Season 3 Item Changes - Flops and Steals

Gentleman Gustaf here today to give my opinions on some of the new items for Season 3. Note that these are my own opinions and preferences, and will inevitably be biased by the playstyles I find most appealing. I think a lot of the new items are flops (they either don't quite do what they intend, or they are just underwhelming), but a good number are steals (and should end up common purchases).

 

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Offensive Items

Blade of the Ruined King - situational

+40 AD
+10% lifesteal
Passive: Your attacks deal 4% of the target's current health in physical damage and heal you for half the amount.
Active: Drains target champion, dealing 150 physical damage plus 50% of your attack damage and healing you by the same amount. Additionally, you steal 30% of their movement speed for 2 seconds.

Ok, so bruisers are obviously going to love this item: its damage doesn't require scaling (scales off of enemy health), so you can get it as a sole offensive item. The slow will also be quite strong against AD Carries. But two things worry me about this item. One, it suffers from the same problem as Madred's Bloodrazor: tanks stack resistances not health. Two, it's current, not max health.

The first problem might not be a problem in season 3; the changes to penetration may make stacking health more appealing at least on bruisers. The second is really just a question of numbers, and I don't think it will beat out Trinity Force (and neither should it, given the cost difference).

I also wonder if AD Carries might not pick up this item for its active, to help with kiting. If so, it would replace Bloodthirster. My intuition says that it won't really pay off, as you sacrifice 60 AD and 8% lifesteal for the passive and the active. If this item turns out to be very strong on AD Caries, I'm going to chalk it up to the active, because the rest of the item just doesn't quite compare to Bloodthirster.

New Last Whisper - the only math I'm doing tonight, I swear.

New Last Whisper now ignores 35% of armor, down from 40%. However, given that it applies before flat pen, how much of a difference does that make? Essentially, Last Whisper has lost 5% of an opponent's total armor, but gained 35% of their own flat pen. So as long as their flat pen was equal to 1/7th of the opponent's armor, this is (overall) a gain. Given that most AD Carries did not previously run Armor Pen (just 6 from masteries), this is a nerf above 42 Armor. However, on champions who ran an additional 25 from Runes, this is a buff, so long as the enemy champion has below 227 Armor. And anybody who took my advice and got Brutalizer will now benefit from the Pen changes below 332 Armor. So this is actually a small nerf if you don't get any flat armor penetration, but if you do get armor penetration, you'll benefit. This should also help AD Casters and Bruisers somewhat, given their love of Brutalizer.

New Malady - I hope it's good

+25 AP
+45% AS
Passive: Your basic attacks deal 15 + 10% of your AP as bonus magic damage
Passive: Your basic attacks reduce enemy MR by 4 for 8 seconds (stacks up to 7 times).

I really like new Malady; it solved part of the problem old Malady had, which was that it felt like it scaled with on-hit effects, not AP, and the major strength of on-hit builds was tankiness, which made Malady scary to get. Now, Malady essentially adds more AP scaling in for champions who can take advantage of it. It will probably not be bought much, but I hope this buff will bump it up out of 'worst item in the game' territory.

New Spirit Visage - unsure

Spirit Visage got a buff to give it 50 MR. Maybe that will help it as a late game item? It still seems underwhelming, to me.

New Wit's End - flop

Nobody tell Hashinshin, but they nerfed another bruiser item. Wit's End now gives 10 less MR. People will probably still buy it on champions like Irelia, but we'll see how the pen changes affect this item. If defenses are all about health, why buy this item? And if defenses are still about resistances, why buy this item? Overall, I'm not optimistic.

Ravenous Hydra - steal

+75 AD
+15 Health Regen
+10% Lifesteal
Passive: your attacks deal 60% of your AD to units around your target.
Active: Deals physical damage up to 100% of your AD to units around you.

It's a melee Hurricane. This could actually be a little bit better, because bruisers and AD Casters don't care about AS/Crit as much, and as such, don't care about the loss of multiplicativity. I ignored this item in my article about AD Casters, and perhaps that was a mistake, as I like it a lot (it gives AD Casters another spell, much like Deathfire Grasp does for AP Casters). Combined with Sword of the Divine, we're talking a lot of actives that can add to AD Caster burst.

Runaan's Hurricane - flop (but still potentially really OP)

I hyped this item a lot here, because it buffs your damage a lot, just not really on the champions it's aimed at. For that alone, I'm calling it a flop. I expect to see it have a LOT of viability in cheese mid-game comps, but its late game scaling leaves some to be desired, because its bolts don't take advantage of stat multiplicativity as well (no crit). Watch for Azubu Frost to pick it up if they ever decide to run Kog. But I guess my question is why you'd run a mid-game cheese strategy with a Kog'Maw pick. It may be viable on other champions as well (Varus/MF), so we'll see.

Statikk Shiv - depends

+40% AS
+20% Crit Chance
+6% MS

I guess this is cool on ad carries. It's a bit light on stats and heavy on the passive, but the passive is kind of cool, at least. I'd be curious about the synergy between this item and Runaan's Hurricane, but I feel like it would put the crit chance to waste. I could see buying this item, I guess. Depends how quickly it builds charges. I think this item concept does what Runaan's Hurricane intends to do (give AD Carries AoE damage) much better. I'm just not so sure about the numbers yet.

Sword of the Divine - Situational

Sword of the Divine gives + 45% Attack Speed, but can be activated to give 100% Attack Speed and 100% Crit Chance for 3 crit strikes or 3 seconds, whichever comes first. In addition, kills reduce its cooldown (60 seconds) by half. Finally, when the active is on cooldown, it looks like you lose the +45% Attack Speed. You may look at this item and see 'oh, it's just a gimmick, why bother?'. And to an I look at this item and see 'gimmick, how can it be abused?'

First, as commented elsewhere, it will be good burst auto-attack damage on AD Casters, who can build all AD for their spells, yet use this as a 3rd or 4th damage item. Essentially, it becomes a Hextech Gunblade or Deathfire Grasp, and offers another pseudo-spell for you to use, that spell doing damage equal to 4 extra attacks (if you crit 3 times, when you would probably only have attacked twice in that time).

However, I think it opens itself up to abuse in combination with Runaan's Hurricane. Let's say you decide to go for IE + BT + Runaan's Hurricane (or any other low crit chance build) for some strange reason. If you really do need single target damage, you can turn on its active and spam out three 2.6 damage crits, for about 2340 damage. So if you do decide for a cheese mid-game build with RH, your late game can still have single target damage with this item.

All in all, I say SotD is a situational item which may have surprising power.

Zephyr - flop

+20 AD
+50% AS
+10% MS
+10% CDR

I'm also not really sure who this item is for. It seems scary on bruisers because it has no tank stats and you need to not die. It seems lackluster on AD Casters because it's mostly AS. So that leaves AD Carries. The CDR makes me think it's for the spell heavy AD Carries, but the AS makes me think it's for the pure AD Carries, but they prefer crit. I guess it would be good with Runaan's Hurricane, because of the lack of crit, but the CDR is really only good on Varus (of the AD carries who like Runaan's Hurricane). I'm mostly unimpressed with this item.

Defensive Items

Mercurial Scimitar - Steal

AD, MR, and a cleanse ability. This item threatens to make all bruisers into mini-Olafs, so of course it's good. I'd rather have this item than Maw of Malmortius on a lot of champions. It's nothing gamebreaking, but it does seem pretty strong to me.

Ohmwrecker - Flop

+350 Health
+300 Mana
+55 Armor
Active: Prevents the closest enemy tower from attacking for 2.5 seconds

I'm not sure I understand this item's purpose. You end up paying a good amount of gold just for the passive. And while the passive is interesting, why not just use that money to get more armor or health? You'll be tankier against that tower, but you'll also be tankier against other things. The only thing that worries me is this item's ability to make late game comebacks even harder, because towers will become harder to hide behind, but that would be just as true if you just bought more defensive stats.

Runic Bulwark - Steal

+400 health
+20 armor
+30 MR
Aura
+10 Armor
+30 MR
+10 Health Regen

This item is so good, it might make Aegis into a lane item, if junglers aren't able to afford Runic Bulwark. Because magic damage is typically burst damage, it relies very much on being able to combo people. Giving 30 MR to your whole team means that your carries go from ignoring 33% of magic damage (49 MR) to ignoring 44% (79 MR). It also gives you enough MR that you never need another MR item again, allowing you to stack health and armor to your hearts content. The only reason I could see this item not being crazy OP is if the pen changes make building resistances futile.

Iceborn Gauntlet - Steal

Discussed at length here, this item gives you tankiness, consistent damage, and disruption, the same combination that makes champions like Irelia and Jarvan incredibly scary. I'd look to see this item on any team which has two champions who want Glacial Shroud, especially when one of the champions could use more disruption.

Jungler items

Spirit of the Ancient Golem - steal

+500 Health
+30 Armor
+14 Health Regen
+7 Mana Regen
Passive - Butcher: Damage dealt to neutral monsters increased by 25%
Passive - Tenacity

This is the tanky jungler item, and I think it's incredibly promising, if only because it lets you go for Boots of Mobility on champions who want them for ganking, while still leaving you with somewhere to get Tenacity. Skarner is a pretty strong pick for this item, even if he doesn't much like the health. Maokai and Nautilus will also probably like this item.

Spirit of the Spectral Wraith - steal

+40 AP
+10 Mana Regen
+20% Spell Vamp
+10% CDR
Passive - Butcher: Damage dealt to neutral monsters increased by 25%

This should help make AP junglers a little more viable. Unfortunately it only really helps the AP Carries who had trouble jungling. Those who could already jungle fine (Fiddlestick/Diana) won't need the Spell Vamp. But even having a jungling item will help those junglers out. I'm excited to test this out, as Fiddlesticks is one of my favorite junglers.

Spirit of the Elder Lizard - a bit underpowered

+50 AD
+14 Health Regen
+7 Mana Regen
Passive - Butcher: Damage dealt to neutral monsters increased by 25%
Passive - Incinerate: Basic attacks and damaging abilities burn the target for 15-66 true damage over 3 seconds.

This really helps out those bruiser junglers who wanted Wriggle's to clear but relied on Philo for Mana regen; in the old jungle, they were filling two slots with items they needed just to jungle. It was bad enough that I (and I think many other junglers) were cutting out Wriggle's and just running Philo and HoG. Don't underestimate the burn; that's 22 true dps. Unfortunately, its lack of tankiness worries me a little bit. I think it's a much needed improvement for mana hungry AD junglers, but it still feels a bit weak for me, just because of the lack of tankiness.

Support Items

Shard of True Ice - just sort of ok

+45 AP
Nearby allied champions gain 6 mana regen per 5 seconds.
Gain an additional 4 gold every 10 seconds
Active: Surrounds an ally with a blizzard for 4 seconds that slows nearby enemy movement speed by 30%

Not the greatest peel, but at least it adds a support useful upgrade for Kage's Lucky Pick (and with HoG gone, this will be a more common purchase, I'd imagine).

Mikael's Crucible - steal

This item has stats, but really all you need to know is that it lets you cleanse and heal (% health missing) somebody on your team. AD Carries everywhere rejoice.

Other

Tear item upgrades - bad design

Balance aside, I really don't like the two new Tear items. When fully charged on mana, they gain very strong active abilities. It just seems like a lot of power ramp up very suddenly that will be very hard to feel good about, in my opinion.

Overall

Riot has done a lot of work revamping old items and bringing out a lot of new items, and I like a lot of what they've done. Some items don't really fill a clear role, and I'm not sure we'll see much of them, but I expect many of the items to start seeing play once the changes roll around, and I'm excited to test them out in real gamesch.


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Comments

  • #68 Isysar

    Hey, i just wanted to mention that you seem to have forgot some things on Spirit Visage. First, it did get a 650 gold price increase. That's definitely a factor so it might still be in the unsure category, but, it gives more MR than i used to, and the passive was buffed to 20% from 15% and it gained an extra 5% CDR.

    The point of Zeypher imo is as a LATE game item. Replace your Berserker's Greaves with in on an ADC. Boots, even with the new enchant, gives so little stats late game for the slot they take up. +10% movement speed (so long as you have a Trinity Force, PD, or a Stakkik's Shiv) gives you about the same MS boost as tier 2 boots; and 20 AD, 50 AS, Tenacity, and 10% CDR. It's totally a LATE game item to replace boots on ADCs.

     

  • #69 GentlemanGustaf

    *shrug* PD gave that much MS, and nobody got them to replace Greaves either.

  • #70 TreeBurrow

    But... Things have changed... Right? I mean...

    • T1 Boots now give +25 MS...
    • T2 Boots now give +45 MS...
    • T3 Boots now give +60 MS...
    • All champions now have 25 more Base MS...
    • 10% MS is now worth 32.5 MS if you don't have Boots or any other + MS... (Depending on the champion you're using)
    • If you have a Zeal/PD + Zephyr you'll gain 48.75 MS... Which is as much as Tier 2 Boots...
    • The cost difference between Zeal and Beserker's Greaves is now 275 gold, but you gain 10% Crit Chance, which is worth more than 400 gold...

    If you purchased Zeal + Zephyr, you'd have more DPS and more MS for a cheaper price... The advantage of buying Berserker's in S3 is that they can eventually be upgraded to Alacrity, thus you'll end up with slightly more MS... But they'll take up a slot... And in my opinion the 10% increased Crit Chance granted from Zeal is better than +15 MS...

    If you know you're going to buy Zephyr, IMO you're better off buying Zeal over Boots... However, if you're not planning on buying Zephyr, I'd recommend buying Boots, even if you're buying a PD... PD only gives 16.25 MS (Depending on the champion you're using)... And boots will give +45, so you'll probably get caught if you don't have boots... Unless you have Zephyr + Zeal/PD/TriForce...

    Last edited by TreeBurrow on 11/26/2012 11:30:15 PM
  • #71 Gprinziv

    However, you can also enchant your boots to provide 12% MS on hit instead of just getting the 60 MS boots buy.

  • #72 GentlemanGustaf

    *shrug* I don't really think about 6 item builds that much; your build needs to be efficient throughout, and IE/LW are still going to be things everybody wants in their build (plus a vamp scepter). Add a defensive item and now you really only have room for one more item.

    This is why I always math for 2 or 3 item builds; after that, you're going for a defensive item, and you're going to spend a good 10-15 minutes with just those items (offensively). And Movement Speed is more important than you'd think. I'm pretty sure there's a thread on RoG where people are debating this.

     

  • #73 Isysar

    @ GentlemanGustaf All valid points. But Morello introduced the item specifically as a "high end speed item" (here's the link, in the middle of the big second post: http://na.leagueoflegends.com/board/showthread.php?t=2801597). In accordance with what you've said, I don't think that it Zeypher warrants being a common purchase or a good early game item. I can only see it being a replacement for LONG games, the like game CLG.EU dragged out against Moscow 5.

    I agree that early MS is vital, both as a defensive and offensive stat. I don't think it will be worth rushing a Zeypher + PD/TF to make up for the early gold efficiency of Berserker Greaves. It might never be bought since the Furor enchant's +12% MS sounds (and feels imo) quite powerful. But if you're 50 minutes in with IE/LW/PD/GA/BT and Zerker Greaves with 2k gold. . .well, mind as well pick up a Zeypher.

    I can't see anyone else (other than maybe Kayle) wanting this early. It's stats are odd, but unlike Nashor's Tooth, I can see a case where you'd actually buy it (replace Greaves) and have it be good. Problem is it's just such a late game  niche item that it will extraordinarily uncommon. But we'll have to see!

     

  • #63 eleandar

    Delete Notes: double post

  • #62 Cerbereth

    So Runic Bulwark for Galio

    Mikael's Crucible for Lulu

    and Spirit Visage for Volibear

     

  • #60 eleandar

    I think I'll use Zephyr for jungle kayle, but i have to wait to see s3 jungle.

    Stinger is one of the best early damage item for kayle (maxing E first). The CDR will also really help the jungler clear, probably more than the 5% ms of zeal. It also enables to gank more often with ult.

    The building path looks better with zephyr than with PD. You can't compare 2items simply by looking at the final build.

    The mobility advantage  (ms & tenacity) of zephyr is really huge for a jungler imo. Ganks are probably much stronger, and escapes clearly easier.

    Also, I think people underestimate tenacity, especialy on kayle. There is nothing worse than dying before using ult  because of a stun/silence.

    Last edited by eleandar on 11/26/2012 9:24:54 AM
  • #53 Gprinziv

    Muramana and Zephyr are still fun on Ryze. Zephyr could honestly be any other item and work better, but Muramana is pretty much made for Ryze and Yorick. On both, I can imagine using a combination of Iceborn Gauntlet and Muramana to make them relevant damage threats while allowing them to focus on being harder to kill, especially with the inclusion of Bulwark.

    Furthering this line of thinking, running mura/glove/superaegis on Ryze mid or Yorick top, it can free up one other slot (jungler/support) to focus more on damage rather than being the traditional tank/support that it is now.

    Last edited by Gprinziv on 11/26/2012 5:29:38 AM
  • #64 Gprinziv

    Self reply:

    Muramana is by no means a flop. Especially on a Ryze with RoA and Iceborn. With just those three items and rank1 boots, you can take out a hefty chunk of the enemy team's HP while still being hard to kill yourself.

  • #66 GentlemanGustaf

    I agree, I never said those items were BAD, I said they were bad design. In fact, I think I described them as having a lot of power that ramps up too suddenly.

    As for the damage thing, the reason you don't build damage on support or the jungle isn't because you need tankiness somewhere, it's because the way gold distribution works makes building tankiness and CDR more cost efficient for those champions, since those roles have less gold and thus less access to multiplicativity.

  • #67 Gprinziv

    Yeah, you're right. From a design perspective seraph's embrace and Muramana are just not very well-designed. They're powerful but my experience with Mura is to buy a tear first item and forget about it until it's nearly full, then buying the Manamune components. Hardly engaging and has no real feeling of reward for buying the item until about 20 minutes later. For some reason I thought you called them flops, not bad design :P

    As for slots, I don't mean builds, sorry. I meant that if you build Ryze in this way, he's essentially an AP (mana) bruiser. So if you have Ryze for ranged bruise and decent AoE, and an Ad bruiser top like Riven, it might open up possibilities for an AP support bot or an unusual jungler pick that isn't a raw tank. I haven't really put the thought into it (nor have I slept since that post), but it might be fun to mull over the costs and benefits.

    Last edited by Gprinziv on 11/26/2012 8:32:27 PM
  • #74 Gprinziv

    Funnily enough, I'm going over Skinner's Behaviorism and Homans's Exchange Theory right now and it's doing a great job of explaining why these items feel unsatisfying.

  • #47 LordTarian

    Just a question Gustaf, but won't the new Ravenous Hydra + Mercurial Scimitar be overpowered on AD Sion? The item's description says that the AoE damage applies lifesteal, popping Cannibalism and jumping into a teamfight with Ravenous Hydra, combined with the empowered cleanse from MS, that sounds like it'd be a nightmare.

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