The Game Haus
League of Legends

A Look at Every New and Updated Item Coming to League of Legends

New League of Legends Items

The League of Legends item shop is getting a total overhaul. This not only means brand new items but also items that have been redone, repurposed and even given new art. The 2021 preseason may be the biggest preseason since the beginning of the game. Because of that, people will be wondering what items do and what to build. Luckily with the shop making its changes, here’s a resource one can use to see what each new item is and what they do.

Note* These descriptions and stats come directly from the patch notes.

[Related: A Look at All of the New Mythic Items Coming to League of Legends]


Marksman Mythics

Galeforce

Mobility

Galeforce gives marksman champions a way to dodge high-impact skillshots or aggressively finish off low-health targets.

3400 gold

Build Path: Noonquiver + Cloak of Agility + Pickaxe + 625 gold

+55 Attack Damage

+20% Attack Speed

+20% Critical Strike Chance

Active – Cloudburst: Dash in target direction, firing three missiles at the lowest-health enemy near your destination (prioritizing champions). Deals a total of 180-315 (levels ≤10-18) (+45% bonus AD) magic damage increased against low-health targets by up to 50% (90 second cooldown).

Mythic Passive: Grants all other legendary items +3% Move Speed.

Kraken Slayer

Anti-tank

Kraken Slayer allows a free-firing marksman to cut even the beefiest enemies down to size.

3400 gold

Build Path: Noonquiver + Cloak of Agility + Pickaxe + 625 gold

+60 Attack Damage

+25% Attack Speed

+20% Critical Strike Chance

Bring it Down: Every third basic attack deals an additional 60 (+30% bonus AD) true damage.

Mythic Passive: Grants all other Legendary items +10% Attack Speed.

Immortal Shieldbow

Survive burst

Immortal Shieldbow helps marksman champions survive burst damage and fight their way back from the brink.

3400 gold

Build Path: Noonquiver + Cloak of Agility + Vampiric Scepter + 600 gold

+50 Attack Damage

+15% Attack Speed

+20% Critical Strike Chance

+12% Life Steal

Lifeline: When taking damage that would reduce you below 30% health, gain a 250-700 (levels ≤10-18) shield for 3 seconds. Additionally, gain 15% life steal for 8 seconds (90 second cooldown).

Mythic Passive: Grants all other Legendary items 5 attack damage and 50 health.


Tank Mythics

Sunfire Aegis

Ramping damage

Sunfire Aegis turns tanks into dangerous threats for enemies who take extended fights.

3200 gold

Build Path: Bami’s Cinder + Aegis of the Legion + 700 gold

+450 Health

+30 Armor

+30 Magic Resist

+15 Ability Haste

Immolate: Deal 20-40 (levels 1-18) (+1% bonus health) magic damage per second to nearby enemies (increased by 50% against minions and 200% against monsters). Damaging champions or Epic Monsters with this effect adds a stack, increasing subsequent Immolate damage by 12% for 5 seconds (max 6 stacks).

Flametouch: At maximum Immolate stacks, your basic attacks burn nearby enemies for your Immolate damage per second for 3 seconds

Mythic Passive: Grants all other legendary items +5 Ability Haste.

Frostfire Gauntlet

Slows enemies

Frostfire Gauntlet can turn any tank into an inescapable behemoth.

3200 gold

Build Path: Bami’s Cinder + Null-Magic Mantle + Chain Vest + 950 gold

+350 Health

+50 Armor

+25 Magic Resist

+15 Ability Haste

Immolate: Deal 20-40 (levels 1-18) (+1% bonus health) magic damage per second to nearby enemies (increased by 50% against minions and 200% against monsters).

Snowbind: Basic attacks create a slow zone for 1.5 seconds (4 second cooldown). Enemies that move across the zone are slowed by 30% (+4% per 1000 max health).

Mythic Passive: Grants all other Legendary items 100 health and increases your champion model by 7.5%.

Turbo Chemtank

Initiation

For the tanks who love starting fights, Turbo Chemtank allows them to lead the charge into battle.

3200 gold

Build Path: Bami’s Cinder + Cloth Armor + Negatron Cloak + 1000 gold

+350 Health

+25 Armor

+50 Magic Resist

+15 Ability Haste

Active – Supercharged: Grants 75% movement speed towards enemy champions or turrets for 4 seconds. Once near an enemy (or after 4 seconds) a shockwave is emitted that slows nearby champions by 40% for 2 seconds (90 second cooldown).

Immolate: Deal 20-40 (levels 1-18) (+1% bonus health) magic damage per second to nearby enemies (increased by 50% against minions and 200% against monsters).

Mythic Passive: Grants all other Legendary items +5% Tenacity and Slow Resist


AD Assassin Mythics

Duskblade of Draktharr

Multikill

With Duskblade, assassins can keep their enemies guessing while wrecking invisible havoc in teamfights.

3200 gold

Build Path: Serrated Dirk + Caulfield’s Warhammer + 1000 gold

+55 Attack Damage

+18 Lethality

+20 Ability Haste

Nightstalker: Attacking a champion deals an additional 100 (+30% bonus AD) physical damage and slows them by 99% for 0.25 seconds (15 second cooldown). When a champion that you have damaged within the last 3 seconds dies, this cooldown is refreshed and you become Invisible for 1.5 seconds

Mythic Passive: Grants all other legendary items +5 Ability Haste.

Eclipse

Dueling

Eclipse helps assassins weave in and out of fights and take down tankier opponents in drawn-out encounters.

Build Path: Serrated Dirk + Vampiric Scepter + Longsword + 850 gold

3200 gold

+55 Attack Damage

+18 Lethality

+10% Omnivamp

Ever Rising Moon: Hitting a champion with 2 separate basic attacks or abilities within 1.5 seconds deals an additional 8% max health physical damage, grants you 30% movement speed and a 150 ([+40% bonus AD] for melee champions or [100 (+30% bonus AD) for ranged champions]) shield for 2 seconds (6 second cooldown for melee champions, 12 second cooldown for ranged champions).

Mythic Passive: Grants all other legendary items +4% Armor Penetration.

Prowler’s Claw

Assassination

Prowler’s Claw lets assassins get up close and personal with their prey, amplifying their damage for one fatal combo.

3200 gold

Build Path: Serrated Dirk + Caulfield’s Warhammer + 1000 gold

+55 Attack Damage

+21 Lethality

+10 Ability Haste

Active – Sanswipe: Dash through target enemy, dealing 100 (+30% bonus AD) physical damage. For the next 3 seconds, you deal 15% increased damage to the target (60 second cooldown).

Mythic Passive: Grants all other legendary items +5 Lethality


AP Mythics (Mana)

Liandry’s Anguish

Anti-Tank

Liandry’s Anguish allows mages to burn through health and resistances and excel in longer fights.

3400 gold

Build Path: Lost Chapter + Fiendish Codex + 1200 gold

+80 Ability Power

+600 Mana

+25 Ability Haste

Torment: Dealing damage with abilities causes enemies to burn for 15 (+2.5% AP) +1% max health magic damage per second for 4 seconds. Gain 5% magic penetration per second against burning targets (up to 25%).

Mythic Passive: Grants all other legendary items +5 Ability Haste

Luden’s Tempest

Burst damage

Luden’s Tempest offers mages upfront burst power and the speed to reposition for another round.

3400 gold

Build Path: Lost Chapter + Blasting Wand + 1250 gold

+80 Ability Power

+600 Mana

+10 Ability Haste

+10 Magic Penetration

Echo: Damaging abilities deal an additional 100 (+15% AP) magic damage to the target and 3 nearby enemies and grant you 30% movement speed for 2 seconds (10 second cooldown).

Mythic Passive: Grants all other Legendary items +5 Magic Penetration

Everfrost

Slows enemies

With Everfrost, mages can control the battlefield and lock down their opponents in ice. This is especially useful for disengaging.

3400 gold

Build Path: Lost Chapter + Blasting Wand + 1250g

+80 Ability Power

+200 Health

+600 Mana

+10 Ability Haste

Active – Glaciate: Deal 100 (+30% AP) magic damage in a cone, slowing enemies by 65% for 1.5 seconds. Enemies at the center of the cone are rooted instead (20 second cooldown).

Mythic Passive: Grants all other legendary items +15 Ability Power


AP Mythics (Non-Mana)

Hextech Rocketbelt

Mobility

Rocketbelt gives shorter-range mages a way to blast onto the scene to get in range to destroy enemy champions.

3200 gold

Build Path: Hextech Alternator + Ruby Crystal + Blasting Wand + 900 gold

+80 Ability Power

+250 Health

+15 Ability Haste

Active – Supersonic: Dash in a target direction, unleashing an arc of magic missiles that deal 200-300 (levels 1-18) (+15% AP) magic damage. Then gain 75% movement speed towards enemy champions for 2 seconds (40 second cooldown).

Mythic Passive: Grants all other Legendary items +5 Magic Penetration

Riftmaker

Omni Vamp

Mages and tankier magic damage dealers can dominate fights that go long with ramping damage and healing.

3200 gold

Build Path: Leeching Leer + Blasting Wand + 1050 gold

+80 Ability Power

+15 Ability Haste

+150 Health

+15% Omnivamp

Void Corruption: For each second in champion combat, deal 3% bonus damage (max 15%). At maximum strength, the bonus damage is dealt as true damage instead.

Mythic Passive: Grants all other legendary items +5% Magic Penetration.

Night Harvester

Multikill

Night Harvester is a great tool for magic-damage-dealing assassins and bruisers who want to work their way through the entire enemy team, rather than taking out one target and then bouncing out of the fight.

3200 gold

Build Path: Hextech Alternator + Ruby Crystal + Blasting Wand + 900 gold

+80 Ability Power

+250 Health

+15 Ability Haste

Soulrend: Damaging a champion deals an additional 175-250 (levels 1-18) (+15% AP) magic damage and grants you 25% movement speed for 1.5 seconds (60 second cooldown per enemy).

Mythic Passive: Grants all other Legendary items +5 Ability Haste


AD Fighter Mythics

Trinity Force

Dueling

Allows fighters to take over long fights with ramping attack damage and repeated bursts of Spellblade procs.

3333 gold

Build Path: Sheen + Hearthbound Axe + Kindlegem + 733 gold

+35 Attack Damage

+35% Attack Speed

+200 Health

+10 Ability Haste

Threefold Strike: Basic attacks grant 25 movement speed for 3 seconds. If the target is a champion, increase your base attack damage by 6%, stacking up to 5 times (max 30%).

Spellblade: After using an ability, your next basic attack is enhanced with an additional 200% base attack damage (1.5 second cooldown).

Mythic Passive: Grants all other legendary items +10% Attack Speed

Goredrinker

Survive Burst

Fighters can come back from the brink of death with a well-timed Thirsting Slash heal and increased attack damage while injured.

3300 gold

Build Path: Ironspike Whip + Phage + Kindlegem + 200 gold

+45 Attack Damage

+400 Health

+20 Ability Haste

+150% Base Health Regeneration

Active – Thirsting Slash: Deal 110% of your attack damage to nearby enemies. Restore health equal to 20% of your attack damage plus 12% of your missing health for each champion hit (15 second cooldown, affected by ability haste).

Aggression: Gain 1% attack damage for each 5% of your missing health (max 15% AD).

Mythic Passive: Grants all other legendary items +5 Ability Haste.

Stridebreaker

Engage

There’s no escaping a fighter wielding Stridebreaker.

3300 gold

Build Path: Ironspike Whip + Hearthbound Axe + Kindlegem + 200 gold

+50 Attack Damage

+20% Attack Speed

+300 Health

+10 Ability Haste

Active – Halting Slash: Lunge a short distance and deal 110% of your attack damage to nearby enemies, slowing them by 60% (decays over 2 seconds) (20 second cooldown, affected by ability haste).

Heoric Gait: Dealing physical damage grants 30 movement speed for 2 seconds.

Mythic Passive: Grants all other legendary items +3% Move Speed

Divine Sunderer

Anti-Tank

Your health? My health! This item allows fighters to steal chunks of their opponents’ health with Spellblade and chew through tankier targets.

3300 gold

Build Path: Phage + Sheen + Kindlegem + 700 gold

+40 Attack Damage

+400 Health

+20 Ability Haste

Spellblade: After using an ability, your next basic attack is enhanced with an additional 10% target max health physical damage (1.5 second cooldown). If the target is a champion, restore 50% of the damage amount (30% for ranged users).

Mythic Passive: Grants all Legendary items 5% armor penetration and 5% magic penetration.


Enchanter Mythics

Shurelya’s Battlesong

Team mobility

Shurelya’s lets support players orchestrate flawless quintets by boosting allies’ movement and damage at the start of fights.

2700 gold

Build Path: Kindlegem + Faerie Charm + Winged Moonplate + 850 gold

+350 Health

+20 Ability Haste

+5% Move Speed

+50% Mana Regen

Active – Inspire: Grants you and nearby allies 40% decaying movement speed for 4 seconds and an additional 40-60 (ally levels 1-18) magic damage on the next 3 basic attack or ability hits against champions (90 second cooldown).

Mythic Passive: Grants all other legendary items +2.5% Move Speed.

Locket of the Iron Solari

Survive burst

Help your team withstand the enemy offensive with teamwide protection.

2700 gold

Build Path: Kindlegem + Aegis of the Legion + 400 gold

+200 Health

+20 Ability Haste

+30 Magic Resist

+30 Armor

Active – Devotion: Grants nearby allies a 250-420 (ally levels 1-18) shield, decaying over 2.5 seconds (90 second cooldown).

Consecrate: Grant nearby allied champions +5 Armor and Magic Resist.

Mythic Passive: Grants all other legendary items a +2 Armor and Magic Resist increase to Consecrate.

Moonstone Renewer

Healing over time

Dish out constant heals that ramp up over the fight.

2700 gold

Build Path: Kindlegem + Bandleglass Mirror + 850 gold

+200 Health

+40 Ability Power

+20 Ability Haste

+100% Base Mana Regeneration

Starlit Grace: When affecting champions with basic attacks or abilities in combat, restore 30-60 (ally levels 1-18) health to the most wounded nearby ally (2 second cooldown). Each second spent in combat with champions increases this healing effect by 37.5% (maximum +150%).

Mythic Passive: Grants all other Legendary items +5 Ability Haste.

Imperial Mandate

Ally Burst

Use your CC to call the shots as you mark enemies to be cut down by your team.

2700 gold

Build Path: Kindlegem + Bandleglass Mirror + 850 gold

+40 Ability Power

+200 Health

+20 Ability Haster

+100% Mana Regen

Mark of Enmity: Abilities that slow or immobilize a champion deal 60-100 bonus magic damage (levels 1-18) and mark them for 4 seconds. Ally champion damage detonates the mark, dealing an additional 60-100 (ally levels 1-18) magic damage and granting you both 20% movement speed for 2 seconds (6 second cooldown per enemy).

Mythic Passive: Grants all other Legendary items 15 ability power.


All New and Updated Legendary Items

The Collector

Burst Damage

The Collector offers marksman champions a more aggressive option for when they find themselves facing squishy foes.

3000 gold

Build Path: Serrated Dirk + Pickaxe + Cloak of Agility + 425 gold

+45 Attack Damage

+20% Critical Strike Chance

+18 Lethality

Death and Taxes: Dealing damage that would leave an enemy below 5% health executes them. Champion kills grant an additional 25 gold.

Navori Quickblade

Reduce cooldowns

Navori Quickblades allows crit-heavy builds to scale their ability-casting as well.

3400 Gold

Build Path: Caulfield’s Warhammer + Pickaxe + Cloak of Agility + 825 gold

+60 Attack Damage

+20% Critical Strike Chance

+30 Ability Haste

Deft Strikes: Your criticle strikes with basic attacks reduce your non-ultimate ability cooldowns by 20% of their remaining cooldown.

Force of Nature

Ramping magic resistance

Force of Nature helps turn tanks into swift behemoths in the face of ability-cast-heavy enemy teams.

2900 gold

Build Path: Negatron Cloak + Winged Moonplate + Ruby Crystal + 800 gold

+350 Health

+60 Magic Resist

+5% Move Speed

Absorb: Taking damage from abilities grants you 6 movement speed and 4 magic resist for 5 seconds (stacks up to 5 times; each unique ability instance gives one stack).

Serpent’s Fang

Anti-shielding

Serpent’s Fang helps assassins strike back against shield-heavy compositions that formerly rendered them weak.

2800 gold

Build Path: Serrated Dirk + Pickaxe + 825 gold

+60 Attack Damage

+18 Lethality

Shield Reaver: Basic attacks and abilities deal 50 (+40% bonus AD) additional physical damage to shielded targets.

Horizon Focus

Damage amp

Gives long-range artillery and control mages another damage alternative that loops into their playstyle.

3000 gold

Build Path: Needlessly Large Rod + Hextech Alternator + 700 gold

+100 Ability Power

Hypershot: Damaging a champion with a non-targeted ability at over 750 range or immobilizing them reveals them and increases their damage taken from you by 10% for 6 seconds.

Cosmic Drive

Ability haste

If you want to deal death by a thousand spells instead of one needlessly large burst (and move fast while doing it), this is for you.

3000 gold

Build Path: Fiendish Codex + Kindlegem + Amplifying Tome + 865 gold

+70 Ability Power

+200 Health

+30 Ability Haste

Spelldance: Dealing damage with abilities grants 10 (+20% ability haste) movement speed for 4 seconds.

Demonic Embrace

Sustained damage

A new helm for those bruisers and battlemages that want to get into the thick of things, bulk up, and deal excellent damage over time.

3000 gold

Build Path: Blasting Wand + Giant’s Belt + Amplifying Tome + 815 gold

+70 Ability Power

+350 Health

Passive – Azakana Gaze: Dealing ability damage burns enemies for 1.5% max health magic damage every second for 4 seconds. Gain 10 armor and magic resist while a champion is affected (+2.5 armor and magic resist for each additional champion affected).

Serylda’s Grudge

Anti-armor

Seryla’s Grudge caps off assassin builds, slowing enemies into their graves. With the rest of their items providing lethality to deal with carries early and mid game, Grudge’s percent penetration gives its users the means to threaten tanks in the late game as well.

3400 gold

Build Path: Caulfield’s Warhammer + Last Whisper + 850 gold

+45 Attack Damage

+30% Armor Penetration

+20 Ability Haste

Betrayal: Damaging abilities slow enemies by 30% for 1 second.

Silvermere Dawn

Remove crowd control

The CC-cleansing option for fighters, as an alternative for Mercurial which caters to crit users.

3000 gold

Build Path: Quicksilver Sash + Pickaxe + Ruby Crystal + 425 gol

+35 Attack Damage

+200 Health

+35 Magic Resist

Active – Quicksilver: Remove all disables except Aairborne and gain 40% tenacity and slow resistance for 3 seconds. Can’t be used while affected by Airborne effects.

Chempunk Chainsword

Anti-healing

Grievous Wounds option for fighters and assassins that will help you finish off pesky healer comps when they’re at low health.

2700 gold

Build Path: Executioner’s Calling + Caulfield’s Warhammer + Ruby Crystal + 400 gold

+45 Attack Damage

+200 Health

+15 Ability Haste

Hackshorn: Dealing physical damage applies 40% Grievous Wounds to enemy champions for 2 seconds. If the target is below 50% health, this effect is increased to 60% Grievous Wounds.

Chemtech Putrifier

Anti-healing

A Grievous Wounds option for support champions which is amplified by immobilizing enemy champions.

2300 gold

Build Path: Oblivion Orb + Bandleglass Mirror + 450 gold

+45 Ability Power

+15 Ability Haste

+100% Base Mana Regeneration

Puffcap Toxin: Dealing magic damage applies 40% Grievous Wounds to champions for 2 seconds. Immobilizing champions applies 60% Grievous Wounds instead.

Staff of Flowing Water

Buff spellcasters

New item for enchanters that lets them support mage carries and zoom around alongside them.

2300 gold

Build Path: Forbidden Idol + Blasting Wand + 650 gold

+60 Ability Power

+10% Heal and Shield Power

+100% Base Mana Regeneration

Rapids: Healing or shielding an ally grants you both 15% movement speed and 20-40 (ally levels 1-18) ability power for 3 seconds.

Stirring Wardstone

Hold Control Wards

Ever needed one more pocket? We’re taking a swing at solving the age-old inventory crunch for support players by giving them access to a growing item that can hold Control Wards.

1100 gold

Level 13 required to purchase.

Arcane Cache: This item can store up to 3 purchased Control Wards.

Blooming Empire: This item transforms into Watchful Wardstone once you’ve placed 20 Stealth Wards.

Watchful Wardstone

Hold Control Wards

Keep your final slot for some combat power while establishing your dominance as the vision controller.

Build Path: Upgrades from Stirring Wardstone

+25 Ability Haste

Arcane Cache: This item can store up to 3 purchased Control Wards.

Visions of Ixtal: Increase your Stealth Ward and Control Ward placement caps by 1.

Vigilant Wardstone

Hold Control Wards

Scale later into the game by turning your ward slot into a power slot. The six item fantasy is now a reality for supports.

2300 gold

Build Path: Watchful Sightstone + 1200 gold

+40 Ability Haste

+10% Move Speed

Arcane Cache: This item can store up to 3 purchased Control Wards.

Visions of Ixtal: Increase your Stealth Ward and Control Ward placement caps by 1.

Rules For Purchase: Requires Watchful Wardstone (upgraded from Stirring Wardstone) to purchase

Updated Legendary Items

Infinity Edge

Increased critical strike damage now scales with critical strike chance.

Infinity Edge is an iconic and valuable part of the marksman ecosystem, but buying it first most every game left little room for anything else to compete. We’ve reenvisioned Infinity Edge in a Deathcap-esque form that increases in value as a crit build progresses, allowing it to remain a staple power-spike in crit builds without defining the marksman early game with its awkward build path and lack of utility.

3400 gold

Build Path: B.F. Sword + Pickaxe + Cloak of Agility + 625 gold

+70 Attack Damage

+20% Critical Strike Chance

Perfection:Gain an additional 8% critical strike damage per 20% critical strike chance (max 40%).

Guinsoo’s Rageblade

Now grants on-hit damage based on critical strike chance, but you can’t crit. No longer grants stacking attack speed. No longer grants attack damage, ability power, or penetration.

On-hit builds didn’t have many build options since so much of the attack-focused portion of the shop is focused on the crit system. Rather than continue to have on-hit and crit continue fighting for item niches, Guinsoo’s Rageblade now acts as a bridge between the crit and on-hit ecosystems, allowing Kog’Maws to access effects like Phantom Dancer or Runaan’s Hurricane without wasting stats.

2600 gold

Build Path: Rageknife + Cloak of Agility + Dagger + 900 gold

+40% Attack Speed

+20% Critical Strike Chance

Wrath: Basic attacks apply 45 physical damage on-hit per 20% critical strike chance, but you can no longer critically strike.

Seeting Strike: Every third basic attack applies your on-hit effects twice.

Lord Dominik’s Regards

Now has critical strike chance. Deals additional damage against high-health targets.

Lord Dominik’s Regards (and OG Last Whisper from years ago) has always occupied an anti-tank niche but has also flip-flopped between marksmen and assassins, always stronger for one class than the other. Situational items like this should feel rewarding to purchase when the occasion arises, meaning their stats need to be appropriately powerful for the class they’re meant for. So, Lord Dominik’s Regards has acquired some crit and is balanced for marksmen alone, while assassins have the new Serylda’s Grudge item above.

2900 gold

Build Path: Last Whisper + Cloak of Agility + 850 gold

+30 Attack Damage

+20% Critical Strike Chance

+25% Armor Penetration

Giant Slayer: Deals up to 15% bonus physical damage against champions with greater max health than you.

Essence Reaver

Now builds out of Sheen and has a Spellblade passive.

The ability-weaving pattern of Sheen has always been fun and popular on some marksman champions, but Trinity Force frequently fell below the viability bar for those champions since it was balanced for fighters. Enter Essence Reaver, which has been revamped to double-down on the fantasy of a spell-slinging basic attacker.

2900 gold

Build Path: Caulfield’s Warhammer + Sheen + Cloak of Agility + 500 gold

+40 Attack Damage

+20% Critical Strike Chance

+20 Ability Haste

Spellblade: After using an ability, your next basic attack deals an additional 100% base AD + 40% bonus AD physical damage and restores 3% mana (1.5 second cooldown).

Phantom Dancer

No longer has Lifeline. Grants Ghosting, movement speed, and bonus attack speed after consecutive attacks.

Phantom Dancer’s defensive niche has been claimed by Immortal Shieldbow, so we’re returning Phantom Dancer to its previous purpose as the highest attack and movement speed of the Zeal items. Its new passive emphasizes that Phantom Dancer is a top-tier choice when you can stand and fire in extended fights.

2900 gold

Build Path: Dagger + Zeal + Dagger + 1100 gold

+40% Attack Speed

+20% Critical Strike Chance

+7% Move Speed

Spectral Waltz: Basic attacks grant Ghosting and 7% movement speed for 2 seconds. In addition, attacking 5 times causes Spectral Waltz to also grant 40% attack speed for the same duration.

Gargoyle Stoneplate

Active converted to a decaying shield. Passive grants resistances on taking damage.

Reinforcing Gargoyle Stoneplate as the ideal item for players who love to teamfight and tank entire teams.

3300 gold

Build Path: Aegis of the Legon + Cloth Armor + Null-Magic Mantle + 1050 gold

+60 Armor

+60 Magic Resist

+15 Ability Haste

Active – Unbreakable: Gain a 100 (+100% bonus health) shield that decays over 2.5 seconds (90 second cooldown).

Fortify: Taking damage from a champion grants 3% bonus armor and 3% bonus magic resist for 6 seconds, once per enemy champion (max 15% bonus armor and magic resist)

Abyssal Mask

Passive changed to increased damage on immobilized enemies.

Abyssal Mask now has a more streamlined use-case and has been broadened to increase all damage to the target, not just magic.

2700 gold

Build Path: Giant’s Belt + Negatron Cloak + 900 gold

+350 Health

+60 Magic Resist

Unmake: Immobilizing a champion causes them to take 10% increased damage for 4 seconds.

Frozen Heart

Now passively reduces damage taken from basic attacks.

While Randuin’s fills the anti-crit space, Frozen Heart takes the same core effect but retains its previous niche as an anti-attack speed item.

2700 gold

Build Path: Warden’s Mail + Glacial Shroud + 800 gold

+80 Armor

+400 Mana

+20 Ability Haste

Winter’s Caress: Reduces the attack speed of nearby enemies by 15%.

Rock Solid: Reduce incoming damage from basic attacks by up to 0.5% of your max health, capped at 40% of the attack’s damage.

Randuin’s Omen

Active now also reduces enemy AD and crit damage. Now passively reduces damage taken from any basic attack, not just crits. No longer reduces enemy attack speed when hit.

Retooling Randuin’s to better identify its effectiveness as a powerful defensive tool against all physical damage and specifically crit-based attacks.

2700 gold

Build Path: Warden’s Mail + Cloth Armor + Kindlegem + 600 gold

+250 Health

+80 Armor

+10 Ability Haste

Active- Humility: Briefly slow nearby enemies and reduce their attack damage by 10% and critical strike damage by 20% for 4 seconds (60 second cooldown).

Rock Solid: Reduce incoming damage from basic attacks by up to 0.5% of your max health, capped at 40% of the attack’s damage.

Titanic Hydra

Now grants AD based on health. Cleave now also procs on abilities and ranged basic attacks. No longer grants health regen. Active removed.

Shaping Titanic Hydra to be a bridge between heavy tank builds and fighter builds. Some power taken out of its on-hit and moved to raw AD to give it a home with champions who don’t attack as often but still like AD.

3300 gold

Build Path: Tiamat + Ruby Crystal + Giant’s Belt + 800 gold

+30 Attack Damage

+500 Health

Colossus: Gain bonus attack damage equal to 1% of your max health.

Cleave: Basic attacks deal additional physical damage equal to 4 (+1.5% of your max health) to the target and 40 (+3% of your max health) to enemies behind the target (75% damage for ranged).

Ravenous Hydra

Cleave now also procs on abilities and ranged basic attacks. Now grants Omnivamp instead of life steal. No longer grants health regen. Active removed.

Active rehomed in “Goredrinker,” a fighter Mythic with room for an effect of this complexity and power. Ravenous Hydra simplified to be THE vamp item for physical damage casters or basic attackers.

3300 gold

Build Path: Tiamat + Vampiric Scepter + Caulfield’s Warhammer + 100 gold

+65 Attack Damage

+20 Ability Haste

+15% Omni Vamp

Cleave: Basic attacks and abilities deal up to 60% of your attack damage to other enemies near the target. (Damage scales down with distance from the target. Only once per ability.).

Black Cleaver

Now deals missing health damage against fully stacked targets. No longer grants movement speed on-hit.

Black Cleaver did many things decently well, but we want it to do fewer things better. Moved its movement-speed-granting effects to more movement based items and replaced with an execution effect on targets you’ve fully shredded.

3300 gold

Build Path: Caulfield’s Warhammer + Kindlegem + Longsword + 1050 gold

+40 Attack Damage

+300 Health

+25 Ability Haste

Carve: Dealing physical damage to a champion applies a stack of 4% armor reduction for 6 seconds, up to 6 stacks (max 24%).

Butcher: Damaging attacks and abilities against fully Shredded enemies deal an additional 5% of the target’s missing health in physical damage (damage-over-time effects deal 2% missing health instead, 0.5 second cooldown).

Sterak’s Gage

Base Shield decreased but now scales with number of enemies in combat. Now grants healing based on enemies in combat. Tenacity removed. No longer melee only.

Sterak’s is still your go-to optimal purchase for constant teamfighting. If you’re dueling or in small skirmishes though, Death’s Dance or Maw will outshine it against physical and magic damage, respectively.

3100 gold

Build Path: Pickaxe + Phage + Ruby Crystal + 725 gold

+50 Attack Damage

+400 Health

Bloodlust: Dealing damage to or taking damage from a champion grants a stack, restoring 2% of your max health over 6 seconds (max 5 stacks, 1 per enemy champion; healing 60% effective for ranged users).

Lifeline: Upon taking damage that would reduce your health below 30%, gain a shield equal to 200, plus 8% of your max health per stack of Rage (60 second cooldown, max health portion of shield 60% smaller for ranged users).

Death’s Dance

Omnivamp replaced with Bleed cleanse, movement speed, and heal on takedown. Magic damage no longer reduced and converted to Bleed.

Death’s Dance was the 1-stop-shop for everything fighters needed. AoE healing, mitigation against all damage sources, bonus damage, cooldown, etc. We still offer all these effects in the item shop, but the combination requires piecing together a few more purchases. Death’s Dance is sharpening its role into the anti-physical damage item.

3100 gold

Build Path: Chain Vest + Caulfield’s Warhammer + Pickaxe + 325 gold

+50 Attack Damage

+40 Armor

+15 Ability Haste

Ignore Pain: [35% for melee || 15% for ranged] of physical damage taken is dealt to you over 3 seconds instead.

Defy: Champion takedowns cleanse Ignore Pain’s remaining damage, grant you 30% movement speed for 2 seconds, and restore 10% of your max health over the duration.

Wit’s End

Now grants movement speed on-hit instead of healing.

With a few more healing options in the mythic space, we had to be judicious with other sources of healing. Replaced with movement speed to offer light fighters (Fiora, Yi, Ekko, etc) another powerful form of utility. Now with more AD to broaden appeal among fighters.

3100 gold

Build Path: Hearthbound Axe + Negatron Cloak + Dagger + 800 gold

+30 Attack Damage

+40% Attack Speed

+50 Magic Resist

Fray: Basic attacks apply 15-80 (levels 1-18) magic damage on-hit and grant 20 movement speed for 2 seconds.

Blade of the Ruined King

Movement speed active is now a passive.

Wanted to retain this iconic and unique active effect, but needed to make some room for the actives and other more complex effects coming through from Mythic items.

3100 gold

Build Path: Vampiric Scepter + Recurve Bow + Pickaxe + 325 gold

+40 Attack Damage

+30% Attack Speed

+12% Life Steal

Mist’s Edge: Basic attacks apply physical damage equal to [10% for melee || 6% for ranged] of the target’s current health.

Siphon: Basic attacking a champion 3 times deals 40-120 magic damage (levels 1-18) and steals 25% movement speed for 2 seconds.

Zeke’s Convergence

Now grants bonus on-hit damage to your linked ally on targets you have immobilized.

Zeke’s previous effect was extremely powerful, but limited to small windows and was hard to appreciate. Updated the effect to be more easily accessible for beefier supports who want to lock-down and protect their carries.

2400 gold

Build Path: Kindlegem + Glacial Shroud + 700 gold

+300 Health

+30 Armor

+250 Mana

+20 Ability Haste

Active – Conduit: Designate an Accomplice. (60 second cooldown)

Convergence: For 4 seconds after you immobilize an enemy, your Accomplice’s attacks and abilities hits apply an additional 25-50 (+1.5% your max health) (+7.5% your AP) magic damage to that enemy.

Knight’s Vow

Damage redirect increased. Now grants movement speed toward low-health Partners. No longer grants armor, passive movement speed towards Partner, or heals from Partner damage.

Moving Knight’s Vow in the Warden niche by increasing the health and damage redirection on the item. A sharper movement speed effect should also help allies swoop in to save the day for their allies in peril.

2300 gold

Build Path: Crystalline Bracer + Rejuvenation Bead + Kindlegem + 700 gold

+400 Health

+300% Base Health Regen

+10 Ability Haste

Active – Pledge: Designate an ally who is Worthy. (60 second cooldown)

Sacrifice: While your Worthy ally is nearby, redirect 15% of damage they take to you and if they have less than 50% health gain 35% movement speed when running towards them.

Mortal Reminder

No longer grants Armor Penetration. Now builds from Zeal. Now offers improved Grievous Wounds.

Previously, Mortal Reminder’s percent penetration usually meant that completing it early was worse than buying more damage, since enemies needed to stack Armor before the penetration really mattered. Now, Mortal Reminder’s more favorable build path and upgraded Grievous Wounds on completion offer additional incentive to complete it at all stages of the game.

2700 gold

Build Path: Executioner’s Calling + Zeal + 700 gold

+20 Attack Damage

+25% Attack Speed

+20% Critical Strike Chance

+7% Move Speed

Sepsis: Dealing physical damage applies 40% Grievous Wounds to enemy champions for 2 seconds. Dealing 3 consecutive basic attacks to an enemy champion enhances this effect to 60% Grievous Wounds against them until the effect is allowed to elapse.

Thornmail

Damage reduced and now applies improved Grievous Wounds upon immobilizing an enemy.

On top of applying Grievous Wounds when hit, Thornmail now gives tanks a way to proactively apply the effect without waiting for enemies to attack.

2700 gold

Build Path: Bramble Vest + Giant’s Belt + 1000 gold

+350 Health

+60 Armor

Thorns: When struck by an attack, deal 10 (+10% bonus armor) magic damage to the attacker and apply 40% Grievous Wounds for 2 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 2 seconds.

Morellonomicon

Now grants access to improved Grievous Wounds. No longer grants magic penetration.

We’re making Morello a pure anti-healing item rather than a mixed-purpose confusing item so that you won’t have to use your advanced math degree to determine optimal damage.

2500 gold

Build Path: Blasting Wand + Oblivion Orb + Ruby Crystal + 450 gold

+70 Ability Power

+250 Health

Affliction: Dealing magic damage applies 40% Grievous Wounds to enemy champions for 2 seconds. If the target is below 50% health, this effect is increased to 60% Grievous wounds.

Manamune

Now provides ability haste. Spending mana without hitting a champion no longer grants stacks. Mana per stack and transform threshold reduced.

Manamune should be a valuable purchase to AD spellcasters who enjoy mana as well as AD. Ability haste in addition to the Muramana changes should broaden the list of champions who can use this item.

2600 gold

Build Path: Tear of the Goddess + Caulfield’s Warhammer + Sapphire Crystal + 750 gold

+35 Attack Damage

+400 Mana

+15 Ability Haste

Awe: Gain bonus AD equal to 2% maximum mana.

Mana Charge: Strike a target with an attack or ability to consume a charge and gain 3 bonus mana. Bonus mana gain doubled if the target is a champion. This item transforms into Muramana once 450 bonus mana has been granted. Gain a new mana charge every 8 seconds (max 4).

Muramana

Bonus damage now applies to abilities in addition to attacks. No longer consumes mana on proc.

Following the Manamune changes, allowing Muramana to proc on abilities further encourages AD casters to consider a new addition to their item builds. Removing the mana consumption increases clarity and lets users focus more on letting their spells fly.

Upgraded Manamune

+35 Attack Damage

+850 Mana

+15 Ability Haste

Awe: Gain bonus AD equal to 2% maximum mana.

Shock: When targeting champions, ability strikes and basic attacks deal additional physical damage equal to 4% maximum mana.

Archangel’s Staff

AP per mana increased. No longer grants ability haste or mana refund on cast. Spending mana without hitting a champion no longer grants stacks. Mana per stack and transform threshold reduced.

The previous version of Seraph’s offered a power scaling option both offensively and defensively with its shield. We’re shifting the Archangel’s line to be the purely offensive, greedy option by focusing on its slacking mana and AP fantasy.

3000 Gold

Build Path: Tear of the Goddess + Needlessly Large Rod + Sapphire Crystal + 1000 gold

+60 Ability Power

+400 Mana

Awe: Gain bonus ability power equal to 3% maximum mana.

Mana Charge:Strike a target with an ability to consume a charge and gain 3 bonus mana. Bonus mana gain doubled if the target is a champion. This item transforms into Seraph’s Embrace once 450 bonus mana has been granted. Gain a new mana charge every 8 seconds (max 4).

Seraph’s Embrace

AP per mana increased. Now also grants mana per AP. No longer grants ability haste or mana refund on cast. No longer grants a shield.

Seraph’s now gives purely offensive stats as a scaling item for mages. Instead of an on-demand shield (which allowed Seraph’s to provide both offensive and defensive options), Seraph’s now gives more scaling AP and mana.

Upgraded Archangel’s Staff

+60 Ability Power

+850 Mana

Awe: Gain bonus ability power equal to 5% maximum mana.

Empyrean: Increase your total mana by 5% (+2.5% per 100 AP).

Lich Bane

Spellblade damage and cooldown increased. No longer grants mana or ability haste.

Opening up Lich Bane to not just mana users by removing the mana from Sheen and also giving it higher upfront damage at the cost of a slightly increased cooldown.

3000 gold

Build Path: Sheen + Aether Wisp + Blasting Wand + 600 gold

+80 Ability Power

+10% Move Speed

Spellblade: After using an ability, your next basic attack is enhanced with an additional 150% base AD + 60% ability power magic damage (2.5 second cooldown).

Maw of Malmortius

Lifeline shield increased; bonus stats on proc removed.

With more specialized healing options elsewhere, we wanted Maw to stand out as THE anti-magic-burst item.

3100 gold

Build Path: Hexdrinker + Caulfield’s Warhammer + 700 gold

+50 Attack Damage

+50 Magic Resist

+15 Ability Haste

Lifeline: Upon taking magic damage that would reduce health below 30%, gain a 200 (+20% max health) magic damage shield for 5 seconds (60 second cooldown).

Sanguine Blade

Now provides physical vamp instead of life steal.  

We’re promoting Sanguine Blade’s life steal into the new physical vamp stat so ability-heavy assassins can benefit from its sustain as well while they clear waves and champions.

3000 gold

Build Path: Serrated Dirk + Vampiric Scepter + 1000 gold

+50 Attack Damage

+10 Lethality

+12% Physical Vamp

Frenzy: While near one or fewer visible enemy champions gain 8 lethality and 20-80% (levels 1-18) attack speed, decaying over 3 seconds if other enemy champions get too close.


New Jungle Items

Hailblade

The blue one.

+12% Omnivamp against monster

Tooth & Nail: Damaging monsters burns them for 60 (+10% AP)(+2% bonus health)(+5% bonus AD) magic damage over 5 seconds.

Chilling Path: Smiting 5 times consumes this item and upgrades your Smite to Chilling Smite.

Huntsman: Killing large monsters grants bonus experience.

Leyline Walker: Regen up to 8-18 mana (levels 1-18) per second when in the jungle or river.

Chilling Smite

Against Champions: When Smiting champions, Chilling Smite deals 20-156 true damage and steals 20% of their movement speed for 2 seconds.

Emberknife

The red one. We’re also cleaning up Challenging Smite to make it a bit more intuitive.

+12% Omnivamp against monster

Tooth & Nail: Damaging monsters burns them for 60 (+10% AP) (+2% bonus health) (+5% bonus AD) magic damage over 5 seconds.

Challenging Path: Smiting 5 times consumes this item and upgrades your Smite to Challenging Smite.

Huntsman: Killing large monsters grants bonus experience.

Leyline Walker: Regen up to 8-18 mana (levels 1-18) per second when in the jungle or river.

Challenging Smite

Against Champions: When Smiting champions, Challenging Smite marks them for 4 seconds. During this time, your damaging attacks and abilities deal 48-125 bonus true damage to them over 2.5 seconds (refreshing but not stacking) and you take 20% reduced damage from the Smited enemy.

Abilities: Abilities now apply and refresh the burn alongside basic attacks.

Clarity: Immolating Smite’s damage reduction now has VFX and displays the amount reduced as combat text.


New and Updated Epic Items

Noonquiver

Marksman champions suffer from awkward early-game components that leave them missing either attack damage or attack speed, both of which are critical for them to feel powerful. So, we created Noonquiver—an Epic that specifically builds into marksman Mythics and features both stats. Noonquiver also amplifies marksman PvE capabilities to provide the early lane management marksman champions crave without sending their PvP power over the top. Lastly, by giving it a smooth build path of smaller parts, it avoids the lane snowballing issue B.F. Sword had if you were forced to back before saving up 1300 gold.

1300 gold

Build Path: Longsword + Dagger + Longsword + 300 gold

+30 Attack Damage

Precision: Attacks deal an additional 20 physical damage to minions and monsters.

Rageknife

Giving on-hit champs the flexibility to access Guinsoo’s new crit-converting effect without completing Rageblade itself so they can spec into crit chance items first if the situation calls for it.

800 gold

Build Path: Dagger + Dagger + 200 gold

+25% Attack Speed

Wrath:  Attacks apply 35 physical damage on-hit per 20% of your critical strike chance, but you can no longer critically strike.

Blighting Jewel

Percent armor penetration has Last Whisper as a component. Adding Blighting Pearl to establish build path parity for percent magic penetration.

1250 gold

Build Path: Amplifying Tome + 815 gold

+25 Ability Power

+15% Magic Penetration

Leeching Leer

One of the new building-blocks of the system for mages who want to deal and heal.

1300 gold

Build Path: Ruby Crystal + Amplifying Tome + 465 gold

+150 Health

+20 Ability Power

+10% Omni Vamp

Oblivion Orb

Giving mages earlier access to Grievous Wounds, like physical damage dealers get from Executioner’s Calling. Orb is losing its flat penetration to get this effect.

800 gold

Build Path: Amplifying Tome + 365 gold

+30 Ability Power

Cursed: Dealing magic damage applies 40% Grievous Wounds to champions for 2 seconds.

Seeker’s Armguard

Simplifying and making the item cheaper.

900 gold

Build Path: Cloth Armor + Amplifying Tome + 165 gold

+30 Ability Power

+15 Armor

Witch’s Path: Killing a unit grants 1 armor, stacking up to 30 times.

Hextech Alternator

Opening up the item to be less restrictive on who can take and use it—the damage proc now applies to abilities too.

1050 gold

Build Path: Amplifying Tome + Amplifying Tome + 180 gold

+40 Ability Power

Revved: Damaging an enemy champion deals an additional 50-125 magic damage (40 second cooldown).

Bami’s Cinder

The centerpoint of tank Mythics now scales better early, though it loses its bursty immobilize proc in exchange.

1000 gold

Build Path: Ruby Crystal + Ruby Crystal + 200 gold

+300 Health

Immolate: Deal 15 (+1% bonus health) magic damage per second to nearby enemies (increased by 50% against minions and 100% against monsters).

Winged Moonplate

We didn’t have a movement speed + health component. Now we do.

800 gold

Build Path: Ruby Crystal + 400 gold

+150 Health

Flight: Grants 5% movement speed.

Verdant Barrier

Giving an MR equivalent to Seeker’s Armguard so when you need to survive a difficult ability power lane you have options.

1200 gold

Build Path: Null-Magic Mantle + Amplifying Tome + 315 gold

+25 Ability Power

+25 Magic Resistance

Adaptive: Every 60 seconds, gain 3 magic resist (max 15). Taking magic damage from champions reduces the time until the next increase by 5% of the damage taken (ex. taking 100 magic damage reduces the time by 5 seconds).

Warden’s Mail

Changing the previous effect to something more selfish and noticeable by the owner.

1000 gold

Build Path: Cloth Armor + Cloth Armor + 400 gold

+40 Armor

Rock Solid: Reduce incoming damage from basic attacks by 0.5% bonus health, capped at 40% of the basic attack’s damage.

Phage

Changing Phage into a Health-scaling Epic that helps fighters beef up in longer fights. Its old passive is moving to a new item. Look down a few lines.

1100 gold

Build Path: Ruby Crystal + Longsword + 350 gold

+15 Attack Damage

+200 Health

Sturdy: After you deal physical damage to a champion, restore [2% melee | 1% ranged] max health over 6 seconds.

Hearthbound Axe

Home to Phage’s old passive, our new, more agility-themed weapon offers movement speed on hit and builds into several items that do the same.

1100 gold

Build Path: Dagger + Longsword + 450 gold

+15 Attack Damage

+15 Attack Speed

Nimble: Attacking a unit grants [20 for melee | 10 for ranged] movement speed for 2 seconds.

Tiamat

We’re splitting up Tiamat’s passive and active to let each take on more of a center-stage role as separate components. Tiamat is keeping the passive; the active is moving to a new item just below.

1200 gold

Build Path: Pickaxe + 325 gold

+25 Attack Damage

Cleave: Attacks deal up to 60% total attack damage physical damage to other nearby enemies.

Ironspike Whip

Tiamat’s active and passives were split up to let each of them take a more center stage in their respective item. Ironspike Whip inherited Tiamat’s Active.

1200 gold

Build Path: Pickaxe + 325 gold

+30 Attack Damage

Active- Crescent: Deal 75% total attack damage physical damage to nearby enemies. Minions and monsters below 50% health take 200% damage (15 second cooldown, affected by ability haste).

Bandleglass Mirror

Filling a hole in the system so that mana regen items with ability haste aren’t 100% bound to heal and shield power.

1050 gold

Build Path: Faerie Charm + Amplifying Tome + 365 gold

+20 Ability Power

+10 Ability Haste

+50% Mana Regen


Stay Connected

You can ‘Like’ The Game Haus on Facebook and ‘Follow’ us on Twitter for more sports and esports articles from other great TGH writers along with Robert!

“From Our Haus to Yours”

Related posts

Faith and Friendship – A Pre-Worlds look at CLG

The Game Haus Staff

An Immortal Fallacy: Why IMT isn’t ready for Worlds

The Game Haus Staff

What EDG’s Loss Means for Group C

The Game Haus Staff

3 comments

A Look at All of the New Mythic Items Coming to League of Legends November 10, 2020 at 2:56 pm

[…] A Look at Every New and Updated… […]

Reply
What Items are being Removed from League of Legends? November 13, 2020 at 11:05 am

[…] [Related: A Look at Every New and Updated Item Coming to League of Legends] […]

Reply
When does Season 11 of League of Legends Begin? November 13, 2020 at 11:47 am

[…] [Related: A Look at Every New and Updated Item Coming to League of Legends] […]

Reply

Thanks for reading! Let us know what your thoughts are on the article!

Share This
The Game Haus

FREE
VIEW