETHALITY 18
SHIELD REAVER Basic attacks and abilities deal 50 (+40% bonus AD) additional physical damage to shielded targets.
Damage amp
Gives long-range artillery and control mages another damage alternative that loops into their playstyle.
TOTAL COST 3000 gold BUILD PATH Needlessly Large Rod + Hextech Alternator + 700 gold ABILITY POWER 100
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
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.
TOTAL COST 3000 gold BUILD PATH Fiendish Codex + Kindlegem + Amplifying Tome + 865 gold ABILITY POWER 70 HEALTH 200 ABILITY HASTE 30
SPELLDANCE Dealing damage with abilities grants 10 (+20% ability haste) movement speed for 4 seconds
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.
TOTAL COST 3000 gold BUILD PATH Blasting Wand + Giant’s Belt + Amplifying Tome + 815 gold ABILITY POWER 70 HEALTH 350
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).
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.
TOTAL COST 3400 gold BUILD PATH Caulfield’s Warhammer + Last Whisper + 850 gold ATTACK DAMAGE 45 ARMOR PENETRATION 30% ABILITY HASTE 20
BETRAYAL Damaging abilities slow enemies by 30% for 1 second
Remove crowd control
The CC-cleansing option for fighters, as an alternative for Mercurial which caters to crit users.
TOTAL COST 3000 gold BUILD PATH Quicksilver Sash + Pickaxe + Ruby Crystal + 425 gold ATTACK DAMAGE 35 HEALTH 200 MAGIC RESIST 35
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.
Anti-healing
Grievous Wounds option for fighters and assassins that will help you finish off pesky healer comps when they’re at low health.
TOTAL COST 2700 gold BUILD PATH Executioner’s Calling + Caulfield’s Warhammer + Ruby Crystal + 400 gold ATTACK DAMAGE 45 HEALTH 200 ABILITY HASTE 15
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.
Anti-healing
A Grievous Wounds option for support champions which is amplified by immobilizing enemy champions.
TOTAL COST 2300 gold BUILD PATH Oblivion Orb + Bandleglass Mirror + 450 gold ABILITY POWER 50 ABILITY HASTE 15 BASE MANA REGEN 100%
PUFFCAP TOXIN Dealing magic damage applies 40% Grievous Wounds to champions for 2 seconds. Immobilizing champions applies 60% Grievous Wounds instead.
Buff spellcasters
New item for enchanters that lets you support mage carries and zoom around alongside them.
TOTAL COST 2300 gold BUILD PATH Forbidden Idol + Blasting Wand + 650 gold ABILITY POWER 60 HEAL AND SHIELD POWER 10% BASE MANA REGEN 100%
RAPIDS Healing or shielding an ally grants you both 15% movement speed and 20-40 (ally levels 1-18) ability power for 3 seconds
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.
TOTAL COST 1100 gold RULES FOR PURCHASE Must be level 13
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
Hold Control Wards
Keep your final slot for some combat power while establishing your dominance as the vision controller.
BUILD PATH Upgrades from Stirring Wardstone ABILITY HASTE 25
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
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.
TOTAL COST 2300 gold BUILD PATH Watchful Wardstone + 1200 gold ABILITY HASTE 40 MOVE SPEED 10%
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
These are old items that have been adjusted to the new LoL item system.
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.
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.
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%
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.
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.
TOTAL COST 2600 gold BUILD PATH Rageknife + Cloak of Agility + Dagger + 900 gold ATTACK SPEED 40% CRITICAL STRIKE CHANCE 20%
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
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.
TOTAL COST 2900 gold BUILD PATH Dagger + Zeal + Dagger + 1100 gold ATTACK SPEED 40% CRITICAL STRIKE CHANCE 20% MOVE SPEED 7%
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.
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.
TOTAL COST 2900 gold BUILD PATH Last Whisper + Cloak of Agility + 850 gold ATTACK DAMAGE 30 CRITICAL STRIKE CHANCE 20% ARMOR PENETRATION 25%
GIANT SLAYER Deals up to 15% bonus physical damage against champions with greater max health than you
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.
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
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)
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.
TOTAL COST 3400 gold BUILD PATH B.F. Sword + Pickaxe + Cloak of Agility + 625 gold ATTACK DAMAGE 70 CRITICAL STRIKE CHANCE 20%
PERFECTION Gain an additional 8% critical strike damage per 20% critical strike chance (max 40%)
Now provides ability haste. Spending mana without hitting a target 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.
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
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 bonus 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).
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.
TOTAL COST Upgraded Manamune ATTACK DAMAGE 35 MANA 850 ABILITY HASTE 15
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
AP per mana increased. No longer grants ability haste or mana refund on cast. Spending mana without hitting a target 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.
TOTAL COST 3000 gold BUILD PATH Tear of the Goddess + Needlessly Large Rod + Sapphire Crystal + 1000 gold ABILITY POWER 60 MANA 400
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).
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.
TOTAL COST Upgraded Archangel’s Staff ABILITY POWER 60 MANA 850
AWE Gain bonus ability power equal to 5% maximum mana EMPYREAN Increase your total mana by 5% (+2.5% per 100 AP)
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.
TOTAL COST 3000 gold BUILD PATH Sheen + Aether Wisp + Blasting Wand + 600 gold ABILITY POWER 80 MOVE SPEED 10%
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)
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.
TOTAL COST 3100 gold BUILD PATH Vampiric Scepter + Recurve Bow + Pickaxe + 325 gold ATTACK DAMAGE 40 ATTACK SPEED 30 LIFESTEAL 12%
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
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.
TOTAL COST 3300 gold BUILD PATH Caulfield’s Warhammer + Kindlegem + Longsword + 1050 gold HEALTH 300 ATTACK DAMAGE 40 ABILITY HASTE 25
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)
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.
TOTAL COST 3300 gold BUILD PATH Tiamat + Vampiric Scepter + Caulfield’s Warhammer + 100 gold ATTACK DAMAGE 65 ABILITY HASTE 20 OMNIVAMP 15%
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.)
Now grants AD based on health. Cleave now also procs on 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.
TOTAL COST 3300 gold BUILD PATH Tiamat + Ruby Crystal + Giant’s Belt + 800 gold HEALTH 500 ATTACK DAMAGE 30
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)
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.
TOTAL COST 3100 gold BUILD PATH Hearthbound Axe + Negatron Cloak + Dagger + 800 gold ATTACK DAMAGE 30 ATTACK SPEED 40% MAGIC RESIST 50
FRAY Basic attacks apply 15-80 (levels 1-18) magic damage on-hit and grant 20 movement speed for 2 seconds
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.
TOTAL COST 3100 gold BUILD PATH Hexdrinker + Caulfield’s Warhammer + 700 gold ATTACK DAMAGE 50 MAGIC RESIST 50 ABILITY HASTE 15
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)
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.
TOTAL COST 3100 gold BUILD PATH Chain Vest + Caulfield’s Warhammer + Pickaxe + 325 gold ATTACK DAMAGE 50 ARMOR 40 ABILITY HASTE 15
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
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.
TOTAL COST 3100 gold BUILD PATH Pickaxe + Phage + Ruby Crystal + 725 gold HEALTH 400 ATTACK DAMAGE 50
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)
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.
TOTAL COST 2700 gold BUILD PATH Warden’s Mail + Cloth Armor + Kindlegem + 600 gold HEALTH 250 ARMOR 80 ABILITY HASTE 10
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
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.
Now passively reduces damage taken from basic attacks.
TOTAL COST 2700 gold BUILD PATH Warden’s Mail + Glacial Shroud + 800 gold MANA 400 ARMOR 80 ABILITY HASTE 20
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
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.
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
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)
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.
TOTAL COST 2700 gold BUILD PATH Giant’s Belt + Negatron Cloak + 900 gold HEALTH 350 MAGIC RESIST 60
UNMAKE Immobilizing a champion causes them to take 10% increased damage for 4 seconds
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.
TOTAL COST 2700 gold BUILD PATH Bramble Vest + Giant’s Belt + 1000 gold HEALTH 350 ARMOR 60
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.
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.
TOTAL COST 2400 gold BUILD PATH Kindlegem + Glacial Shroud + 700 gold HEALTH 300 MANA 250 ARMOR 30 ABILITY HASTE 20
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
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.
TOTAL COST 2300 gold BUILD PATH Crystalline Bracer + Rejuvenation Bead + Kindlegem + 700 gold HEALTH 400 BASE HEALTH REGEN 300% ABILITY HASTE 10
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.
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.
TOTAL COST 2500g BUILD PATH Blasting Wand + Oblivion Orb + Ruby Crystal + 450 gold ABILITY POWER 70 HEALTH 250
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.
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.
TOTAL COST 3000 gold BUILD PATH Serrated Dirk + Vampiric Scepter + 1000 gold ATTACK DAMAGE 50 LETHALITY 10 PHYSICAL VAMP 12%
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.
These items are upgraded basic items. They have better stats and also may have special effects. All of them are used as components to legendary or mythic 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.
Marksman champions suffer from awkward early-game components that leave them missing either attack damage or attack speed, both of which are critical for them to feel powerful. So, we created Noonquiver-an Epic that specifically builds into marksman Mythics and features both stats. Noonquiver also amplifies marksman PvE capabilities to provide the early lane management marksman champions crave without sending their PvP power over the top. Lastly, by giving it a smooth build path of smaller parts, it avoids the lane snowballing issue B.F. Sword had if you were forced to back before saving up 1300 gold.
TOTAL COST 1300 gold BUILD PATH Longsword + Dagger + Longsword + 300 gold ATTACK DAMAGE 30 ATTACK SPEED 15%
PRECISION Attacks deal an additional 20 physical damage to minions and monsters
Giving on-hit champs the flexibility to access Guinsoo’s new crit-converting effect without completing Rageblade itself so they can spec into crit chance items first if the situation calls for it.
TOTAL COST 800 gold BUILD PATH Dagger + Dagger + 200 gold ATTACK SPEED 25%
WRATH Attacks apply 35 physical damage on-hit per 20% of your critical strike chance, but you can no longer critically strike
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%
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%
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
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
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)
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).
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
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).
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
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
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.
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
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).
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%
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.
TOTAL COST 1400 gold ⇒ 1200 gold ATTACK SPEED 12% ⇒ 18% CRITICAL STRIKE CHANCE 25% ⇒ 15%
GRIEVOUS WOUNDS DURATION 3 seconds ⇒ 2 seconds
TOTAL COST 1050 gold ⇒ 700 gold BUILD PATH Mana Crystal + 700 gold ⇒ 700 gold removedMANA 250 ⇒ 0 removedCOOLDOWN REDUCTION 10% ⇒ 0
TOTAL COST 1000 gold ⇒ 900 gold HEALTH 380 ⇒ 350
TOTAL COST 720 gold ⇒ 900 gold MAGIC RESIST 40 ⇒ 50
TOTAL COST 1200 gold ⇒ 1250 gold
TOTAL COST 1100 gold ⇒ 1500 gold ABILITY HASTE 10
QUICKSILVER Removes all disables ⇒ Removes all disables excluding Airborne (unchanged but now called out). Can’t be used while Airborne.
BUILD PATH Faerie Charm + Faerie Charm + 550 gold ⇒ Faerie Charm + 550 gold (total cost unchanged) HEAL & SHIELD POWER 5% ⇒ 10% removedCOOLDOWN REDUCTION 10% ⇒ 0%
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