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Preseason 2017: Support Itemization - Minor Changes

Support/Utility Itemization


Minor Changes


This is a continuation of our PBE coverage for the Support/Utility Itemization that is currently on PBE and will be live as the first patch of Preseason! For Part 1, click here


Abyssal Scepter


  • MR Shred Aura has been changed to simply amplify magic damage taken by nearby enemies.
    • MR Shred: 10 - 25 > 0
    • Enemy Magic Damage Taken Aura: 0 > 10%


Forbidden Idol


  • Combine Cost: 600 > 550
  • Total Cost: 850 > 800
  • Heal and Shield Power: 10% > 8


Chalice of Harmony


  • Combine Cost: 200 > 100
  • Passive Reworked :: Increases to your % Base Mana Regen stat now also increase your % Base Health Regen stat by the same amount.


Athene's Unholy Grail


  • Combine Cost: 450 > 300
  • Total Cost: 2250 > 2100


Face of the Mountain


  • Active - Now shields your ally and yourself upon cast. Double the slowing explosions
  • Active - Self-casting the effect will now target the nearest most wounded ally.


Eye of the Equinox


  • Health Regen: 100% > 200%


Zeke's Harbinger


  • Combine Cost: 480 > 380
  • Total Cost: 2350 > 2250

Eye of the Oasis


  • Combine Cost: 550 > 250
  • Total Cost: 2200 > 1900

Talisman of Ascencion


  • Combine Cost: 450 > 350
  • Total Cost: 2500 > 2400

Frozen Heart


  • Combine Cost: 800 > 700
  • Total Cost: 2800 > 2700



Other PBE Coverage Posts:

Preseason 2017 Assassin Update - Champion Previews

A big wave of updates is coming to League's Assassins, and we are bringing you all the details you need to get caught up on the changes. In this post we will cover the major reworks among the assassins. Check out the videos below to see them in action.





Abilities Preview

Passive: Voracity

Whenever an enemy champion dies that Katarina has damaged in the last 3 seconds, her ability cooldowns are reduced by 15 seconds.


What's New:
  • Nothing new here, the same reset factory we all know and love to hate.


Q: Bouncing Blade

Katarina throws a Dagger, dealing 75/105/135/165/195 (+30% AP) magic damage to the target and 2 nearby enemies. The dagger then ricochets onto the ground.

If Katarina picks up a Dagger, she uses it to slash through all nearby enemies, dealing [75 - 311 based on level] (+125% bonus AD)(+55-100% AP) magic damage.


What's New:
Bounces to fewer targets and no longer marks them for additional damage, but now places a dagger down behind the main target that can be picked up to cause an AoE attack around Katarina, dealing significant damage.


W: Preparation

Katarina tosses a Dagger into the air and gains 50/60/70/80/90% decaying movement speed over 1.25 seconds.

If Katarina picks up a Dagger, she uses it to slash through all nearby enemies, dealing [75-311 based on level] (+125% bonus AD)(+55-100% AP) magic damage.


What's New:

Fresh new skill added to her kit, with the old Sinister Steel being largely replaced by the AoE damage from picking up daggers.

E: Shunpo

Katarina dashes in the blink of an eye to the target ally, enemy, or Dagger. If it is an enemy, Katarina strikes for 30/45/60/75/90 (+65% total AD)(+25% AP) magic damage - otherwise she strikes the nearest enemy in range.

Picking up a Dagger will reduce Shunpo's cooldown by 78%/84%/90%/96% (at levels 1/6/11/16).

Katarina can blink to any location near the target.


What's New:

Some important changes to Katarina's Shunpo include the ability to target a specific area around the target to appear, a small delay in casting, and the ability to significant lower the cooldown by picking up daggers. Also worth noting is that she can no longer target wards to jump to!


R: Death Lotus

Katarina becomes a flurry of blades, rapidly throwing knives at the three nearest enemy champions, dealing 25/37.5/50 (+22% bonus AD)(+22% AP) magic damage per knife, up to [15 x dagger damage] damage over 2.5 seconds to each enemy.

Applies Grievous Wounds to all enemies struck, reducing their healing and regeneration by 40%.

Total potential damage now 375/562.5/750 (+330% Bonus AD) (+ 330% AP)


What's New:
Mechanically very similar to the current version, the damage ticks more often for a lower amount, and there are number tweaks, but fundementally the same.






Abilities Preview

Passive: Sigil of Malice

LeBlanc's spells inflict Sigil of Malice for 4 seconds. After 1.5 seconds, LeBlanc's next spell shatters the Sigil to deal [40+15 per level] (+80% AP) extra magic damage to that target.

Sigil of Malice cannot occur again on the same unit for 5 seconds.


What's New:
Passive now carries the name and general effect of her old Q, although it functions slightly differently with the delay and target based cooldown.


Q: Shatter Orb

Deals 55/80/105/130/155 (+50% AP) magic damage. When Shatter Orb is empowered by Sigil of Malice, the spell bounces to the nearest ready Sigil of Malice (bounces deal 70% damage to minions).


What's New:
Rather than marking targets, the Q will now bounce around if used on a target with the passive prepped on them, chaining around as long as there are valid targets.



W: Distortion

Dashes to target location, dealing 85/125/165/205/245 (+60% AP) magic damage to enemies in the target area.

For the next 4 seconds, she can activate Distortion again to return to her starting location.

    What's New:
Essentially the skill we have now, but they added a slight delay on the reactivation, you can't immediately pop back to your origin point.


E: Ethereal Chains

Launches a chain that shackles the first unit hit to LeBlanc, dealing 40/65/90/115/140 (+50% AP) magic damage.

If the target remains shackled for 1.5 seconds they are rooted for 1.5 seconds and take an additional 40/65/90/115/140 (+50% AP) magic damage.


What's New:
Chains remains the same as pre-rework.


R: Mimic

LeBlanc copies one of her spells and creates a Mimic decoy to cast it with her. The Mimic lasts 2.5 second.

  • Shatter Orb deals 150/275/400 (+60% AP) magic damage.
  • Distortion deals 125/225/325 (+50% AP) magic damage.
  • Ethereal Chains deals 100/160/220 (+40% AP) magic damage each time.
  • Using this spell on itself invokes Shadow of the Rose.

Shadow of the Rose
The Mimic appears at target location and approaches the closest visible enemy Champion, then casts a fake version of LeBlanc's most recent basic ability.

Has a separate 160/140/120 second cooldown. This Mimic lasts much longer but cannot be controlled.


What's New:
While the skill still fires off an empowered ability, you can now select any spell you wish to cast rather than only the most recently cast spell. Additionally this empowered spell will also summon an illusion to cast a damageless version as well to confuse the enemy. It also has Shadow of the Rose an additional effect that is cast by double activating the ultimate.




Abilities Preview

Passive: Unseen Predator

While in brush, Rengar leaps (725 range) at his target with his basic attack. Leaping while at 0 Ferocity generates 1 Ferocity.

At 4 Ferocity, his next ability is empowered. Casting an empowered ability increases Rengar's Movement Speed by 30/40/50 % for 1.5 seconds.

Killing enemy champions awards trophies on Rengar's Bonetooth Necklace.

All Ferocity is lost upon exiting combat (represented by Unseen Predator's cooldown).


What's New:

Most of the mechanics remain in place but have been tweaked. The leap range has been buffed to the previous bonetooth enchanced level. You now only need 4 stacks of Ferocity to empower an ability but all stacks are lost on leaving combat, and empowered abilities also grant movement speed. Bonetooth necklace can only gain a stack off each champion once and grants both flat and scaling AD.


Q: Savagery

Slash all enemies in an arc before piercing all enemies in a line for 45/65/85/105/125 (+40/50/60/70/80% Bonus AD) physical damage per strike.

Ferocity effect: Each hit deals 50/60/70/80/90/100/110/120/130/140/150/160/170/180/190/200/210/220 (+120% Bonus AD) damage.

If cast outside max range, Rengar lunges forward to extend the range of the piercing attack. If cast while in a leap, Savagery is postponed to the end of the leap.

What's New:

Skill is largely reworked aside from being an attack reset damage skill.


W: Battle Roar

Deals 50/80/110/140/170 (+80% AP) magic damage to nearby enemies and heals Rengar for 50% of the damage he took in the last 1.5 seconds.

Ferocity effect: Deals 50/60/70/80/90/100/110/120/130/140/150/160/170/180/190/200/210/220 (+80% AP) magic damage, removes existing crowd control effects, and prevents incoming ones for 1.5 seconds, in addition to its normal effect.

Damage healed from monster attacks is increased by 100%.


What's New:

No longer gives bonus Armor and Magic Resist, but instead gives heals and the ferocity version removes and prevents crowd control.


E: Bola Strike

Throw a bola, dealing 50/100/150/200/250 (+70% Bonus AD) physical damage and slowing the first enemy hit by 30/45/60/75/90% for 1.75 seconds.

Ferocity effect: Deals 50/65/80/95/110/125/140/155/170/185/200/215/230/245/260/275/290/305 (+70% Bonus AD) physical damage and roots the target for 1.75 seconds.


What's New:
Bola Strike remains unchanged mechanically.


R: Thrill of the Hunt

Rengar's predatory instincts take over, causing him to Camouflage for 14/22/30 seconds. After 2 seconds, he can leap to an enemy without being in brush.

While active, Rengar gains 40% Movement Speed and vision of the nearest enemy champion (within 2000/3000/4000 range), who he can leap to for a guaranteed critical strike. Attacking or casting most spells ends Thrill of the Hunt.

Stealth - Camouflaged: This character is hidden from view. It is revealed by nearby enemy champions and turrets.


What's New:
Now gives camouflage rather than full invisibility, so nearby champions and control wards will reveal him, and he can only jump on the nearest target but gets a critical strike on them. To compensate it lasts longer and gives more movement speed.





Abilities Preview

Passive: Blade's End

Talon's spells Wound champions and epic monsters for 6 seconds, stacking up to 3 times.

When Talon basic attacks a target with 3 stacks of Wound, he bleeds them for 60/70/80/90/100/110/120/130/140/150/160/160/160/160/160/160/160 (+180% Bonus AD) physical damage over 2 seconds.


What's New:
Brand new passive, scales heavily with early levels and bonus AD.


Q: Noxian Diplomacy

Talon leaps to target and deals 80/100/120/140/160 (+110% Bonus AD) physical damage. If cast from melee range, Talon does not leap but instead critically strikes, dealing 150% damage.

When Noxian Diplomacy kills a unit, Talon regains 17/19/21/23/25/27/29/31/33/35/37/39/41/43/45/47/51 health and refunds 50% of its cooldown.


What's New:
Skill can act as a gap closer or a higher damage close ranged spell, and benefits from getting the final blow on targets.


W: Rake

Talon tosses a volley of blades, dealing 50/65/80/95/110 (+40% bonus AD) physical damage to units hit and returning to him after a delay.

On their way back to Talon, the blades deal 60/85/110/135/160 (+60% bonus AD) additional damage and slow the enemy by 40/45/50/55/60% for 1 second.

What's New:
While still a similar skill, it now has a delay before the blades return, and the returning wave deals additional damage.


E: Assassin's Path

Talon vaults up to 800 units over the nearest structure or terrain in the target direction. The vault's speed is affected by Talon's movement speed.

Talon cannot dash over the same section of terrain more than once every 160/135/110/85/60 seconds.

What's New:
Brand new skill, parkour your way around the map.


R: Shadow Assault

Talon disperses a ring of blades that deal 90/135/180 (+80% Bonus AD) physical damage to all units they hit, gains 40/55/70% increased movement speed, and becomes Invisible for up to 2.5 seconds. When the Invisibility ends, the blades converge, dealing the same damage again to enemies they pass through.

If Talon cancels Invisibility with an attack or Noxian Diplomacy, the blades converge on his target's location instead.

Stealth - Invisible: Talon can only be revealed by nearby enemy Turrets.


What's New:
Similar to previous ultimate, but invisiblity is now more powerful, only revealed through turrets. You can also converge the blades are your target's location, and the movement speed has been boosted up quite a bit.


Worlds 2016 Recap: Semifinals Matches - $20 RP Giveaway

With rather one sided Quarterfinal Matches, the 2016 World Championship moved to the Madison Square Garden in New York to see the top 4 battle it out. The winners would get a ticket to the Staples Center in Los Angeles and a chance at winning the highest prize pool tournament in the history of League of Legends

If you're a more casual viewer, or you simply live in an unfavourable timezone such as Europe's, there's a little too much content to watch--and that's where we come in!

We're covering every single game of the group stage, including highlights of some of the best plays from each game.


We're also giving 2 x $10 RP cards, check the bottom of the post to see how to enter!


ROX Tigers vs SK Telecom T1


Game 1

Link to the full match


The most anticipated matchup at worlds and what many already considered anticipated finals, ROX and SKT were finally meeting in the rift.

It was an atypical draft from ROX as they basically allowed their opponents to counter pick every lane. Trundle can split against poppy and beat her in duels due to subjugate, Viktor struggles early on against Orianna and Ashe has been frequently used as a counter to Caitlyn and Zyra alongside the Frost Archer just makes that lane that more punishing.

ROX would need to survive through the early game and get to later stages of the game where their team composition could shine.

The game started strong for SKT as they amassed leads in the mid lane and jungle but it was ROX to open up the scoreboard with a quick collapse onto SKT in the botside river which allowed them to pick up the first dragon.

Things looked even going into the 20th minute mark and SKT got the drop on ROX quickly grabbing 3 kills but ROX responded to their overextended dive to get two kills on the board.

SKT started grouping and after catching out GorillA turned to baron to extend their 4k gold lead. Knowing they couldn’t contest it, ROX pick up their third infernal dragon of the game.

Despite the deficit, ROX never gave up as they knew they had a great advantage with the added damage from drakes. Right after SKT reset to purchase items, ROX rush baron and safely disengage avoiding any casualties.

SKT couldn’t seem to fully break ROX base as they creeped back into the game. It all came down to who would grab the Elder Drake. Smeb managed to knockback both SKT carries with Poppy Ultimate, but Peanut smited the Drake too early as Bengi on Olaf stole it. The fight still looked even until Faker managed to land a huge two man shockwave, killing GorillA and Kuro. With 4 men down for ROX, SKT finally managed to close out the game.



Game 2

Link to the full match


For game 2 of the series SKT decided to sub in Blank for Bengi and this time got their hands on the Zyra for themselves. Everything seemed pretty standard for ROX with a Karma Ashe bot lane being extremely likely but suddenly Miss Fortune was locked in. For the support position.

Ever since week 2 of Worlds, Zyra has been the dominating force in the bot lane and no other pick has been able to match it. Karma and Nami were options to hold the lane against it but no pick could really beat Zyra. Until now.

In order to counter the Zyra pick, ROX drafted an Ashe+Miss Fortune bot lane. The goal of MF is simple. To simply outrange Zyra's poke and zone her out with 'Make it Rain'. Once the lane hits level 6, they can easily pick off an opponent with a combination of Enchanted Crystallized Arrow, Make it Rain and Bullet Time.
Furthermore, due to MF's passive Love Tap, she can make short work of Zyra's plants and heavily reduce the damage coming from league’s own Poison Ivy.

It was business as usual for ROX as they grabbed first blood on top lane, this time with an extremely smart from Peanut. Despite giving up kills right after, it didn’t phase the Tigers as they dove bot with Rumble past the tier 2 to kill SKT’s bot lane.

ROX showed the power of their MF+Ashe Lane by quickly dispatching Wolf with the combination of both ultimates. They kept playing for bot lane grabbing kill after kill and eventually turned to pick the first dragon of the game. Another infernal. SKT tried to contest but were completely wiped out with a 4-0 trade for the LCK champions.

They kept extending their lead with picks from Ashe’s arrow and MF’s ultimate and even Faker was their victim after a poor flash.

But the game was still close. ROX went for a baron sneak in order to extend their lead but SKT read it, moving quickly to contest. A bloody fight quickly followed but ROX came out on top with 4 kills for only 2 and a baron buff on 3 members.

As ROX sieged to close out the game SK Telecom showed they still had fight in them and punished the dive with 4 kills.

SKT then caught peanut on bot lane, but Pray and Kuro pushed top lane to get the second inhibitor for them. With an amazing cross map arrow, Pray cancelled Duke’s recall to buy time and finish SKT’s base, tying up the series at 1-1.



Game 3

Link to the full match


Game Three showed pretty much the same compositions for both teams as ROX used Miss Fortune Support once more to counter Zyra.

3rd game in the series and 3rd first blood for ROX as a gank from Peanut net them two kills. SKT picked back some kills but never managed to equal ROX in gold again as they had the turret advantage. GorillA showed Pray the power of Miss Fortune fully comboing him to death.

SKT tried to get back into the game by focusing down Smeb on Rumble, but ROX reacted well and got two kills in response.

ROX showed time and time again the strength of their composition. Pick off. With Equalizer, Enchanted Crystallized Arrow and Bullet Time they could always catch out an isolated opponent and turn it into a quick kill and they eventually translated a pick into a baron to extend their lead.

We were 32 minutes into the game and ROX had a solid lead against their opponents, SKT realize the enemy AD Carry wasn’t close after the arrow missed and promptly engaged on ROX. Kuro died almost instantly and it looked good for Faker and Co, until PraY joined the fight and completely turned it around. With good target selection and the help of Peanut they aced SKT in a 2v4.

ROX grabbed a second baron and used to to close game three in under 40 minutes and were now one game away of reaching the finals.



Game 4

Link to the full match


SKT were in the brink of elimination, so they decided to bring in 2 time world champion and veteran jungler Bengi to save them.

They promptly banned the Miss Fortune that had given them so many problems to which ROX responded with the Zyra pick instead. ROX heavily targeted Faker with three mid lane bans and quickly taking away Viktor for themselves. But the unkillable demon king can’t be banned out and picked Zilean to counter ROX’s heavy pick off composition.

The other big surprise of the series was Nidalee for Bengi. Nidalee is one of the power picks currently, but nobody expected Bengi to pick Nidalee for the first time in his professional career in what could be the last game for SKT.

Well Bengi delivered. He showed up at every lane and blew flash after flash and gave his mid laner first blood.

The game went into mid game with a slight advantage for SKT and what seemed like a simple gank top lane turned into a messy skirmish with almost every player involved, where Bengi showed up huge, grabbing two more kills for SKT. As his team sieged the mid tier 2 tower, he went in once again for two more kills and a comfortable lead for SKT.

ROX were quickly falling behind and knew something had to be done so they looked to grab baron to get back into the game. Once again SKT read the play but this time around the result was different, with SKT quickly punishing  them grabbing 3 kills in a 4v5 while Duke split pushed to get an inhibitor.

With a massive gold lead, SKT played calm and collected, grabbed Elder Dragon and grouped in the top lane to finish off ROX and tie up the series 2-2.



Game 5

Link to the full match


Such an epic matchup deserved a full 5 game series and it went the distance. In the final game, ROX went for side lane dominance, picking up Jhin and Zyra for bot lane and Jayce in the top lane, not to mention Peanut’s Elise, probably his best champion. Overall a very strong pick off composition once more, with good skirmishing early on and sidewave priority in both top and bot lane.

SKT also drafted a lot of heavy pick off elements, a very common trend in the tournament but unlike ROX they had a tank, and frontline plays a big role in late game fights.

The game started well for ROX once more as Peanut read Bengi like a book and solo killed him in his jungle for first blood. ROX invested heavily in vision and allowed Peanut to sneak into bot lane to grab another kill onto Wolf’s Nami.

SKT responded with Bengi ganking bot lane catching out GorillA and then alongside Faker finding another kill.

ROX weren’t in the lead for long as SKT managed to get the ever so important first blood turret and even though ROX responded with themselves they never managed to grab a lead above 1k gold.

The game was dead even with both teams frequently finding picks and at 22 minutes ROX looked to sneak a baron. But SKT read the play once more and despite not being able to steal baron, traded 4 kills for none in return and stopped the power play in its tracks.

Now behind in gold and without a tank, ROX’s strategy of grabbing an early lead through laning was gone. SKT pressed hard and the unkillable Poppy allowed them to constantly go for aggressive plays, taking tower after tower and amassing a 5k gold lead.

At 30 minutes SK Telecom took a page out of ROX and snuck a baron themselves. After that, it was slow, methodical play as they choked out ROX and kept sieging and extending their gold lead.

Finally at 40 minutes and with ROX tied to their base, SK Telecom T1 grab both Baron and Elder Dragon and group up top and siege to close out the game and the series, and go to their third world final and possibly their third world championship title.



Samsung Galaxy vs H2K Gaming


Game 1

Link to the full match


If the other semifinal seemed like an anticipated final this match looked like a third/fourth place match as Samsung Galaxy’s miracle run as the third LCK seed ran into the last western hope H2K Gaming.

Samsung closed the draft with Crown’s very famous Viktor pick and once again the Ashe/Miss Fortune lane that had been played the day before to counter Zyra. The big question mark this series was whether leaving nidalee up for Ambition would be worth it for H2K as they drafted a strong engage teamfighting composition against the poke heavy, 4-1 split push comp from the korean side.

The game started well for the Europeans as Samsung fell for their trap, giving up first blood for Forg1ven. Jankos then came bot again, extending H2K’s lead.

Despite giving up first blood, Ambition quickly got back on his feet and grabbed two kills on Ryu. H2K turned to top lane as their focus trying to snowball Odoamne’s Kennen, but even with the kill deficit, Samsung were still ahead due to the first blood tower gold and CS advantages in the mid and jungle position.

Going into mid game H2K seemed to be in a really good position and despite losing Zyra early they quickly won a huge fight getting 4 kills while only losing two. Jankos Olaf was unstoppable as he kept running over the immobile backline of the Korean team. But ultimately, it seemed like H2K could never get a big teamfight lead. Samsung would just disengage and mostly trade evenly while CuVee got turret after turret.

Finally at 29 minutes, H2K force a baron call and finally attract CuVee, Samsung interrupt H2K’s baron with a full speed Ekko assassinating the backline. The European team never found a way into the game and every time they grabbed a kill Samsung was ready to respond with a good play in the other side of the map getting more structures down. Eventually they snuck a baron and took it down extremely fast with their double mountain drakes and with it closed out game 1.



Game 2

Link to the full match


H2K quickly realized they had to ban the annoying MF support. Going into game two they drafted Sivir yet again, and paired a ryze and rumble with double movement speed abilities to get them to the back line, with a strong teamfighting composition. On the other hand, Samsung played with a lot of long range poke and pick off potential, looking to take down isolated targets before committing to a fight.

The first blood king stayed true to his name as Jankos grabbed yet another kill in the top lane and while the korean team focused mostly their attentions towards the mid lane and Ryu.

The game was bloody, with kills being traded back and forth but Samsung always had control over the map as they snuck a baron on the 21st minute. The game proceeded as before, with tons of kills back and forth but with the korean side extending their lead by taking down structures.

It was on the 29th minute that the game was really defined. Doing baron, Samsung Galaxy waited for their opponents to be lured in and turned on them, winning a huge fight and then turning back to finish baron. The epic monster’s buff gave them enough of a lead to finally close the game and lead the series 2-0.



Game 3

Link to the full match


Going into game three it was once again Viktor for Crown, Olaf for Ambition and Zyra for CoreJJ, overall comfort and strong picks for Samsung. On the other side H2K defaulted to Elise with the Lee Sin ban and once again H2K looked for teamfights with their Sivir Karma bot lane that can be used to speed up Ryze and Trundle.

Ambition started strong and after forcing the enemy mid laners flash he visited top where they grabbed first blood onto Odoamne

The game quickly snowballed out of control as Samsung grabbed the first tower gold in the first 10 minutes and then punished H2K’s lack of synergy trying to coordinate a dive in the botlane picking up two free kills.

With CuVee pressuring the bot side and abusing recall timings, Samsung snuck a baron at the 21st mark, amplifying their gold lead to 7k gold.

It was smooth sailing from there as the Korean side looked to close out the game and series against a H2K side that could no longer seemingly put up a fight. First inhibitor at 23 minutes and the second at 26 minutes. If game 1 was close, game 3 was a total blowout as Samsung had no problem closing out their lead and qualifying to the finals, where they’ll meet SK Telecom T1 for a chance to win the Summoner’s Cup.





Updated Bracket




A reminder that today we're also giving away two $10 RP cards, simply leave a comment in the comment section below telling us which was your favorite match or a specific play that you saw on the third day of Worlds 2016.


Whether it was GorillA's Surpise MF Pick, PraY's impressive Ashe play and cross map snipe onto Duke, Bengi's first time Nidalee wrecking ROX, Jankos Olaf or even Crown's clean Viktor play we want to know which one was your favorite moment of the day!


We will select two random comments and announce the winners after group stages are over and contact you via the email connected to your LolKing account.



Good Luck Summoners!

Preseason 2017: Assassin Itemization - First Impressions

A big patch just hit the PBE recently with huge preseason changes, most notably the assassins rework.

Amongst the changes are also massive changes to items, with the inclusion of four new items to the game.

In this post, we look at the assassin itemization changes that will be live on Patch 6.22, the first patch of preseason that will be out in early November.


New Stat: Lethality

Before we jump into item changes, it’s important to note that flat armor penetration has been replaced with a new stat called ‘Lethality’.

Lethality still gives the user flat penetration, but it’s split between a base and a scaling amount, it scales with your ENEMIES level.

All in all this effectively makes Flat Armor Penetration less snowbally, as base values early on will be lower and instead scale up. So the goal is clearly to impair an assassin’s stacking of flat pen early on, especially when ahead while also keeping assassins relevant as the game goes on, especially when they’re behind.

The current formula is:

X is the amount of Lethality and Y is your target's champion level. With the Formula you obtain Armor Penetration.


So Lethality scales from 40% against level 1 opponents up until 100% against level 18 opponents, when it finally matches Armor Penetration.


Assassin Itemization


NEW: Poacher's Dirk


Poacher's Dirk Cost: 750 +15 Attack Damage  UNIQUE Passive:  +20 Movement Speed out of Combat   UNIQUE Passive: After poaching 3 large monsters from the enemy jungle (60 second cooldown), transforms into a Serrated Dirk.

A very interesting new item especially made for jungle assassins like Rengar or Kha’zix.

Invading and counter jungling is encouraged and after three camps, Poacher’s Dirk will transform into a Serrated Dirk, so essentially you can save up 350g for a Serrated Dirk if you’re ahead as an jungle assassin or you have the chance to take jungle camps while split pushing.


NEW: Edge of Night


Edge of Night Cost: 3100 +60 Attack Damage +35 Magic Resist   UNIQUE Passive: +15 Lethality   UNIQUE Passive: +20 Movement Speed our of Combat
UNIQUE Active - Night's Veil: Channel for 1.5 seconds to grant a spell shield that blocks the next enemy ability. Lasts for 10 seconds. (30 second cooldown) (Can move while channeling)  

Edge of Night is very similar to the old Maw of Malmortius in terms of raw stats, but the passive is what makes this item unique. Being able to block an incoming spell for a short duration of time can be key for champions that rely on flanking to get to the backline


Who wants this?


This is pretty much exclusively an assassin item. Its use is very niche and the Night’s Veil passive will go on cooldown if you cast, take damage or attack, so it isn’t very useful on AD carries for example. Ideally, you want to use it on assassins and possibly on some very offensive fighters like Irelia or Pantheon that want to flank to get into the back line. Night’s Veil will help block that first incoming damage and/or crowd control spell so you guarantee you can aim for the backline effectively without getting stopped, this is the typical play pattern for champions such as Talon, Rengar, Zed as Kha’zix, so expect them to pick it up.



Maw of Malmortious



Maw of Malmortious (Current) Cost: 3250 +55 Attack Damage +40 Magic Resist +10 Armor Penetration
UNIQUE Passive - Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs magic damage equal to 300 + 1 per bonus Magic Resistance for 5 seconds (90 second cooldown).   Lifegrip: When Lifeline triggers, gain +10% Spell Vamp and +10% Life Steal until out of combat.    

Maw of Malmortious (PBE) Cost: 3250 +50 Attack Damage +45 Magic Resist +10% Cooldown Reduction

UNIQUE Passive - Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs magic damage equal to 300 + 1 per bonus Magic Resistance for 5 seconds (90 second cooldown).   Lifegrip: When Lifeline triggers, gain +20 Attack Damage, +10% Spell Vamp and +10% Life Steal until out of combat.

Edge of Night is essentially taking Maw’s place as the offensive item that grants magic resist. Maw lost its Armor Penetration but in turn got utility in the form of 10% Cooldown Reduction. The item is still good on assassins but it’s now tailored towards other champion archetypes as well.



Who wants this?


Similarly as before, Maw’s passive is extremely strong as the shield pop can be the difference between life and death against burst mages and heavy magic damage. Most fighters and bruisers will still want the item if they need to itemize defensively against burst. For assassins and AD Carries this is a more situational purchase.

With that said, to deal with heavy magic damage compositions, assassins can now go for both Edge of Night and Maw of Malmortius and grab 80 Magic Resistance while still itemizing quite offensively with 110 Attack Damage.


Youmuu's Ghostblade


Youmuu's Ghostblade (Current) Cost: 3200 +60 Attack Damage +10% Cooldown Reduction  
UNIQUE Passive: +20 Armor Penetration   UNIQUE Active: Gain +40% attack speed and +20% movement speed for 6 seconds. 45 second cooldown.    

Youmuu's Ghostblade (PBE) Cost: 3000 +60 Attack Damage +10% Cooldown Reduction  
UNIQUE Passive: +20 Lethality   UNIQUE Passive:  +20 Movement Speed out of Combat   UNIQUE Active: Gain +20% movement speed for 6 seconds. 45 second cooldown.

Youmuu’s is essentially the same item as it was before in terms of base stats, obviously minus that change from armor penetration to lethality.

The big change is to the active. It no longer grants attack speed but the item is now 200 gold cheaper.

Overall this is probably the most nerfed item and it's purchase rate will decline after players realize the nerfs on it. 20 Lethality only matches 20 Armor Penetration at level 18 and other Lethality Items now also have 20 Lethality just like Youmuu's.

Duskblade and Maw of Malmortius (now replaced by Edge of Night as Armor Pen itemization) had 10 less Armor Penetration and will now have matching Lethality Stats.


Who wants this?


The removal of the attack speed buff doesn't really hurt assassins as they would rather have a cheaper item. As it was before, expect Zed, Talon and Kha’zix to be amongst the champions picking it up. Some AD carries might still pick it up, such as Lucian, but expect it to be less common on them.


Duskblade of Draktharr


Duskblade of Draktharr (Current) Cost: 3250 +75 Attack Damage +5% Movement Speed   UNIQUE Passive: Your next basic attack (on-hit) on an enemy champion applies Nightfall (120 second cooldown).     Nightfall: After 2 seconds, deals 90 (+ 25% of target's missing health) physical damage. If the target is taken down before Nightfall has dealt damage, its full cooldown is refunded.          

Duskblade of Draktharr (PBE) Cost: 3250 +65 Attack Damage   UNIQUE Passive: +15 Lethality   UNIQUE Passive:  +20 Movement Speed out of Combat  

UNIQUE Passive: After being unseen for at least 1 second, your next basic attack will deal 50 + (200% Lethality) true damage on-hit.

UNIQUE Passive: Gain true sight for 8 seconds when spotted by an enemy ward (90 second cooldown).





Duskblade now has weaker base stats, but has one new and another reworked passive that make the item really unique and tailored towards Assassins.

Blackout is an extremely good tool for assassins. A big part of playing assassins is roaming to other lanes and finding flanks, and with this passive you can clear any wards that you walk past. If the passive doesn’t pop you know the path is unwarded, so you can roam freely, just like the current iteration of the Razorbeak’s smite buff. If the passive does pop, blackout works exactly as a sweeper trinket. You can hit the ward to take them out or just walk past it to give the enemy 0 information of your whereabouts. They will never see you coming.



Who wants this?


Nightstalker is a buff to basic attacks that deals 50 + (200% Lethality) true damage on-hit every time you hit a target after being unseen for at least 1 second. Being unseen can be done by either stealthing or just not being in the enemy’s vision, so just moving inside an unwarded brush to break vision can be enough to reset the passive.

Most AD assassins will want this in their build but Kha’zix is likely the one that will be able to apply it more frequently. His Void Assault will allow him to go unseen twice in a short span of time, resulting in two extra procs to be possible after the first one. Talon is the other main champion interested in the item, as he can use Shadow Assault to reset Duskblade procs.

Other than that, you can expect it situationally on AD Carries that stack Lethality, such as Miss Fortune and possibly Jhin.



That covers it for the assassin itemization changes so far for Preseason 2017, but be on the lookout for more posts on the upcoming changes and also updates to this post as we will be updating it throughout the next few weeks until the changes hit the live servers!


Patch 6.21 Rundown: Jungle Cleanup

A very exciting patch just went up on PBE, full of new skins, assassain updates, new items, and lots of exciting things, but here in the land of live we have patch 6.21 which offers up less exciting but still important changes, including hitting a lot of junglers with both buffs and nerfs.

Be sure to check out the full changes below:


Bug fix for the Q.

What's New:
  • Ranger's Focus (Q) fixed a bug where rapidly pressing Q the instant Focus reaches four stacks could cause Ranger’s Focus’s mana cost to apply multiple times



Quickdraw gives you stacks for goin' in, but takes more stacks total.

What's New:
  • Quickdraw (E) True Grit cap up from 4 stacks to 8, grants 2 stacks of it when dashing towards an enemy champion, but grants half the armor/mr per stack (same at max stacks)


These changes were already hotfixed in, but formalized in the patch notes.

What's New:
  • Health growth stat up from 74 to 90
    Base magic resist up from 30 to 32
    Base attack speed up from .625 to .644
    Attack speed growth stat up from 2.8 to 3.4



Retuned R in several spots.

What's New:
  • Living Artillery (R) mana cost down from 50 mana + 50 per cast (500 mana maximum) to 40 mana + 40 per cast (400 mana maximum)

    Mana debuff duration down from 10s to 8s

    Base damage up from 70/110/150 to 100/140/180

    Execution initial threshold changed from 200% damage to targets between 25% and 50% health to up to 150% damage to targets approaching 40% health

    Second execution threshold changed from 300% damage to targets with less than 25% health to 200% damage to targets with less than 40% health

Lee Sin

Reverting a change from 6.19.

What's New:
  • Resonating Strike and Safeguard drop Lee Sin directly on top of his target

Master Yi

Big ol' bag of bug fixes.

What's New:
  • Double Strike (Passive) fixed a bug where Master Yi would not critically strike monsters after Double Striking them at certain attack speeds
  • Alpha Strike (Q) has one million bug fixes:

    Dying during will properlyplay his death animation and put his body in the right spot

    Now has a minimum untargetability of 0.25s, fixed a bug that could cause it to fail and go on a bugged cooldown

    Gains vision of where he will strike on his next bounce

    Won't place on top of baron if he's the primary target, meditate won't be locked out after a failed cast

    Now eligible for assist on visual bounce rather than damage
  • Wuju Style (E) has a bug fix where it wasn't counting its passive AD bonus towards the 25% active if cast immediately on CD expiring


R now gives bonus armor and magic resist rather than bonus AD on damaging enemies.

What's New:
  • Siphoning Strike (Q) bonus attack range stacks with R's attack range increase
  • Fury of the Sands (R) no longer converts damage to AD, but now grants 15/35/55 armor and magic resist, gaining an additional 1/2/3 armor and magic resist every second (total of 30/65/100 armor and magic resist at 15s)


Bunch of cougar cooldown nerfs and a change to heal should bring Nidalee more in line with other junglers.

What's New:
  • Takedown, Pounce, and Swipe (Cougar Q,W,E) cooldown up from 5s to 6s
  • Primal Surge (Human E) changed from flat healing to healing based off missing health, value changed from 45/85/125/165/205 to 25-50/45-90/65-130/85-170/105-210 (based on missing health)


Visuals for several skin's Ws changed to the base skin's effects.

What's New:
  • Void Nocturne and Frozen Nocturne now use the base skin’s particle for their spell shields


Increased health from consume buff reduced.

What's New:
  • Consume (Q) bonus health per stack reduced from 3% to 2%


Behavior of R's Maiden streamlined.

What's New:
  • Eulogy of the Isles (R) now sends the Maiden to start pushing the lane she is summoned in, even if minions aren't near by


E displays a warning indicator before it lands.

What's New:
  • Elastic Slingshot (E) shows a warning indicator and shadow particles 0.75 before landing, if he'd travel less time than that they appear immediately, casting range also updated to be more accurate for Zac


Backend clean up for E.

What's New:
  • Hexplosive Minefield (E) checks for collision more frequently, from every 0.25s to every 0.1s

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