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Skin Preview: God Fist Lee Sin and Dreadnova Darius

New legendary skin God Fist Lee Sin is up on PBE along with Dreadnova Darius.

Click the previews below to check out the skins in full 3D!

 

God Fist Lee Sin
 

 

Dreadnova Darius
 

 

 

 

Patch 7.6 Rundown: Warlord's Bloodlust Buffed

Smaller Patch this time around. After the heavy nerfs to Lethality ADC's in 7.5, some are getting some love this patch to make up them more healthy with other buffs. Riot continues to try to put Aatrox in a healthier spot and Warlord's got a very substantial buff, especially for Crit ADCs!

 

Check out the full changes below to get ready for the patch to hit live:

 

Champions


Galio, the Colossus, will be updated with the launch of patch 7.6! If you're not familiar with the rework, you can check out our post!

 

Aatrox
 

Buffs to Blood Well

What's New:

Blood Well (Passive)

  • Aatrox’s full Blood Well buff is now “Hellbent”, not “Blood Rush”.
  • On reviving from his passive, Aatrox now has a full Blood Well.
  • Aatrox now no longer loses his third hit from Blood Price/Thirst after reviving.

Cho'gath

 

Buffs to Feast

What's New:

Feast (R)

  • Bonus Health increased from 80/110/140 per stack to 80/120/160 per stack.
  • Cap on minions and small monsters increased from 5 to 6 stacks.

Fiddlesticks
 

Buffs to Terrify and Drain

What's New:

Terrify (Q)

  • Cast range increased from 525 to 575.

Drain (W)

  • If Drain’s target dies before the channel completes, the remaining duration is applied as cooldown reduction.

Gnar

 

Health regeneration changed to be matched in both mini and mega forms

What's New:

Base Stats

Mini Gnar

  • Health Regen increased from 2.5 to 4.5 health per 5 seconds.
  • Health Regen growth increased from 0.5 to 1.75 health per 5 seconds.

Mega Gnar

  • Health Regen decreased from 6.5 to 4.5 health per 5 seconds.
  • Health Regen growth deccreased from 3 to 1.75 health per 5 seconds.

Miss Fortune
 

Buffs to Double Up, smoother animations for Double Up and Make It Rain

What's New:

Double Up (Q):

  • Damage increased from 20/35/50/65/80 to 20/40/60/80/100.
  • AD Ratio increased from 85% Total Attack Damage to 100% Total Attack Damage.
  • Cast range now adjusts based on Miss Fortune’s attack range (ex. Rapidfire Cannon.
  • Miss Fortune no longer briefly pauses after casting Double Up.

Double Up (Q):

  • Miss Fortune no longer briefly pauses after casting Make it Rain.

Orianna

 

Orianna's Ball no longer returns to Orianna if the target dies

What's New:

Command: Protect (E)

  • If an ally dies while holding the Ball, it now drops in place rather than returning to Orianna.

Quinn
 

Buff to Heightened Senses Attack Speed on Harrier proc, Damage from Behind Enemy Lines nerfed.

What's New:

Heightened Senses (W)

  • Bonus Attack Speed increased from 20/25/30/35/40% on Harrier proc to 20/35/50/65/80% on Harrier proc.

Behind Enemy Lines (R)

  • AD Ratio on Skystrike reduced from 100% Total Attack Damage to 85% Total Attack Damage.
  • After putting at least one point in Behind Enemy Lines, Quinn respawns as Valor after deaths for the rest of the game.

Varus

 

Piercing Arrow buffed, no longer reduced by Cooldown Reduction

What's New:

Piercing Arrow (Q)

  • Cooldown refund on Blight procs changed from 4 seconds, scaling down with cooldown reduction to 4 seconds.

 

Masteries

 

 

Warlord's Bloodlust

  Now restores health based on attack damage rather than granting lifesteal.
  • Grants 1-50% lifesteal (at levels 1-18) changed to: Restores health equal to 3-40% total attack damage (at levels 1-18).
  • If the attack that procs Warlord’s Bloodlust critically strikes, the heal crits as well (further increased by crit damage modifiers, ex. Infinity Edge).

 

Summoner's Rift: Jungle
 

Red Brambleback

 

Magic Resist down.

  • Magic resistance reduced from 15/20/26/29/30 (at levels 1/4/8/9/10) to 10/15/18/19/20 (at levels 1/3/5/7/8), matching Blue Sentinel’s armor

 

 

If you'd like to check the full changes, make sure to click here for the official Patch Notes

Why You Should Not Rush Abyssal Scepter

When looking to itemize defensively against other AP mages, Abyssal Scepter is a fairly common option that offers a bit of both worlds with both offensive and defensive stats, but it’s not the same item that was so frequently purchased throughout past seasons.

Between champion reworks, mastery tweaks and item rebalancing there’s a lot that went on in preseason and sometimes it becomes hard to keep up with all the constant changes. Amongst them was a change to Abyssal Scepter’s passive that might have gone unnoticed or simply misunderstood by some players.


 

Past Iterations

 

Before we start it’s important to look at the old Abyssal Scepter and how it worked. We looked at it just over a year ago back in the beginning of Season 6.

Back then, this was how Abyssal Scepter looked:

 

Abyssal Scepter (Pre Patch 6.9) Cost: 2350 +70 Ability Power +50 Magic Resistance

UNIQUE:  Nearby enemy champions have their Magic Resistance Reduced by 20 (700 units).  
   

 

In AP vs AP matchups in the mid lane, whoever could rush and finish the item first would usually be winning the lane. The sheer AP combined with the 20 Magic Resistance Reduction (basically penetration that applies for you and your teammates) would give a ton of damage against the opponent while getting a chunk of Magic Resistance from the Negatron Cloak side of the item would completely negate most of his damage.

 

Furthermore, the aura used to apply to everything within range, meaning whoever had it would push waves faster and gain control of the lane, being able to use that advantage to roam and find advantages elsewhere while the opponent would be stuck under tower.

 

In Season 6’s mid season, Riot rebalanced the item, giving the passive a scaling component, reduced its Ability Power and increased its Magic Resistance.

 

Patch 6.9

  • Cost increased from 2350 to 2750 gold.
  • Ability power reduced from 70 to 60.
  • Magic resist increased from 50 to 60.
  • Now grants 10% cooldown reduction.
  • Aura now only affects enemy champions.
  • Aura's magic resistance reduction changed from 20 at all levels to 10 - 25 (based on level)

 

While the item was less oppressive upon completion, it was still too strong and a rush item and finishing it still decided matchups often. Riot changed it once again, in the big Preseason 2017 patch.

 

Patch 6.22

  • No longer provides reduces the magic resist of nearby enemies by 20.
  • NEW: Nearby enemy champions take 10% more magic damage.

 

Patch 6.22 Notes:

“Abyssal Scepter is a must-rush item. When purchased before the opposing team can build magic resist, it provides (sigh) tons of damage. But once the other team builds into defenses, Scepter starts to fall off. This gave it a natural rivalry with Aegis of the Legion’s teamwide aura. Now that Aegis no longer beefs up carry resistances, Abyssal Scepter would run unchecked early and take too long to fall off. We’re pushing it away from that early power spike and making it feel useful at all stages of the game.”

 

In theory, both passives end up increasing damage, but the old passive was much more impactful in the early stages, where a flat magic resistance reduction can translate to much more than 10% increased damage.

 

Redditor charon25 made a graph comparing both old and new passives

 

What’s important to retain is that new Abyssal Passive outperforms the old one at higher MR thresholds, the breakeven point is different depending on how many Magic Penetration sources a champion has. With only Abyssal it would be at 175 MR at level 18, adding Sorcerer’s Shoes and Void Staff, the new passive would outperform over 158 MR.

 

 

Comparing the two iterations is interesting, but doesn’t give us much more, so no point on dwelling on it. Let’s look at WHY the item is a poor early game purchase.

 

Overpaying for Magic Resistance

 

Abyssal Scepter is a 2750 gold item that gives 60 Magic Resistance, but  for only 720 gold, Negatron Cloak can be bought, that will grant 40 Magic Resistance. Let’s say the enemy Syndra is ahead and has Magic Penetration Marks and Sorcerer’s Shoes.

Assuming a typical ranged AP mid lane setup, Negatron would increase Magic Resistance from 34 to 74 (33.85% damage reduction) and Abyssal would increase it to 94 (41.58% damage reduction).  Naturally, in an all in by a champion like Syndra with a 7 Sphere Unleashed Power the 20 Magic Resistance difference will definitely make a difference but in shorter trades it's not that problematic.
 

If you REALLY needed the Magic Resist to survive lane however, you could just add a Null-Magic Mantle on top of that Negatron purchase and get 65 Magic Resistance for 1170 gold, which is 1580 less than building the full item.

 

What would I build that Null-Magic Mantle into?

 

That Null Magic Mantle could then be upgraded into Mercury’s Treads or a Spectre’s Cowl for a Banshee’s Veil purchase instead. Alternatively, you could just sell it later in the game

 

“But that’s not efficient”

 

Neither is selling Doran’s Ring, but you probably do it every game. To give a quick comparison, while Doran’s sell price is only 160g (40% return), selling a Null Magic Mantle will give you 315 gold (70% return).

 

 

Without Mana or Mana Regen items, mid laners tend to run out of mana fast and quickly lose control of the lane

 

This is the main point I really want to look at and explain. Having pushing lanes and being able to pressure your opponent is extremely important, especially in competitive and the meta has been centered around having pushing lanes for a long time. Being able to push lanes faster than your opponent can lead to moving into the enemy jungle for deep wards or roams and mid lane is an excellent point in the map to translate a lead to other roles.

For most mid laners, Morellonomicon is the quintessential item. It grants 20% CDR, a good chunk of AP, mana and more importantly, restores 20% of a champion’s maximum mana on kill or assist. Even Lost Chapter (one of Morellonomicon’s components) already makes a huge difference, as it restores mana on level up.

In certain matchups it’s important to have that Magic Resistance to survive trades, but the mana is also important to have control over the lane. Let’s compare two builds that cost around the same gold.

 


The stats on build B might look slightly inferior, but it’s important to highlight how important that flat mana and mana restoration are to be able to stay and have control over the lane.

At 3620 gold, build B turns into Morellonomicon and Negatron Cloak and with similar gold build 1 would only be able to have Abyssal Scepter and a Fiendish Codex or Lost Chapter.


In a match between Afreeca Freecs and KT Rolster, Kuro’s Orianna had to play against Pawn on Azir, a champion known for being able to dish out a lot of consistent damage from afar and bully opponents with his constant harass. Kuro built an early Negatron Cloak but didn’t upgrade it until later in the game.

 

 

Perkz did something similar versus Febiven on Azir and both Froggen and Jensen built an early Negatron to negate each other’s damage, but never upgraded the item.

 

On the other side of the spectrum, Piglet did a questionable build on Orianna that might have just partly compromised his team in the mid game.

 

 

By rushing Abyssal Scepter and neglecting any kind of Mana Sustain, he was constantly pushed in and could never respond to Froggen's Pressure. Echo Fox used their pushing lanes in mid and top to constantly move into the enemy jungle and place vision.

In later fights, Piglet would run out of mana extremely fast and not be able to participate in extended trades.

 

 

A champion might not always be making use of the Aura and its value depends on the game.

 

It’s important to note that Abyssal Scepter’s Aura only has 700 range and you are paying for that Aura since the item is only 96.42% gold efficient.

While champions such as Vladimir, Fizz, Ekko or Katarina use the aura frequently as they need to be close to their targets to deal damage, others such as Orianna or Syndra generally stay outside of that range when attempting to trade or deal damage to an opponent.

Naturally, how well the aura is used will depend on the opposing laner and how fights play out, but some champions make use of the aura better than others because they're in range while hitting opposing champions.

The value of the Aura also depends on the team composition. The damage increase is only for Magic Damage, so in a game where the jungler is Elise and the top laner is Nautilus the aura becomes much more valuable than in a game where the rest of the team composition only dishes out physical damage.

 

 

Conclusion:
 

Abyssal Scepter's passive is not the early game focused aura it used to be so much of its appeal as an early game purchase has been lost.

The Magic Resistance it grants is not that high considering the item price. For 720 gold you can purchase Negatron Cloak and sit on it and if you need more Magic Resistance, grabbing an extra Null-Magic Mantle to then upgrade to Mercury's Treads, Spectre's Cowl or even selling it is a better idea.

The need for mana sustain to be able to have presence in lane and to be able to push out minions faster is extremely important, so early purchases such as Lost Chapter and Morellonomicon are extremely important

Abyssal's Aura is only 700 units and the item's base stats don't pay for the item alone, so long ranged mages don't fully utilize the aura. The aura is also more or less valuable depending on the other magic damage sources on your team.

 

The Marksman Meta Evolution

League of Legends is a constantly changing game, frequent patches result in champions constantly rising and falling in performance and popularity (with both direct and indirects changes).

This season, the AD Carry role has seen many different champions at the top, at distinctly different time periods, different metas if you will and currently, we might be currently witnessing another shift.

 

The Past - S7 Meta

 

In Preseason 2017, Twitch and Vayne were the two most popular AD Carries. With the minor update to assassins, Twitch was given longer stealth periods (now camouflage), allowing him to reposition better in fights and play around killing isolated targets. Vayne on the other hand benefitted from Fervor of Battle nerfs that pushed away the competition, alongside direct buffs to her kit in previous patches.

 

The competitive season started all around the world and it was obvious these two carries weren’t going to last. Following swift and targeted nerfs, Twitch saw little play and Vayne even less.

 

In a meta where AD Carries are currently too item dependant to be relevant in most games,  the two preseason rulers lost priority in favor of utility and crowd control in the form of Ashe and Jhin. Varus showed up later and became the go to Marksman as the Lethality buffs hit the Rift.

 

 

What happened in the last few patches

 

After the Lethality buffs on Patch 7.2, any champion that could use and abuse the stat became meta, these last patches have been all about containing specific champions. Edge of Night and Youmuu’s Ghostblade both received nerfs and Varus, Miss Fortune and Jhin were all nerfed; directly through their kits and their Keystone Mastery of choice (Deathfire Touch).

As a result, these three champions all took a big hit in popularity while also heavily dipping in performance.

 

Simultaneously, other important changes went through

 

Warlord’s Bloodlust

 

Patch 7.4

Maximum life steal against enemy champions reduced to 15% from 20%.

Patch 7.5

New Effect: Moving or attacking makes an attack Energized Energized attacks grant 1% - 50% (based on level) lifesteal and 30% movement speed for 0.75 seconds.

 

The go to mastery for most AD carries in Season 7 was initially nerfed and more recently in 7.5 reworked. Currently, the mastery is underwhelming and it went from almost mandatory to situational.

 

Fervor of Battle

 

Patch 7.4

Stack Duration increased from 6 to 8 seconds

 

Let’s get this straight, while Fervor of Battle still isn’t nearly as attractive for ADC’s as it was before, with physical on hit damage and spell stacking, the increased stack duration makes it much more attractive for AD carries again as they can now keep it up for longer and stack it in prolonged trades or fights, even if they’re pushed out and forced to reposition.

 

Last Whisper

 

Patch 7.4

Bonus Armor Penetration increased from 30% to 45%

Attack Damage reduced from 25 to 10

 

Part of why auto based carries haven’t been doing well this season is because they have limited solutions to deal with tanks. While Last Whisper may have lost part of its attack damage, the percentage armor penetration increase on a relatively cheap purchase makes the item much more attractive as a mid game purchase to deal with armor stacking.

 

Blade of the Ruined King

 

Patch 7.5

Combine cost reduced from 900 gold (3400 total) to 800 gold (3300 total).

Attack Damage increased from 25 to 40.

Attack Speed reduced from 40% to 25%.

Life Steal increased from 10% to 15%.

Active damage changed from 10% of targets max health as physical damage to 100 magic damage.

Damage dealt by the active is no longer converted to a heal.

Passive on-hit damage now has a minimum of 10 15 on hit damage.

 

This change had a lot of people scratching their heads on what it would change. The AD increase over the Attack Speed nerf is most definitely welcome, as the role has sufficient ways of increasing that stat, with Berserker’s Greaves and Zeal items. The active did lose part of its appeal, but the life steal increase means there’s now another option to make sure carries are healing back up fast enough without having to grab a Bloodthirster.

 

 

With Lethality AD Carries losing a lot of their relevance, who are their successors?

 

 

Ezreal

   
Buffs to Fervor and BotRK benefit him greatly      

 

      The Prodigal Explorer has steadily been gaining traction since nerfs pushed away some of the former top tier marksmen on 7.4. In previous patches and in order to make it through lane, Ezreal would have to run Warlord’s Bloodlust to be able to keep up in sustain or to simply not get poked and bullied out of lane.                

 

These changes, alongside a general meta shift further away from mage supports and into enchanter type supports such as Lulu have helped him greatly to get through laning phase. The 7.5 changes are the icing on the cake.

8 seconds on Fervor stacks means that even in fights where Ezreal is heavily zoned out, he can still keep stacking with max range Mystic Shots.

The Blade of the Ruined King changes benefit him more than any other carry, as Ezreal isn’t reliant on basic attacks and Mystic Shot apply the buffed Attack Damage, Lifesteal and on hit damage.

 

Over in competitive, Ezreal was the most picked champion last week and it’s very likely this trend will continue for the near future.

 

Picks of the week - 7th of March to 12th of March - Source

 

   

 

Lucian


Buffs to cast animations and BotRK

 

 

 

Lucian has really shown up this patch, his play rate tripled and he rocketed to a podium position in AD Carry popularity, as the 2nd most played in the current patch.

Most of this is due to the cast time changes to his spells, making his animations more smooth as he ranks up abilities, alongside the BotRK buff which he benefits a ton from, especially with the additional AD and on hit damage that Lucian makes very good use of with his passive Lightslinger.

While he has only seen a couple of games in competitive, as regions start playing on Patch 7.5 it’s possible that he will start seeing more play.

 

 

Caitlyn


Consistently high damage throughout the game, can bully many lane matchups

 

 

Given her high range and relevant damage throughout all stages of the game, it’s no surprise Caitlyn is amongst the most popular champions. The nerfs to Jhin and Varus alone were enough to both increase her priority in professional play and her performances in ranked matches as there aren’t many champions that can withstand Caitlyn’s superior range.

 

Are there others?

 

While not as popular, there are other AD carries that will show up frequently in the coming patches

 

  • Jhin and Ashe are likely to still see play, especially in competitive. This is much due to their sheer utility and ability to set up picks with long range initiation.
     
  • Kalista's recent buffs alongside the changes to Blade of the Ruined King make her a more attractive pick currently (she didn't need the attack speed as she already itemizes heavily for that stat), especially if she doesn't have to lane versus Varus and Jhin constantly, her play rate and win rate have been going up steadily and it's very likely we will see more of her in both ranked and competitive.
     
  • Sivir is still a solid pick for team utility, waveclear and an absolute 6 item terror.
     
  • Kog’maw has been dominating ranked in the last few patches, as he synergizes greatly from laning with enchanter supports. He does require a lot of setup and for a composition to be built around him though, which will make it hard for him to show up in competitive.

 

Pro Play: Unusual Starting Items

This week in Pro Play, we looked at some of the more unusual startiing items and why we see them.
 

Starting with Long Sword (ADC)

 

The first one is the Long Sword Start on ADCs. While it does have more AD than Doran's Blade, it doesn't have health or Lifesteal. It’s important to factor in the whole buy and look at the concept of effective sustained health.

With Long Sword and 3 potions, you can restore up to a maximum of 450 health, which in a prolonged scenario where you get to sustain back up with pots equals 220 more health than with Doran’s Blade.

The other reason for the long sword start is because it leads to earlier power spikes and reduces the gold waste. Doran’s Blade has an incredibly low sell price at 180, so you lose most of your early investment. On the other hand, Long Sword builds into a ton of items AD carries itemize for.

 

Starting with Boots (ADC)

 

The other iteration that has shown up recently has been the Boots 4 potion start and this is mostly for Jhin but is a valid option for other champions too.

In general, early boots can help you dodge skillshots which can be important when laning versus a karma or a zyra for example who have strong presence versus low mobility targets. You will be missing the extra AD for last hits but instead you have access to 600 health from potions.

For Jhin specifically it helps him close the gap to land his 4th shot in lane.

 

Starting with 3 Rejuvenation Beads (Shen)

 

Finally, you might have noticed that some Shen players have been starting with Triple Rejuvenation Beads up in the top lane.

Rejuvenation Beads have a pretty high sell price. You buy each for 150 gold and sell each for 105 gold, resulting in a mere 45 gold loss per bead, which is less than a potion. As Shen you will also likely be keeping one, as you will later build a Tiamat.
 

 

 Be sure to subscribe to LolKing's YouTube channel for upcoming stat videos, and other League of Legends coverage!

 

 

 

 

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