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Taliyah is the newest champion coming to League of Legends! Here's our analysis on her control mage kit.
Lucian The Purifier

At a glance:


    Introducing Taliyah, the Stoneweaver

    Riot revealed a new champion today: Taliyah, the Stoneweaver! A control mage destined for the mid-lane, Riot had the following to say to introduce the new champion:

    "It's tough being different, and Taliyah's earth-shattering powers have always set her apart from the crowd. She’s a control mage who weaves the ground beneath her into a deadly weapon; when she sets her sights on a destination, the world itself shifts to get her there."

    Read on to dive into our analysis from our team here at LolKing as well as see his skins and abilities.


    LolKing Analyzes

    Taliyah seems to be versatile enough to fit multiple positions, but she's more than likely meant to be a control mid laner.

    That's her key word. Control. While her burst isn't the strongest, she has a barrage of CC and zoning effects to control the battlefield.

    Her Abilities

    Her passive, Rock Surfing, and her utimate, Weaver's Wall, are both abilities that enhance her roaming potential--making it easy for her to leave a lane and arrive in another lane fairly quick.

    Her Q, Threaded Volley, is her main damage and waveclear ability. However, using it will take careful planning as  she converts the area beneath her into worked ground. She gains extra movement speed when on this ground but gets less projectiles to throw if she activates the ability when on it, making it a trade-off.

    Seismic Shove is her W and it is her main crowd control ability--allowing her to knock up and reposition an enemy. This seems very versatile. Not only will it be strong in ganks as you can isolate an enemy and knock them towards your team, it will also be good when getting ganked or in skirmishes as Taliyah can simply knock someone away.

    Her E, Unraveled Earth,  is great area control ability that is reminiscent of Ziggs' minefield with the threat of damage. It doesn't do damage immediately but will punish the use of dashes with an explosion.

    Her Playstyle

    Her playstyle seems pretty straight forward. You will want to shove in the opponent with all your AoE abilities and use your passive as well as ultimate to roam. Using your ultimate to another lane can be deadly, as you can essentially cover a lane with a wall behind your opponents, forcing a fight that they can't retreat from.

    A combination of Weaver's Wall with Unraveled Earth will completely trap enemies, even if they use dashes to escape--ensuring damage. This means her ganks as well as ganks for her should be quite potent. It should also mean that objectives like Baron or Dragon will good fights for her, as she can completely wall of their entrances trapping people inside the pit.




    Abilities Preview

    Passive: Rock Surfing

    When out of combat, Taliyah builds movement speed whenever traveling near walls.


    Q: Threaded Volley

    Passive: Taliyah gains increased movement speed when traversing worked ground.

    Active: Taliyah rips up the ground around her, firing a volley of five stone shards in a target direction while moving freely. Casting Threaded Volley converts the area into worked ground for a few minutes. Additional Threaded Volley casts over worked ground will yield just one rock projectile.


    W: Seismic Shove

    Taliyah marks a target location. After a brief delay, the ground erupts, knocking up and damaging all enemies caught in the blast zone. Taliyah can recast Seismic Shove before it erupts to throw the victims in any targeted direction—even over walls.


    E: Unravelled Earth

    Taliyah scatters boulders onto the ground before her. Opponents who dash through the fractured earth take damage from an explosion. After a few seconds, any remaining rocks in the field erupt, dealing a second wave of damage.


    R: Weaver's Wall

    Taliyah briefly channels before summoning a massive wall of spiraling rock that tears through the Rift in a target direction. Taliyah can reactivate Weaver's Wall while channeling to ride atop the wall as it emerges. Taking damage or inputting a move command in any direction will cut her ride short.


    Skins Preview

    For more information, including video previews of Taliyah's abilities, make sure to check out the Champion Reveal!


    Patch 6.9 - The New Guinsoo's Rageblade and Bloodrazor Enchantment

    Patch 6.9 is going to bring gigantic changes, likely to shift the meta as well for both ranked games and professional play.


    Two big item changes outside of Mage Itemization are Guinsoo’s Rageblade and Enchantment: Devourer, two extremely problematic items in season 6, both as standalone purchases and when combined. One of them has been reworked and the other will be completely gone by next patch


    If you want to read up on other Patch 6.9 related subjects you can check out:


    Guinsoo’s Rageblade - The on hit amplifier




    Guinsoo's Rageblade
    (Pre Patch 6.9) Cost: 2800
    +40 Ability Power
    +30 Attack Damage

    UNIQUE Passive: Basic attacks grant +8% Attack Speed, +3 Attack Damage, and +4 Ability Power for 5 seconds (stacks up to 8 times, melee attacks grant 2 stacks). While you have 8 stacks, gain Guinsoo's Rage.

    Guinsoo's Rage: Basic attacks deal bonus magic damage on hit equal to 20 + 15% of bonus Attack Damage and 7.5% of Ability Power to the target and nearby enemy units.    



    Guinsoo's Rageblade
    (Patch 6.9) Cost: 3600
    +50 Ability Power
    +35 Attack Damage
    +15 Magic Damage on Hit
      UNIQUE Passive: Basic attacks grant +8% attack speed, +3 attack damage, and +4 ability power for 5 seconds (stacks up to 6 times). While you have 6 stacks, gain Guinsoo's Rage.
    Guinsoo's Rage: Every other basic attack will trigger on hit effects an additional time.    



    The new Rageblade is still a strong item and has better base stats, but is now a much more expensive purchase. The old Rageblade was straight up broken, giving over 5000g worth of stats meaning it had a gold efficiency of 180% when fully stacked.


    Fully Stacked Rageblade



    Guinsoo's Rageblade
    (Pre Patch 6.9) Cost: 2800
    +72 Ability Power
    +54 Attack Damage
    +64% Attack Speed

    Guinsoo's Rage: Basic attacks deal bonus magic damage on hit equal to 20 + 15% of bonus Attack Damage and 7.5% of Ability Power to the target and nearby enemy units.  

    Gold Value: 5056g

    Gold Efficiency: 180.6%




    Guinsoo's Rageblade
    (Patch 6.9) Cost: 3600
    +74 Ability Power
    +53 Attack Damage
    +48% Attack Speed
    +15 Magic Damage on Hit

      Guinsoo's Rage: Every other basic attack will trigger on hit effects an additional time.  


    Gold Value: 4664g

    Gold Efficiency: 129.6%




    The new Rageblade is also extremely strong when stacked, but without the old ‘Guinsoo’s Rage’ passive it’s likely that the item will become even more niche than it was before, it’s important to note that by completing Rageblade you will lose 25% attack speed as it gets transferred to the passive, only by stacking the item will you get the attack speed that is temporarily “lost”.


    The item is all about on hit, doubling your on hit effects on every other attack once you hit max stacks (which is 6). This makes it especially good on champions who already have on hit effects in their kit. In essence, the new Rageblade will have the old Sated Devourer passive.


    Currently, these are the top 15 users of Guinsoo’s Rageblade as of Patch 6.8. With the changes to the item, it’s likely that not all of these champions will still be using the item.


    The big benefactor of this change might be Aatrox. The new Guinsoo’s will allow him to proc W every second attack instead of third, which is huge for both his sustain and damage output.


    Champions such as Kayle, Master Yi and Warwick will still likely use the item very often, as they have on hit elements in their kits and also build on hit items that will get amplified by Rageblade, such as Blade of the Ruined King, Wit’s End and Nashor’s Tooth.

    You’ll probably still see the item on Jax, Irelia and Kog’Maw. These champions might have priority items shifted with the changes to Rageblade, but it still synergizes immensely with their kits.


    Devourer out, Bloodrazor in


    The other big change is the removal of the jungle enchantment Devourer as an item and the introduction of Bloodrazor.


    Devourer is an extremely problematic item that was nerfed successive times but was still hard to deal with, especially on champions such as Master Yi and Shyvana who had abilities that could proc the on hit effects even more often.



    Enchantment: Sated Devourer
    (Pre Patch 6.9) Cost: 2450
    +40% Attack Speed
    +60 Magic Damage on Hit

    Passive - Phantom Hit: Every other basic attack will trigger on Hit effects an additional time. Ranged champions trigger this every fourth attack.    



    Enchantment: Bloodrazor
    (Patch 6.9) Cost: 2625
    +40% Attack Speed

      UNIQUE Passive: Basic attacks deal 3% of the target's maximum health in bonus physical damage (max 75 vs monsters and minions) on hit.    



    The new jungle enchantment is Bloodrazor. The big difference about this new enchantment is that you no longer need to stack it up, which promotes more active and participative jungling instead of the “AFK jungle farm” style that we often see from some of the champions using it.


    The other big change is that Bloodrazor deals a percentage of a champion’s maximum health in physical damage, instead of giving on hit magic damage. This makes Bloodrazor an extremely strong tank killing item, while still making it good against squishier targets, since the damage applied is based on a target’s maximum health instead of current health such as Blade of the Ruined King.


    Champions that used Devourer before are likely to be Bloodrazor users once the item is out, but the fact that there's no need to stack it up might make it more attractive to a larger pool of champions.


    Overall, the item is weaker compared to sated devourer, but champions going for this item will have more presence in the early stages of the game. The maximum health physical damage also makes it a better tank buster than Devourer was.


    Strong Bloodrazor Users:



    Kindred is currently one of the strongest junglers this patch. She's an extremely strong early game jungler that also scales well, so Devourer is a good fit for her (it also amplifies her passive's damage).

    However, the inclusion of Bloodrazor will make her even more of an early game threat. The fact that she doesn't need to stack the item up means she'll be showing up in lanes much more often and won't fall behind as often.


    One of the notorious Devourer users, Bloodrazor will also be pretty strong on Warwick.

    His Ultimate will apply it 5 times, meaning he'll be doing 15% Maximum Health Physical Damage in a short window of time

    Master Yi

    You've probably been completely destroyed by Devourer Master Yi in earlier patches and it wasn't too much fun. Well, Bloodrazor won't be much fun either, unless you're the one playing him!

    Bloodrazor and Rageblade will still be an extremely strong combination and Double Strike means he can do 6% maximum health physical damage every 4 basic attacks

    Xin Zhao

    It might be the case that Xin Zhao will be even stronger with Bloodrazor than he was with Devourer. He's a great ganker, so not having to farm up the item is a great benefit for the Seneschal of Demacia. 

    What really makes Bloodrazor appealing on Xin Zhao is the fact that his passive, Challenge reduces a target's armor by 15%, which goes hand in hand with Bloodrazor's Physical damage


    Other good Bloodrazor users will potentially be Kayle, Shyvana and Nocturne to name a few but we will have to see exactly how the item works out.


    LolKing's League Tips - Episode 1: Placing your Pink Wards

    Starting this week, we're doing a new video segment called League Tips. Each week we’ll be giving you a tip that you can use in your games to have an edge over your opponent.


    Today we are taking a look at key spots for you to place your Vision Wards! In season 6, sight wards are no longer purchasable. However, Pink Wards, or Vision Wards are still essential to control and deny vision.

    Watch the video below to learn more about where to place Vision Wards!



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




    Patch 6.9 - Changes to Neutral Objectives and impact on the Meta

    Patch 6.9 is going to bring gigantic changes, likely to shift the meta as well for both ranked games and professional play.


    Riot has announced adjustments to both Dragon and Rift Herald for the upcoming patch 6.9, let’s have a look at what the changes are


    If you want to read up on other Patch 6.9 related subjects you can check out:


    There are four different Elemental Dragons that will spawn during the first 35 minutes of the game. The order in which they spawn is completely random, however there will be an indicator on the minimap giving info on which type of dragon spawns next. Multiple elemental dragons will stack on each other, but only up to 3 stacks for each type.



    Elemental Dragons

    Infernal Drake

    A ranged attacker that can damage multiple champions at once. When slain, grants your team one stack of Mark of the Infernal Drake, a permanent buff which boosts your Attack Damage andd Ability Power.


    Mark of the Infernal Drake:

    +(8 /16 / 24)% (based on stacks) increased Ability Power and Attack Damage.

    Effect is Amplified by 50% with Mark of the Elder Dragon.


    Mountain Drake

    A ranged attacker with a slow, powerful breath attack that can damage multiple champions at once. When slain, grants your team one stack of Mark of the Mountain Drake, a permanent buff which boosts your damage to Epic Monsters and Turrets.


    Mark of the Mountain Drake:

    +(10/20/30)% (based on stacks) additional damage as True Damage to Epic Monsters and Turrets.

    Effect is Amplified by 50% with Mark of the Elder Dragon.


    Cloud Drake

    A ranged attacker with a quick breath attack. When slain, grants your team one stack of Mark of the Cloud Drake, a permanent buff which boosts your Out of Combat movement speed


    Mark of the Cloud Drake:

    +15/30/45 (based on stacks) additional Out of Combat Movement Speed

    Effect is Amplified by 50% with Mark of the Elder Dragon.


    Ocean Drake

    A ranged attacker that slows its target. When slain, grants your team one stack of Mark of the Ocean Drake, a permanent buff which boosts your character's Health and Mana Regeneration


    Mark of the Ocean Drake:

    Every 18/12/6 seconds restore 10% of their missing Health and Mana.

    Effect is Amplified by 50% with Mark of the Elder Dragon.





    Elder Dragon

    After 35 minutes, all dragon spawns become Elder Dragons.


    The Elder Dragon is much harder to kill but grants an extremely strong buff. The buff becomes stronger the more stacks of elemental dragons one has. The Elder Dragon will also amplify Elemental Dragon buffs, as mentioned in each dragon’s buffs.


    Mark of the Elder Dragon:

    On dealing damage to non-turrets, this unit deals True Damage over 3 seconds equal to 45 + 45 per stack of Elemental Dragon Buff.

    This also empowers their current Dragon Marks, increasing their effects by 50%

    Duration: 90 Seconds


    It all sounds very exciting, but let’s take a look at the implications a change like this might bring, especially to professional play.


    Possibly Good


    Currently in professional play, we often see games with low interaction between teams for the first few minutes of the game. While lane swaps involve planning and close to perfect execution for teams to gain advantages with them, they’re very uninteresting for the casual viewer. That topic is for another day however.


    With the inclusion of Elemental Dragons and how a specific buff can be important for a specific composition to pick up (or even deny it from an enemy that would benefit greatly from it), it’s likely that we will see less lane swaps than currently. A team that puts most of their members on the top side of the map for the first minutes will be sacrificing a potential strong buff.


    The addition of Elemental Dragons might mean more fights for neutral objectives early on, which is definitely a plus for the viewer.


    Adding to this, the possible high impact that these dragon buffs might have means teams will have to have well planned strategies to the rift in the early and mid game stages of the game. Teams being rewarded for correct decision making is always a good thing to have as well.


    Approaching dragon fights will also require more careful planning. The Water Dragon’s attacks slow, meaning that if a team catches another while doing the objective they can get seriously punished by being collapsed on. The Earth Dragon is more durable, so teams that are weaker in that specific stage of the game might not want to take it as they’ll take too long to grab it and give the opponent a large window of time to react accordingly.



    Possibly Bad


    While more relevant and stronger buffs will result in more clashes between teams in the early stages of the game when compared to the current 6.8 patch, there is a negative side to this implementation.


    The randomness involved makes it harder for teams to plan and draft in the pre-game. With the current iteration of Dragon, teams already know beforehand what they will be fighting for. They can plan ahead. If they’re a dominant early game team, they can attempt to grab every single buff to have 5th dragon as a win condition later on. The opposite also happens where teams will gladly give up early buffs to farm minions, the jungle and focus on towers as their composition powers up.


    While this last part still holds true for the team that gives up the buffs, it can be much more worrisome with the new buffs since the other team might be getting extremely strong buffs that can then even be amplified from 35 minutes onwards.


    On the other hand, the randomness of the dragon spawn types can really limit drafting and champion variety.


    A composition that is geared towards mid or late game might not be able to contest early dragons simply because they’re facing an early game composition. This uncertainty might make the meta shift towards more early game compositions, where dragon control is imperative.


    This might not sound, like a negative thing, but games can become extremely repetitive when there’s only room for early game oriented compositions.


    The other problem is that this might lead to a complete lack of lane swaps. Lane swaps are used to “hide” and make sure that certain champions can make it through the early game and reach later points in the game where they are stronger.


    While lane swaps might seem boring to watch, they’re a big factor behind champion diversity. If lane swaps become obsolete and too easy to punish and we only see 1v1 top lane and 2v2 bot lane, chances are the champion pool becomes smaller as both teams look to pick the best champions for laning.



    Rift Herald

    There have also been big adjustments to Rift Herald that is now a much tougher opponent that gives a much more rewarding buff.


    Rift Herald

    A melee attacker that is resilient to ranged attacks, but is vulnerable from behind. Killing this monster drops a relic that can be picked up by one member of your team. The relic grants Glimpse of the Void, enhancing combat abilities while no allied champions are nearby.


    What's New:
    • Much tougher than current Rift Herald
    • Only spawns once per game, now at 6 minutes (instead of 4)
    • Buff lasts for 20 minutes and persists through death
    Glimpse of the Void:

    While there are no allies nearby, you take X% reduced damage from enemy champions and generate Corruption stacks per second. At 100 stacks, your next basic attack consumes all stacks to deal Bonus magic damage. Works versus structures.

    Lasts for 20 minutes and is retained even if slain.


    In regards to both pro play and ranked games, this might indicate a meta shift towards more early game dominant champions. A 20 minute buff that only works when no allies are nearby just screams "split pushers" and top laners are going to want to grab this buff to constantly duel and push in the enemy laner.


    Currently in the professional level and after several patches, teams had finally figured out that Rift Herald was indeed a strong buff and how to use it.  Teams will often pick this up after taking down one or two outer turrets and use the buff in conjunction with a stacked wave (a big amount of minions from multiple waves that stacked on top of each other) to start sieging inner turrets early into the game.


    The proposed iteration of the buff makes it extremely strong to whoever can grab it, meaning we'll see a lot more contention for the only Rift Herald in the early stages of the game.  While a stronger buff promotes more skirmishing and fighting for another neutral objective, the fact that it can be such a strong buff will mean that teams will default to early game champions and compositions and scaling compositions will have trouble finding a place in Summoner's Rift.


    Strong early game champions such as Renekton or even a mid lane Zed that grab this buff can absolutely dominate a side lane for an extended amount of time, with little to no punishment as the buff persists through death.


    Overall, changes to these two neutral objectives will promote more action in the early stages of the game. However, the concern is if there will still be enough diversity for multiple compositions and playstyles to co-exist.

    MYMU - Understanding the upcoming changes to Mage Itemization

    Alongside the rework to multiple mage champions in the upcoming ‘Mid Year Mage Update’, there have been a ton of changes to itemization that are currently up on the PBE and will roll out within the next two weeks in patch 6.9.


    We also recently took a look at the new Hextech Items, that you can check out here.


    Today we'll be looking at the rest of the Itemization paths for Mages.


    Chalice Items


    Chalice of Harmony Cost: 900 +25 Magic Resist
    +50% Base Mana Regen

    UNIQUE Passive: Increases Base Health Regeneration by 100% if current Health % is lower than current Mana %.
      Increases Base Mana Regeneration by 100% if current Mana % is lower than current Health %.  


    Chalice of Harmony is now slightly different. You no longer have the Mana Font passive for mana sustain, instead you’ll gain health or mana regen depending on which of your ‘bars’ is lower. This change means you will no longer get so much mana sustain freely when throwing out spells, but, provided you don't get hit by abilities too often, you'll have 100% more base mana regeneration most of the time.



    Athene's Unholy Grail Cost: 2100
    +40 Ability Power
    +25 Magic Resist

    +20% Cooldown Reduction
    +75% Base Mana Regen

    UNIQUE Passive: Gain 20% of the premitigation damage dealt to champions ad Blood Charges, up to 100 - 250 max. Healing or shielding another ally consumes charges to heal them, up to the original effect amount

    UNIQUE Passive: Increases Base Health regeneration by 100% if current Health % is lower than current Mana %.
    Increases Base Mana Regeneration by 100% if current Mana % is lower than current Health %.    



    Mikael's Crucible Cost: 2300
    +35 Magic Resist
    +10% Cooldown Reduction
    +150% Base Mana Regen

      UNIQUE Active:  Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals for 150 + (10% of the target's maximum health). (180 second cooldown)   UNIQUE Passive: Increases Base Health regeneration by 100% if current Health % is lower than current Mana %.
    Increases Base Mana Regeneration by 100% if current Mana % is lower than current Health %.    



    While Athene’s Unholy Grail’s build path is still the same, the item has changed quite significantly.


    Grail used to be the go-to item for most AP mid laners that wanted Cooldown Reduction, AP and close to infinite mana. With these changes, it seems that Grail will be suited towards some mage type supports and even some supportive mid laners. What Riot now calls Controller Enchanters if you will.

    Riot Xypherous:

    “Athene's Unholy Grail has been remade to convert Mage / Support hybrid play patterns into specializing towards helping their team more.”


    The new passive that can grant healing via shielding or healing an ally is perfect for the likes of Karma, Morgana and Lulu, whether they’re being played in the mid lane or in the support role.


    Other than those Janna, Nami and maybe even Orianna seem to be the prime candidates for this item. The idea is simple. Poke your opponents, gain charges and use them to heal allies.

    This item allows these champions to “spec into an item that grants them additional permanent sustain that is supported by their offensive combat patterns.”

    For supports there is now a clear choice to make when itemizing for peel and sustain.

    Athene’s Unholy Grail is the superior item if you’re looking to bolster your Ability Power, have lower Cooldowns and to be able to provide more healing.

    On the other hand, Mikael’s Crucible is still a powerful item. Base Mana Regeneration is double compared to Athene’s and the active to remove crowd control from an ally is extremely strong and clutch in certain situations.


    Fiendish Codex Items


    Riot Xypherous:

    “One of the most prevalent concerns we've had in the Mage space is that they are having a great deal of trouble finding sufficient itemization to push them to maximum CDR. This has a wide range of negative effects on the Mage space - from either restricting their pre-game rune setup - to barring sustained damage and kite patterns from working”

    With that said, Riot is adding CDR to more mage items, making it easier to reach the cap without a specific pre game setup. The two items that now have 10% Cooldown Reduction are Abyssal Scepter and Zhonya’s Hourglass.



    Abyssal Scepter Cost: 2750
    +60 Ability Power
    +60 Magic Resist

    +10% Cooldown Reduction

    UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 10-25.    



    Zhonya's Hourglass Cost: 2900
    +70 Ability Power
    +45 Armor
    +10% Cooldown Reduction

      UNIQUE Active - Stasis:  Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells or use items during this time (120 second cooldown).    



    These changes will smoothen out the build paths for some mages and still allow them to get to high percentages of cooldown reduction, even when not itemizing for Morellonomicon.


    Mid laners that use Archangel's Staff and Rod of Ages as their core mana items will now be able to grab these items and still get some Cooldown Reduction. A good example of this is Swain, who often itemizes for Abyssal and Zhonya’s with Rod of Ages as his first item. Now he’ll have access to Cooldown Reduction that he wouldn’t have before.


    Other examples include Kennen, Mordekaiser and Rumble. Manaless casters had limited ways of itemizing for cooldown reduction as those items were usually either mana items OR tank items.


    Overall, Abyssal is a less impactful early game purchase now. The magic resistance reduction scales up to a higher number, but admittedly, getting 20 reduction early on was absolutely devastating and allowed champions like Ahri or LeBlanc to completely dominate matchups while still having a ton of magic resistance. With this change, Abyssal will be more slot efficient come late game, but not as strong when rushed as a first item.


    As for Zhonya’s, the change makes the item more utility centric with the combination of Cooldown Reduction and Stasis active. Overall the changes make it easier for champions who really need it, such as Twisted Fate or Swain and as a bonus they get some extra Cooldown Reduction. However, do note that the active cooldown has gone up from 90 to 120 seconds!


    Morellonomicon Cost: 2900 +100 Ability Power
    +400 Mana
    +20% Cooldown Reduction

    UNIQUE Passive: Dealing magic damage to champions below 35% Health inflicts Grievous Wounds for 8 seconds.
      UNIQUE Passive: Kills and Assists restore 20% of your maximum Mana.  


    Morellonomicon is now a heavy Ability Power item and has flat mana instead of Mana Regeneration. This puts it on par with items such as Archangel's Staff and Rod of Ages.


    It seems like the idea is to have items with flat mana for aggressive play patterns and items with % base mana regeneration for a more supportive, team oriented play style.


    While 400 flat mana might seem underwhelming, Morellonomicon has inherited an old Athene’s passive and will restore 20% of max mana for any kill or assist!


    Morellonomicon will still be the go to CDR item for most mages, such as Ziggs, Lux, Ahri and LeBlanc and will still be an option for the likes of Morgana, Karma and Orianna if they’re looking to play more aggressively.



    Other Mage Items




    Tear of The Goddess Cost: 750
    +250 Mana

    UNIQUE Passive - Awe: Refunds 15% of Mana spent.

    UNIQUE Passive - Mana Charge: Grants 4 maximum Mana on spell cast or Mana expenditure (up to 2 times per 8 seconds).
    Caps at +750 Mana.    



    Archangel's Staff Cost: 3100
    +80 Ability Power
    +250 Mana

      UNIQUE Passive - Awe: Grants Ability Power equal to 3% of maximum Mana. Refunds 25% of Mana spent.   UNIQUE Passive - Mana Charge: Grants +8 maximum Mana (max +750 Mana) for each spell cast or Mana expenditure (occurs up to 2 times every 8 seconds).   Transforms into Seraph's Embrace at +750 Mana.    



    Riot Xypherous:

    "Tear of the Goddess has always been the go to spot for a ludicrous mana pool. However, paradoxically - it also favors very low cost spells in order to stack it up. This iteration swaps out the minor regeneration for a very powerful effective mana cost reduction for truly painful spells.

    The Awe passive is kept on every Tear of the Goddess upgrade. Because the mana is refunded - Catalyst's passive will still act at full power."

    Not much to add here. The new Awe passive will make it easier for Tear users that use high mana cost abilities to stack it up with more ease.

    On champions that go for both Tear of the Goddess and Rod of Ages, such as Karthus or Ryze, you will still fully benefit from having both passives as the Awe passive is a refund.



    Rod of Ages Cost: 2500 +300 Health
    +300 Mana
    +60 Ability Power

    Passive: Grants +20 Health, +10 Mana and +4 Ability Power per stack (max +200 Health, +100 Mana and +40 Ability Power). Grants 1 stack per minute (max 10 stacks)  UNIQUE Passive - Eternity: 15% of damage taken from champions is gained as Mana. Spending Mana restores 25% of the cost as Health, up to 25 per spell cast.  


    The new Rod of Ages has much less mana and slightly less Ability Power. But it's now a cheaper item so it's all about rushing it so you can stack it up as fast as possible!


    The Eternity Passive makes champions that pick this up extremely durable in prolonged trades. Getting damaged means gaining mana, and then that mana you get back you can spend to generate health, in a never ending cycle of health and mana sustain.


    This new passive is perfect for low range mages and AP tanks that need to get in the thick of it and will be constantly taking damage and using mana, such as Ryze, Singed, Anivia or Karthus.


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