Re-doing League's items (Part 1: Stats and Starting Items)
Stat Changes
- Health and Mana regen purchases now grant flat values, rather than percent modifiers.
- Health regeneration can now be seen on an enemy's HP bar in the upper left corner if you select them.
- Health and Mana regen are now denoted in regen per second rather than regen per 5 seconds.
- New Stat - HP Regen Amp: Increase your HP Regen by a percentage. Applies to regen from base stats, runes, and items, but not abilities.
- New Stat - MP Regen Amp: Increase your MP Regen by a percentage. Applies to regen from base stats, runes, and items, but not abilities.
- Removed Stat - Lethality: There was an argument to have this around when it was based on the targets level, but right now there's no point.
- Reintroduced Stat - (flat) Armor Penetration: Call a stat what it is. If you want it based on your own level, just have an item grant flat pen based on level. Pyke is adjusted accordingly.
- Reintroduced Stat - Spell Vamp: Is no longer 33% effective on AOE spells. Is now 33% effective against minions, 50% effective against non-epic monsters.
- Clarified Stat - Heal & Shield Power (abbreviated HSP): If you hover over the text, this stat now notes that it applies to self heals/shields and outgoing heals/shields, but not to Lifesteal or Spellvamp. Mechanically unchanged. Is now a stat tracked in your champion's stat bar.
- Adjusted Stat - Cooldown Reduction: No longer has a cap, but multiple sources now stack multiplicitively rather than additively, and it is now a much less common stat.
General
- Starting gold increased to 600.
Doran's Line
- A champion may only have one of any Doran's item.
- Each Doran's item has been backtracked into an older version of the item.
- The Doran's line has been somewhat expanded.
Doran's Blade 300 g 10 damage 80 health Passive: restore 5 health on hit.
An AD starter with OK sustain that persists through combat.
Doran's Scythe 300 g 4 damage 8% attack speed Passive: upon killing a unit, restore 10 health and loot 3 bonus gold.
An AD starter that boasts very high sustain, but doesn't carry many bonuses into combat with champions.
Doran's Ring 300 g 80 HP 10 AP Passive: Upon killing a unit with a spell that cost mana, restore 3 mana plus 5% of that spell's cost. Upon killing a unit with a basic attack or spell with no mana cost, restore 6 mana.
An AP starter that gives staying power to any caster that needs mana.
Doran's Seal 200 gold -6 armor -6 magic resist Passive: Enemy champions within 666 range lose 6 amor and 6 magic resistance. Multiple seals do not stack.
A risky starter. A welcome addition to any team, but not many would actually want to be the one carrying it...
Doran's Shield 300 g +100 HP Passive: Block 5 damage from incoming basic attacks. When you are attacked, gain 10 movement speed for 2 seconds.
A defensive starter, perfect for anybody who would otherwise be wailed on constantly (junglers and melee tops especially)
Jungle Items
- No longer limited to champions with Smite.
- Jungle monsters have been beefed up.
- Small camps now respawn 60 seconds after they are killed.
- 60 seconds after a Buff camp is killed, a small camp will spawn in its place. If killed, these will respawn after 60 seconds, but will scurry away once the buff monster respawns. The stats of these camps, both combat and bounty, are similar to the Wolves.
- three Sentries at the Blue camp.
- three Cinderlings at the Red camp.
- Many of these may seem like they have use outside of the jungle. This is intended.
Hunter's Machete 150 gold Unique passive: +12 damage on hit versus minions and monsters. Unique passive: +8% lifesteal versus monsters.
A tool for AA centric champions to clear the jungle. Can also be picked up by laners to shove waves or last hit.
Hunter's Talisman 150 gold +8% spell damage to non-champions. Unique Passive: upon damaging a monster, steal 6 health from them over 5 seconds.
A tool to help casters clear the jungle. Can also be used by laners to clear waves more effectively, or to sustain by smacking jungle creeps with ranged spells over walls.
Spirit Stone 150 gold +3 HP regen +3 Mana regen Unique Passive: Allied jungle camps you kill respawn 15 seconds sooner. Scuttle and Epic Monsters are immune.
A tool to help champions who clear the jungle quickly reap more benefit from doing so.
Flasks
Refillable Potion 150 gold Unique Active: 2 charges. Activate to restore 100 health over 3 seconds. Champion damage removes the buff. Restore charges upon visiting the fountain.
The baseline Flask. You get what you pay for.
Corrupt Flask
+ 250g (400 total) Unique Active: 3 charges. Activate to restore 120 health and 80 mana over 12 seconds, gaining 3 armor and magic penetration for the duration. Gain one charge when you score a takedown. Restore charges upon visiting the fountain.
An aggressive player's flask.
Crystaline Flask
+ 200 Unique Active: 3 charges. Activate to restore 180 health and 110 mana over 3 seconds. Champion damage removes the buff. Restore charges upon visiting the fountain.
Gives more sustain than other flasks of its tier, but cannot be used in a brawl unless you find some respite.
Forager's Flask Unique Active: 3 charges. Activate to restore 120 health and 80 mana over 12 seconds, gaining 8% movement speed for the duration.. Gain one charge when you kill a jungle camp or consume a Honeyfruit. Restore charges upon visiting the fountain.
Best suited for junglers.
Golden Flask
+ 1050 g (1200 total) Unique Active: 1 charge. Activate to restore 500 health and 300 mana over 3 seconds. Gain 20% movement speed for the duration of the buff. 60 second CD.
The best flask out there. Could very well be a part of your early core for several champions.
Gold Generation Items
- You are no longer limited to one gold generation item.
Frostfang
+ 365 g (800 total)
12 AP
+3 GPM
+4 magic penetration
Shard of True Ice
+
(2050 total)
75 AP
+4 GPM
+6 magic penetration
UNIQUE Active - Ice Storm: applies an aura to a target champion, causing enemies inside to take 20 magic damage per second and be slowed by 20 for 5 seconds. If applied to an enemy champion, the target is immune to the slow. 60 second CD.
Nomad's Medalion
+
+ 500 g (800 total)
+2.5 health regen
+3 GPM
+20 out of combat movement speed
Shurelia's Reverie
+
+
(2000 total)
+3 health regen
+2 mana regen
+4 GPM
+200 HP
+15% GSP
+25 out of combat movement speed
UNIQUE active - Haste: Grant all nearby allied champions a 30% movement speed boost for 1.5 seconds. 30 second CD.
Targon's Brace
+ 150 g (800 total)
+2 health regen
+250 HP
+3 GPM
Locket of the Iron Solari
+
+200 g (2100 g)
+2.5 health regen
+250 HP
+30 armor
+30 MR
+4 GPM
UNIQUE Active - Shields Up: Shield all nearby allied champions for 80-190 (+15% max HP) for 2.5 seconds. 60 second CD.
Sightstone
Sightstone
Once you are level 9, you can upgrade your Warding Totem to a Sightstone for 600 gold.
Active: Consume a charge to place a Stealth Ward that lasts 3 minutes.
Refill to 3 charges upon visiting the fountain.
You can only place up to 3 wards from trinkets.
Ruby Sightstone
Once you are level 13, you can upgrade a Sightstone to a Ruby Sightstone for 600 gold.
Has the same functionality as Sightstone, but you can double click the item to activate a scanner trinket.
Active:
Consumables
- There is no longer a hard limit to the number of stealth wards a champion can have, except for those from Triinkets.
Health Potion
50 g
Restore 150 HP over 3 seconds. Interrupted by champion damage.
Mana Potion
50 g
Restore 125 MP over 3 seconds. Interrupted by champion damage.
Stealth Ward
50 g
Place a stealth ward that provides vision for 3 minutes.
You can only hold 3 at once.
The shop starts with 3 of these in stock for the entire team, and restocks one every 90 seconds (max stock 5).
Control Ward
75 g
Place a control ward that reveals nearby wards, traps, and camo units until destroyed.
You can only hold two at once.
Limited to one per champion on the map at a time.
Doran's Blade
300 g
10 damage
80 health
Passive: restore 5 health on hit.
Doran's Scythe
300 g
4 damage
8% attack speed
Passive: upon killing a unit, restore 10 health and loot 3 bonus gold.
Doran's Ring
300 g
80 HP
10 AP
Passive: Upon killing a unit with a spell that cost mana, restore 3 mana plus 5% of that spell's cost. Upon killing a unit with a basic attack or spell with no mana cost, restore 6 mana.
Doran's Seal
200 gold
-6 armor
-6 magic resist
Passive: Enemy champions within 666 range lose 6 amor and 6 magic resistance. Multiple seals do not stack.
Doran's Shield
300 g
+100 HP
Passive: Block 5 damage from incoming basic attacks. When you are attacked, gain 10 movement speed for 2 seconds.
Hunter's Machete
150 gold
Unique passive: +12 damage on hit versus minions and monsters.
Unique passive: +8% lifesteal versus monsters.
Hunter's Talisman
150 gold
+8% spell damage to non-champions.
Unique Passive: upon damaging a monster, steal 6 health from them over 5 seconds.
Spirit Stone
150 gold
+3 HP regen
+3 Mana regen
Unique Passive: Allied jungle camps you kill respawn 15 seconds sooner. Scuttle and Epic Monsters are immune.
Refillable Potion
150 gold
Unique Active: 2 charges. Activate to restore 100 health over 3 seconds. Champion damage removes the buff.
Restore charges upon visiting the fountain.
Corrupt Flask
Crystaline Flask
Forager's Flask
Unique Active: 3 charges. Activate to restore 120 health and 80 mana over 12 seconds, gaining 8% movement speed for the duration.. Gain one charge when you kill a jungle camp or consume a Honeyfruit.
Restore charges upon visiting the fountain.
Golden Flask
or
Will get 45 extra gold from 1 clear then when the new camps re-spawn in blue/ red that's a bonus 12, then you reduce Camps timers so after 6 clears around 10 minutes you've collected about 450 gold+ a full clear of gold due to the extra re-spawn of all camps. Power farming is incontestable.
Must have an ally near
Goes on CD if you farm
An Ally has to farm it