Home » All Major Changes in League of Legends Preseason 2023
League of Legends Preseason 2023

All Major Changes in League of Legends Preseason 2023

Publish Date: November 15, 2022

The League of Legends 2023 Preseason is on its way and there are plenty of changes coming. They will mainly be in the jungle and for tanks again as it seems like Riot Games are trying to really resolve some major complaints. Here is a look at all of the major changes coming to League of Legends Preseason 2023.

[Related: All New Mythic Items for 2023 League of Legends]


Chemtech Drake 

Chemtech Drake: When the Chemtech Drake is below half health it gains 33% damage resistance and deals 50% more damage. This drake will deal 100% total AD + 4% of its target’s health as physical damage with each attack. 

Chemtech Buff: When your team kills a Chemtech Drake they will gain a stacking buff that grants 5% Tenacity and 5% Healing and Shielding power 

Chemtech Soul: Upon receiving the Chemtech Soul, players will receive a buff that gives them 10% damage resistance and 10% more damage while below 50% health 


Chemtech Rift 

Stim Fruits: Honeyfruits will upgrade into Stim Fruits and provide the usual heal plus a bonus shield in addition to no longer slowing champions that consume it 

Blast Cones: Blast Cones will now blast units within their range twice as far when they explode ● Firelight Bloom: Scryer’s Bloom will upgrade into Firelight’s Bloom which will reveal a small area around the plant when broken in addition to the usual cone in the opposite direction it was broken from. Allies tagged will also gain movement speed towards that direction for a short duration, and enemy wards revealed will be taken to 1 health. 


Jungle Changes for League of Legends Preseason 2023

Jungle Camp Changes 

We’ve got a lot of jungle changes to unpack here, so let’s jump right into it! 

One of the biggest changes you’ll notice is that all the camps got their own little Durability Update. Our goals with this update are to make it more of an investment for laners to take jungle camps (especially in the early game), keeping fast clear speeds fast while making slow clearers slightly less slow by shifting jungle dps into companions, and shifting some gold and experience from the jungle itself into the new jungle items. 

We’ve also made quite a few adjustments to early counterjungling. We’ll start by saying we do want counter jungling in the game and believe it should be an effective strategy for junglers. However, if you’re the one being counter jungled it can be incredibly punishing and lead to an overall miserable experience. The new Marked for Death change should make getting counter jungled a bit less punishing, while the Own-Side Clearing Strength change will help tone down early invades and vertical jungle which, while interesting and powerful, is currently too reliant on your team’s ability to play around you and maintain early lane pressure. This change should help junglers be a bit more autonomous when deciding whether to invade or not. 

And now a paragraph just for our favorite Rift Scuttlers. Scuttle has two key issues we’re trying to correct: breaking its shield was a miserable experience for junglers unable to do so and champion viability in the jungle was dependent on whether or not your champion could reach Scuttle by 3:15. While we completely removed the former, we shifted the spawn time for Scuttle to 3:30 to help slower junglers take their time clearing while faster ones can get in a sweet pre-Scuttle gank now. 

Last big change to discuss is sustain in the jungle. We’re taking the healing power out of Smite and Gromp and spreading it across the jungle with the jungle companions. When the % health on-hit damage from some camps is factored in, this should result in a jungle where only a few champions finish their clear with low health, most champions have a decent amount of health to work with, and sustain oriented champions leave very healthy. After all, if every champion could heal like Warwick, there wouldn’t be much value in Warwick’s innate sustain.


Camp Mechanic Changes for League of Legends Preseason 2023

● [NEW] Marked for Death: When a large monster dies, all small monsters in their camp will be marked for death. After 10 consecutive seconds of not being in combat with a champion, monsters that have been marked for death will die. 

● [NEW] Own-Side Clearing Strength: Junglers now deal 20% more damage from non-true damage sources to monsters on their own side of the jungle. This increased damage will not apply when invading and dealing damage to the enemy’s camps. 

● [NEW] Parting Gifts: All large monsters will now heal [27+3/level (increased by up to 2.25x based on missing health) health and restore 15+2/level (increased by up to 2.25x based on missing mana) mana upon takedown if you have a jungle companion. This heal/mana restoration will take the form of a projectile that will be fired towards the champion that last-hit the monster after a 0.3 second delay. 


Camp Gold and Experience Changes for League of Legends Preseason 2023

Lane Minion Experience: Junglers will only gain 75% experience from lane minions before their first pet evolution unless the jungler is behind the average game level 

Large Monster Gold: All large monster gold given to non-junglers has been reduced by 15 gold ● Large Monster Experience for Non-Junglers: All large monster experience given to non-junglers has been reduced by 15 experience except for the Ancient Krug which has been reduced by 12 experience 

Large Monster Experience for Junglers: All large monsters now give an additional 15 experience if you have a jungle companion 

Blue Sentinel 

Health: 1850 → 2300 

Attack Damage: 78 → 66 

● [NEW] On-Hit Damage: Blue Sentinel now deals 5% of its target’s current health on hit 

Gromp 

Health: 1650 → 2200 

Attack Damage: 74 → 70 

Attack Range: 200 → 175 

● [NEW] On-Hit Damage: Gromp now deals 5% of its target’s current health on hit ● [REM] Parting Gift: Gromp will no longer heal the champion that killed it upon dying

Krugs 

Ancient Krug Health: 1050 → 1350 

Ancient Krug Attack Damage: 74 → 57 

● [NEW] On-Hit Damage: Ancient Krug now deals 3% of its target’s current health on hit ● Krug Health: 500 → 650 

Ancient Krug and Krugs Death Animation/Smaller Krug Spawn Time: 1.3 seconds → 1 second ● [REM] Keeping It Together: Ancient Krug no longer spawns 2 Krugs when killed and instead spawns 4 mini Krugs 

● [NEW] 1=2: Ancient Krug is now counted as 2 CS (Note: The Krugs camp as a whole willstill be counted as 4 CS) 

Murk Wolves 

Greater Murk Wolf Health: 1200 → 1600 

Greater Murk Wolf Attack Damage: 35 → 30 

● [NEW] On-Hit Damage: Greater Murk Wolf now deals 3% of its target’s current health on hit ● Murk Wolves Health: 480 → 630 

Raptors 

Crimson Raptor Health: 800 → 1100 

Crimson Raptor Attack Damage: 20 → 17 

● [NEW] On-Hit Damage: Crimson Raptor now deals 3% of its target’s current health on hit ● Raptor Health: 425 → 500 

Raptor Attack Damage: 10 → 7 

Red Brambleback 

Attack Damage: 78 → 66 

Health: 1850 → 2300 

● [NEW] On-Hit Damage: Red Brambleback now deals 5% of its target’s current health on hit 

Rift Herald 

Experience Given to Champs within 600 units: 200 → 300 

First Spawned Rift Herald Charge: 2000 → 1500 (Note: Actual damage done will be higher than this value)

Rift Scuttler 

Spawn Time: 3:15 → 3:30 

Health at Level 1: 1050 → 1550 

● [REM] See Ya Shield: Rift Scuttler no longer has a shield 


Jungle Companions for League of Legends Preseason 2023

It’s dangerous to go into the jungle alone, so take one of these jungle companions! Traditional jungle items will now be replaced by adorable, feisty, and all-around wholesome companions. If you bring Smite, you’ll have the option to purchase Gustwalker, Mosstomper, or Scorchclaw in egg form at the beginning of the game. They’ll grow and evolve as you progress in the game by getting stacks from monster and champion takedowns, so make sure to give them lots of treats/stacks and love. In an effort to conserve the Rift ecosystem, we strongly recommend that our furry and scaly friends (and Smite) be kept in the jungle. 

Companion Attacks 

● Companions will deal 20(+4% base HP)(+15% AP)(+10% AD) and will attack at a rate of 1 attack per second. After their owner has stopped attacking, they will attack two more times and then stop. ● Companions will heal their owner for 70% of the above number every time they attack ● Damaging a camp from a distance will cause companions to leap attack toward the camp, dealing the same amount of damage

Companion Mana Regeneration 

● Companions will provide their owners with an increase to mana regeneration equal to [(8*percent missing mana) + (8*percent missing mana)*(level/1.3)*0.1] while in the jungle (including your jungle, the enemy jungle, and the river) 

Companion Progression 

Jungle companions will evolve twice throughout the game by acquiring treats via the following methods: 

● 1 treat per large monster/champion takedown 

● 1 bonus treat is stored every 60 seconds before reaching the companion’s final evolution form ● 1 bonus treat is stored every 90 seconds after reaching the companion’s final evolution form ● When a large monster is killed with bonus treats available, players will receive 2 treats and 50 bonus gold. 1 bonus treat stack will also be removed. 

Companion Evolutions 

As jungle companions evolve, they will receive the following bonuses at each evolution: 

First Evolution 

● Smite damage will be increased to 900 true damage against monsters 

● Smite is now castable on enemy champions, dealing 80-160 (based on level) true damage and slowing the target by 20% for 2 seconds 

● The jungle item will remain in your inventory 

● Companion will visually evolve 

● Smite’s icon will upgrade 

Final Evolution 

Smite damage will be increased to 1200 against monsters and will do 50% of its damage as AoE damage against nearby monsters 

● Players will become empowered and receive buffs depending on their chosen companion ● The jungle item will be removed from your inventory 

● Companion will visually evolve 

● Smite’s icon will upgrade 

Mosstomper 

● Mosstomper’s Courage: Gain a 75-330 (based on level) health shield after killing a monster camp or after 10 seconds out of combat. This shield will remain indefinitely. Players will gain 20% Tenacity and slow resist while the shield is present and for 3 seconds after it has been broken. 

● Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units 

Scorchclaw

● Scorchclaw’s Slash: Scorchclaw will accumulate Ember stacks at a rate of 3 stacks per 0.5 seconds or 100 stacks upon killing a large monster. At 100 Ember stacks, your next instance of damage against an enemy champion will slow all enemies in a 250 unit radius by 30% (decaying over 2 seconds) and deal burn damage equal to 5% of the target’s maximum health in true damage over 4 seconds to the primary target. 

● Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units 

Gustwalker 

● Gustwalker’s Gait: Gain 45% bonus move speed when entering a brush that decays over 2 seconds after leaving the brush. This is increased to 60% for 2 seconds after killing a large monster. ● Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units 


Leashing Range Updates and Indicators for League of Legends Preseason 2023

In an effort to make the jungle more welcoming to players unfamiliar with the role, we’ll be adding visual leashing indicators that will show how far camps can be pulled before their patience starts diminishing. We’re also decreasing the distance camps can be pulled, so no more having to stand on the perfect pixel to clear two camps at once in order to hyper-optimize your clears. 

● [NEW] Soft Resets: After losing all patience, instead of fully resetting, the monster will ‘soft reset’ for 6 seconds. While soft resetting, the monster will path towards its camp center, regenerate 6% of its max health per second, and will ignore attackers outside of its leash range. Attacking a monster while the attacker is within its leash range will end the soft reset and restore some patience. After these 6 seconds have passed without the monster being attacked, the monster will ‘hard reset’ and ignore all attackers, rapidly heal, and return to its original position. 

● [NEW]Soft vs Hard Reset Speed: Monsters will move more slowly while soft resetting, and faster once they hard reset 

● [NEW]Patience is Key: Monsters will not lose patience for 1.5 seconds after being attacked by a champion within the leash radius 

● [NEW] Patience Regeneration: Camps will now being to regenerate lost patience after 2 seconds of being back within their leash range 

Patience Display

Small Monster Patience: Small Monsters will match the patience of their respective large monster as long as it is alive and within 700 range 

Blue Sentinel: 1000 → 650 

Gromp: 700 → 450 

Krugs: 900 → 650 

Murk Wolves: 800 → 650 

Raptors: 800 → 650 

Red Brambleback: 1000 → 650 

Rift Herald: 1200 → 1100


Recommended Pathing for League of Legends Preseason 2023

Starting off your first clear on the wrong foot can be quite punishing for junglers, especially when the opponent knows exactly how to optimize their clear straight into their first gank. In order to make this first clear less punishing for newer or off-role junglers, we’re adding first clear pathing recommendations. These recommendations will be shown on your minimap and above camps visually, indicating the recommended order of your first clear. These first clear paths were determined by gathering data from high-skilled junglers on their high mastery champs across the globe. Pathing recommendations are based on win percentage and will be updated each patch. 

It’s worth noting that your first clear order will always be situational depending on team comps and lane/jungle matchups. This is not meant to replace the skills and knowledge needed to have an optimal first clear, but moreso intended to help those less familiar with the role. 


New Communication Tools for League of Legends Preseason 2023

Expanded Tactical Wheel 

League is a team game at its core. In order to better facilitate communication between teammates, we’re doubling the number of pings available to players. The 8 pings on the wheel will now be as follows: 

Returning Pings (clockwise): Retreat (formerly Danger), On My Way, Assist Me, Enemy Missing

New Pings (clockwise): Push, All-In, Hold, Bait 

Vision Wheel 

We’re also adding an entirely new ping wheel that focuses primarily on vision. Using this wheel, you can now indicate the following: 

● (from left to right) Vision Cleared, Enemy Vision, Need Vision 

● Extra Feature: The Need Vision ping will leave a small persistent indicator for a minute, or until a ward is placed nearby. You may only have one of these indicators active at any given time. Pinging again will replace your previous one. 

Other Pings 

The Caution ping, which exists outside of the ping wheel system, is staying the same, with some updated visuals. 

Returning Pings: Caution 

Objective Planning 

Getting your team on board with taking an objective can be difficult, and having everyone ping simultaneously can get very confusing very quickly. We’re introducing a new voting function that will appear when objectives are pinged that works similarly to a surrender vote. Now all players can vote and indicate whether or not they’d like to take or contest that objective. The jungler’s vote will be counted as 2 votes and a total of 4 votes for or against will be considered aligned. Our hope is that this helps teams better plan around global objectives together because sometimes the team call is better than the right call. 


Vision System Updates fo League of Legends Preseason 2023

Allied Ward Tracking 

While there are currently ways to see how many wards you have out on the map, there isn’t a quick way to check which wards are closest to expiring. We’re introducing new ward visuals on the minimap that will indicate when wards are close to expiring. Allied ward minimap icons will now change appearance when they reach a third of their remaining duration.

Enemy Ward Timers 

It can be hard to keep track of every single ward that gets placed on the map and even harder to successfully communicate that information to your teammates. Now, if you use a vision ping near an enemy ward that you’ve seen within the last 10 seconds—or just attack it—a perfectly accurate ward timer that is always visible to all teammates will appear until the ward is removed or expires. 


Ability Recommendations 

Suggested Ability Level Ups 

In a continuous effort to make League of Legends more welcoming to newer players, we are adding in-game ability level-up recommendations. These visual indicators will appear once you level up and highlight which ability is typically leveled by players at each level. This information will be updated with each patch so that you’re all getting the latest and greatest information. 


Top Lane Oriented Updates for League of Legends Preseason 2023

Lane Gold And Experience Changes 

We’ll also be making some adjustments to help top laners scale better relative to other lanes, and hit those key item and level breakpoints faster relative to mid and bot. TL;DR: Mid and top are getting a bit more XP, bot duo is getting a bit less, and mid is getting a bit less gold. 

Mid Lane Gold Changes: All minions spawned in the mid lane will now be worth 1 less gold before 14 minutes when last hit (previously, only cannon minions were worth less gold, but were worth 10 less gold) 

Minion Experience: Minions now grant 2.15% more experience to solo champions. Minion experience when shared between multiple champions is unchanged. 


New and Updated Items fo League of Legends Preseason 2023

Jak’Sho, the Protean 

Become an unkillable monstrosity over the course of a fight. 

Gold Cost: 3000 

Health: 400 

Armor: 30 

● Magic Resist: 30 

● Ability Haste: 20 

Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal 

Passive – Voidborn Resilience: For each second in champion combat, gain a stack granting 2 armor and MR, up to 8 max. At max stacks become empowered, instantly draining enemies around you for 3% of your max health (reduced to 30% against minions and monsters) and increasing your resists by 10% until end of combat. 

Mythic Passive: Grants all other Legendary items 5 armor and 5 magic resistance The Unspoken Parasite 

This is the Ornn upgraded version of Jak’Sho, the Protean. 

Health: 550 

Armor: 40 

Magic Resist: 40 

Ability Haste: 25 

Passive – Voidborn Resilience: Passive is identical to base version 

Radiant Virtue 

Become a shining light and lead the charge as a beacon of hope for your allies. 

Gold Cost: 3000 

Health: 400 

Armor: 30 

Magic Resist: 30 

Ability Haste: 20 

Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal 

Passive – Guiding Light: Upon casting your ultimate you Transcend, increasing your max health by 10% for 9 seconds. While Transcended, you and allies within 1200 range of you gain 15

non-ultimate ability haste and heal for 1% of your max health every 3 seconds, increased by up to 100% based on that champion’s missing health. 60 second cooldown. 

Mythic Passive: Grants all other Legendary items 100 health 

Primordial Dawn 

This is the Ornn upgraded version of Radiant Virtue. 

Health: 550 

Armor: 40 

Magic Resist: 40 

Ability Haste: 25 

Passive – Guiding Light: Passive is identical to base version 

Heartsteel 

Grow into a goliath that towers over foes and pummels the opposition. 

Gold Cost: 3200 

Health: 800 

Health Regen: 200% 

Ability Haste: 20 

Build Path: Kindlegem + Crystalline Bracer + Giant’s Belt 

Passive – Colossal Consumption: Charge up a powerful attack against a champion over 3 seconds while within 700 range of them. The charged attack deals 125 +6% of your max health as bonus physical damage, and grants you 10% of that amount as permanent max health. 30 second cooldown per target. 

Mythic Passive: Grants all other Legendary items 1% bonus health and 6% champion size 

Leviathan 

This is the Ornn upgraded version of Heartsteel. 

Health: 1050 

Health Regen: 300% 

Ability Haste: 25 

Passive – Colossal Consumption: Passive is identical to base version 

Iceborn Gauntlet (formerly Frostfire Gauntlet) 

Control the battlefield and cripple the opposition. 

Gold Cost: 2800 → 3000

Health: 450 → 400 

Armor: 25 → 50 

Magic Resist: 25 → 0 

Ability Haste: 20 (unchanged) 

Build Path: Bami’s Cinder + Null-Magic Mantle + Cloth Armor → Sheen + Kindlegem + Chain Vest ● Passive – Spellblade: After using an ability, your next attack is enhanced with an additional 100% base AD physical damage and creates a frost field for 2.5 seconds. Enemies that move across the field are slowed by 15% +.004% bonus health (halved for ranged users). Your primary target is crippled, applying a 100% stronger slow on them and reducing their damage by 10% against you for 2.5 seconds. 1.5 second cooldown. 

Mythic Passive: Grants all other Legendary items 50 health, 5% Tenacity, and 5% slow resist 

Frozen Fist 

This is the Ornn upgraded version of Iceborn Gauntlet 

Health: 550 

Armor: 70 

Ability Haste: 25 

Passive – Spellblade: Passive is identical to base version 

Rod of Ages 

The one you’ve all been waiting for. An old friend returns to help you scale into the late game. 

Gold Cost: 3200 

Ability Power: 60 

Health: 300 

Mana: 400 

Build Path: Catalyst of Aeons + Blasting Wand + Amplifying Tome 

Passive: This item gains 20 health, 20 mana, and 4 ability power every minute, up to 10 times, for a maximum of 200 health, 200 mana, and 40 ability power. Upon reaching max stacks, gain a level and all effects of Eternity are increased by 50%. (Note: this will not increase the level cap of 18) 

Unique Passive – Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second. For every 250 health or mana restored this way, gain 25% decaying move speed for 2 seconds. 

Mythic Passive: Grants all other Legendary items 5 Ability Haste 

Infinite Convergence 

This is the Ornn upgraded version of Rod of Ages. 

Ability Power: 80

Health: 450 

Mana: 550 

Passive/Unique Passive – Eternity: Passives are identical to base version 

Catalyst of Aeons 

Returning alongside Rod of Ages as a one-stop shop for health and mana sustain during laning phase. 

Gold Cost: 1100 

Health: 225 

Mana: 300 

Build Path: Ruby Crystal + Sapphire Crystal 

Unique Passive – Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second. 

Abyssal Mask 

Abyssal Mask is a niche item that has struggled to find its way into builds. Returning Catalyst and its Eternity passive should make it a solid option for those looking for a combination of magic resist, mana, and health. 

Gold Cost: 2700 → 3000 

Health: 450 → 500 

Mana: 0 → 300 

Magic Resist: 35 → 40 

Ability Haste: 10 (unchanged) 

Build Path: Kindlegem + Spectre’s Cowl → Catalyst of Aeons + Spectre’s Cowl ● [NEW] Passive – Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second. 

Passive – Unmake: Curse nearby enemy champions, reducing their magic resist by 5 + 1.2% bonus health (max 25). For each Cursed enemy, gain 9 magic resist. 

Randuin’s Omen 

Randuin’s critical damage reduction being tied to the active has led to a less satisfying and less reliable version of the item. We’re returning the reduction to its passive, the active to its longer slow, all while retaining the new Rock Solid passive. 

Gold Cost: 2700 → 3000 

Health: 250 → 400 

Armor: 90 → 60 

Ability Haste: 10 → 0

Build Path: Warden’s Mail + Cloth Armor + Ruby Crystal → Warden’s Mail + Giant’s Belt ● [NEW] Active – Humility: Briefly slow nearby enemies by 55% for 2 seconds (60 second cooldown) ● [NEW] Passive – Critical Resistance: Critical strikes deal 20% less damage to you ● Passive – Rock Solid: Reduce incoming damage from attacks by up to 5 +0.35%, capped at 40% of attack’s damage 

Sunfire Aegis 

While it’s no longer a mythic item, Sunfire is still your go-to option for waveclear and sustained damage as a tank. 

Item Tier: Mythic → Legendary 

Gold Cost: 3200 → 2800 

Health: 450 → 400 

Armor: 35 → 50 

Magic Resistance: 35 → 0 

Ability Haste: 20 → 0 

Build Path: Bami’s Cinder + Aegis of the Legion → Bami’s Cinder + Chain Vest ● [REM] Unique Passive – Flametouch: Flametouch has been removed 

Passive – Immolate: Immolate damage is no longer increased by 150% against monsters 

Turbo Chemtank 

Rather than a jungle specific rush item, Chemtank should now be a possible mid-to-late game option for any tank looking for an extra bit of engage potential. 

Item Tier: Mythic → Legendary 

Gold Cost: 3200 → 2800 

Health: 450 → 5000 

Magic Resist: 25 → 50 

Armor: 25 → 0 

Ability Haste: 20 → 10 

Build Path: Bami’s Cinder + Cloth Armor + Null Magic Mantle → Kindlegem + Negatron Cloak + Ruby Crystal 

● [REM] Passive – Refuel: Refuel passive has been removed 

Aegis of the Legion 

Just a small gold adjustment for Aegis. 

Gold Cost: 1400 → 1200

Ravenous Hydra 

Great for AD melee champions looking to carry their teams with damage. 

Attack Damage: 70 → 65 

Unique Passive – Cleave: 60-12% total AD (based on distance) → 60% of total AD for melee champions and 30% of total AD for ranged champions to all enemies around them ● [NEW] Unique Passive – Carnivorous: Gain 0.6 AD and 0.1% Omnivamp on minion kills, increased to twice that amount for champions, large/epic monsters, and siege minions. Stacks up to 24 AD and 4% Omnivamp. Lose half of these stacks on death. 

Tiamat 

Updating Cleave’s damage to be more in line with the new Ravenous Hydra. 

Unique Passive – Cleave: 60-12% total AD (based on distance) → 50% of total AD for melee champions and 25% of total AD for ranged champions to all enemies around them 

Spear of Shojin 

Shojin is back! Become the AD caster you’ve always wanted to be. 

Gold Cost: 3400 

Attack Damage: 65 

Health: 300 

Ability Haste: 20 

Unique Passive – Dragonforce: Non-ultimate spells gain an extra [8 (+8% base AD) Ability Haste for melee champions | 6 (+6% base AD) Ability Haste for ranged champions], reduced to [4 (+4% base AD) Ability Haste for melee champions | 3 (+3% base AD) Ability Haste for ranged] for spells with immobilizing effects 

Unique Passive – Exigency: Gain up to [15% melee | 10% ranged] move speed, based on your % missing health (maxed out while below 33% health) ● Build Path: B.F. Sword + Kindlegem + Caulfield’s Warhammer


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