Old Man Eyebrows' Guide to Season 3 Active Items

Which Items with Actives Will Matter in Season 3?

Activated items are making themselves a big presence in Season 3's item selection, but will they have a big impact?

Fun facts. There are 12 activation-items in Season 2. 2 of these, Morello's Evil Tome (now Morellonomicon) and Executioner's Calling, have had their actives changed to passive. The other ten are returning with the functionally same actives, though many of them have had their numbers tweaked and the Randuin's active lost the attack speed debuff. There are 23 activation-based items in Season 3 (counting sightstone and its upgrade as one item). 

Here's a chart for you showing the difference. I also say what kind of activate. Keep in mind if an item can be used to bait, I'll still call it defensive (i.e., Zhonya's). Offensive means used to kill, defensive means to save a life, and yes, that means items like Shurelya's are both.

Season 2 Items with Activate

Season 3 Items with Activate

Purpose

Bilgewater Cutlass
Bilgewater Cutlass
Offensive
Deathfire Grasp
Deathfire Grasp
Offensive
Hextech Gunblade
Hextech Gunblade
Offensive
Locket of the Iron Solari
Locket of the Iron Solari
Defensive
Randuin's Omen
Randuin's Omen
Offensive or Defensive
Shurelya's Reverie
Shurelya's Reverie
Offensive or Defensive
Wriggle's Lantern
Wriggle's Lantern
Noncombat
Youmuu's Ghostblade
Youmuu's Ghostblade
Offensive or Defensive
Zhonya's Hourglass
Zhonya's Hourglass
Defensive
Quicksilver Sash
Quicksilver Sash
Defensive
Executioner's Calling
 
Offensive
Morello's Evil Tome
 
Offensive
 
Shard of True Ice
Offensive or Defensive
 
Banner of Command
Noncombat
 
Mikael's Crucible
Defensive
 
Blade of the Ruined King
Offensive
 
Mercurial Scimitar
Defensive
 
Twin Shadows
Offensive or Defensive
 
Muramana (toggle; out of maxed Manamune)
Offensive
 
Seraph's Embrace (out of maxed Archangel's)
Defensive
 
Tiamat
Offensive
 
Ravenous Hydra
Offensive
 
Sword of the Divine
Offensive
 
Ohm Wrecker
Offensive
 
Sight Stone (counting it and upgrade as one)
Noncombat

 

In Season 2: 5 Offensive, 3 Defensive, 3 Both, 1 Noncombat. In Season 3: 9 Offensive, 6 Defensive, 5 Both, 3 Noncombat.

 

The most commonly taken activated items in Season 2 were Shurelya's and Randuin's, followed by Deathgrasp (depending on it's current state, it switched around) and Zhonya's (which not every mage gets). Two items that can both save or kill, followed by 2 burst items for mages. AD champions had to take items that supports take.

Philosopher's Stone and Shurelya's have been nerfed to encourage supports to take Shurelya's, bot not everyone else. Some junglers and tops will still want it, but I'm not sure it's a guarantee.

Note also that there were no good actives for anyone dealing physical damage in Season 2. It was all either utility, defense, or magic-based. The only physical stuff is from Ghostblade or Cutlass, and Cutlass only built into Gunblade, a hybrid item. Only hybrids had an AD offensive item.

But now, we have Cutlass, which is an option because it doesn't only have a hybrid end; it's AD end, Blade of the Ruined King; Muramana; Tiamat and it's upgrade, Hydra; and Sword of the Divine. All variants of burst. 

There are other new active AP items, too like Shard of True Ice, Banner of Command, Mikael's Crucible, Twin Shadows, and Seraph's Embrace. With the exception of the latter, they seem to be for supports or jungle, because a mid is going to want DFG or Zhonya's or items with better AP scaling over these, and the abilities aren't offensive, with one exception.

Winners and Losers

So how do these items fare? Let's take a look. 

Losers: Locket of the Iron Solari, Randuin's Omen, Youmuu's Ghostblade, Muramana, Ohm Wrecker

Muramana is underwhelming. It drains your mana fast for a minimal damage increase. The only people who should get it are the people who would've gotten Manamune anyway. Randuin's got nerfed hard. Ghostblade was never taken before--now it is nerfed for carries and slightly buffed for melees. Yet, Black Cleaver, Blade of the Ruined King, and many other damage items outclass it. Few will want it. Locket is barely different, was bad then, and is bad now, and now we have Barrier. Ohm Wrecker is a noob trap--it looks fun but anyone diving shouldn't need this, and it provides mediocre stats. 

Winners: Bilgewater Cutlass, Deathfire Grasp, Hextech Gunblade, Zhonya's Hourglass, Quicksilver Sash, Shard of True Ice, Mikael's Crucible, Blade of the Ruined King, Mercurial Scimitar, Twin Shadows, Sight Stone, Sword of the Divine, Shurelya's Reverie, Wriggle's Lantern.

Cutlass builds into the awesome Blade of the Ruined King, which is know is good from seeing it on Twisted Treeline. It's a great 1v1 item and a great item to chip down fatties. The ones that are used here from before are still good. Shard of True Ice let's you chase after groups of people and it keeps the GP/10 after it finishes, which is crazy. Mikael's Crucible let's any support save a life by throwing a cleanse and heal on someone. Mercurial Scimitar is damage tacked onto a Quicksilver Sash, which carries were already getting. Sight Stone is a nobrainer. Sword of the Divine is crazy burst on an AD, the physical damage champion's DFG. It isn't for everyone but it is very strong. Twin Shadows I'd like to talk about in depth. Shurelya's gives worse stats and Philosopher's Stone is much weaker, but it's the same active. Lantern is a little weaker and now really only for junglers, but still inexpensive and free wards. 

Reservations:  Banner of Command, Tiamat, Ravenous Hydra, Seraph's Embrace.

Seraph's Embrace, while better than Muramana, should only be purchased on people that would get a Tear anyway, like Ryze or Karthus. It takes a long time to get it working and if you need the shield, you should be buying something else instead (like MR). Tiamat and Hydra give some melee champs the ability to wave clear that had problems doing so before, making them farm better. The active stops them and makes them poorer at chasing. It is competing with Black Cleaver and most notably Blade of the Ruined King. There are few reasons or champions even that should get it. Hopefully it will be smoothed out. It's nice in teamfights, but it's not really enough. Yes, I know about Gangplank. Banner of Command is weird stats that doesn't build of GP10's to get a promote and...extra minion damage? Perhaps in Ranked 5's you could make a team strat with two of you grabbing it, but overall it's a noob bait item, like Ohm Wrecker. Yeah, you're hoping you can BD as Yi using Ohm Wrecker, you're hoping you can push by yourself with this thing...it's poor form. Bad and uncoordinated teams lose to that crap, not good and coordinated ones.

Special Note on Twin Shadows: Twin Shadows. One item I want to really really highlight is Twin Shadows (formerly Wraith Collar). This item is very, very good.


Item Cost: 1900
Recipe Cost: 735
+50 Ability Power +30 Magic Resistance +5% Movement Speed
UNIQUE Active - Hunt: Summons 2 invulnerable ghosts for 6 seconds to seek the two nearest enemy champions. If they touch an enemy champion, they slow his Movement Speed by 40% and reveal him for 2.5 seconds - 120 second cooldown. Builds out of Kage's Lucky Pick and Null-Magic Mantle.

First, it's efficient. It builds out of Pick and after you pay 735, you get another 200 gold's worth of MR (mantle gives 20 MR now), and another 215 gold's worth of AP. The last 320 gold gives you the recipe, the active and FIVE PERCENT MOVESPEED. That's as much as is on Lich Bane, Zeal, or Phantom Dancer. Supports, junglers, and even mids can get this, though it faces stiff competition from Abyssal and Athene's for an MR/AP slot. The range these ghosts goes is pretty far, and they go straight into the brush to find other champions.

Big implications:

  • Facecheck a bush (or two)
  • Figure out if someone is in a generic area
  • Chase or escape, Randuin's Style, but from range
  • Win bush control wars at bottom
  • Add a real, non-Rylai's-based slow to a mid champ
  • Win or escape jungle fights
  • Gives at least 15 more movespeed (from 5%) in addition to a great slow

The crazy thing is that the three classes most likely to use it will also be able to take advantage of the utility mastery that reduces the cooldown on active items, Artificer. It's only the second line down in Utility. For only 6 points (with the first 4 being 3 mp5 and flash cooldown) in utility, you can have 15% reduced cooldowns on the items. That'd be 18 seconds on this item. Or Zhonya's...etc. 7.5% per point.

 Points to Remember

A Summary:

  • Season 3 has almost twice as many items with actives as Season 2 did
  • Physical damage champions have real damage-based activates to use now, and they only had a hybrid one before
  • There's a utility mastery that reduces the cooldown for actives on items called Artificer. It's on the 2nd line, 2 points possible, each one giving 7.5% cooldown on actives.
  • Supports got awesome activates
  • Shurelya's and especially Philosopher's Stone are weaker now but still viable; same with Lantern
  • Twin Shadows and Shard of Ice are the only new items that can be used both defensively and offensively 
  • Twin Shadows in its current form is a viable item on not just supports, but junglers and perhaps even mids
  • The increased number and variety of choices (especially for top and support) means actives will become a larger part of the the game
  • Some of the new items, of course are bad, including Ohm Wrecker and the two tear-based items

Prepare to use your 1-4 keys a lot more. 

Best,

Old Man Eyebrows

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45

Comments

  • #42 drkmgic

    don't know if this has been posted yet, but has anyone tried the new dfg on eve. is it good, bad, or worse on her.

  • #46 jdawg011

    Haven't tried it, but it'll bring the instant burst down a bit, but if used properly (used first obvs) it could increase the overall damage.

  • #41 MerlinTheTuna

    While I share skepticism on Ohmwrecker, I'm not ready to write it off completely yet. Consider how (appropriately) cagely teams are about engaging under inhibitor turrets. Even if you've been crushing face to get those 6 outer turrets, you're still engaging under a turret with terrible positioning since your movements are so restricted and the defenders' aren't. It could be very valuable for offsetting some of that positional disadvantage.

  • #43 BuddyBoombox

    also, putting it on an appropriate support might make it a viable build item as well.

    A sig I guess.

  • #40 D_Neon

    I think you bash on Muramana/Seraph's Embrace a bit more than is justified, specifically in the Seraph's Embrace section, because you say you'd be better off buying some MR. The whole point of the 2 items that they come freely once you completely stack the Tear. They're free upgrades and you end up saying that they shouldn't be gotten unless you were getting the Manamune/Archangel's Staff anyway, but their point is specifically to reward the completion of these items s that champs already getting them wouldn't feel as bad for it.

    Huge buff to mana tanks anyway.

  • #37 imwithn00b

    In my opinion the game will become so unstable in the first 3 months, expect Riot (cough cough Morello) nerfing many of these items. I expect some items to not even be built.

    Nice article btw man! Keep it up!

  • #31 Simenae

    OldManEyebrows, I really like your articles, but here's something that keeps annoying me ;):

    It's concerning your "it's". If you use "its" as a possessive pronoun, you have to write it without the apostrophe.

    Little example:

    "Dragon is a strong monster. Its attacks also apply an attack speed debuff as well as a dot."

    Or another one you just used in that article:

    "The most commonly taken activated items in Season 2 were Shurelya's and Randuin's, followed by Deathgrasp (depending on its current state, it switched around) and Zhonya's (which not every mage gets)."

    "It's" is basically only used if you could also write "it is".

    I think foreigners like me, speaking a more "complex" language (no offense ;)) are doing that mistake less likely, as they learn the grammatic aspects in school very early on.

    Best regards,

    Simenae

    Last edited by Simenae on 11/23/2012 10:48:35 AM
  • #30 FatsXL

    A Warwick Ulti with the Muramana active will do 0.175 x his current mana in damage. If he has 2400 that equals 420 bonus magic damage just from the passive.

    I think you are underestimating how good it could be in the right circumstances. I'd really like to see it in action on WW, Udyr and Pantheon in particular.

    Last edited by FatsXL on 11/23/2012 9:20:42 AM
  • #34 nornamor

    Yes, it would be OP as fuck on WW... the only problem is that WW will never be able to stack it to full within reasonable time... even at max rank of Q it still has a 6 sec cd. and everyone playing ww knows that you don't use Q every time its off CD... if you assume one Q every 10 sec it still takes 25min to stack it if you have manamune (32 if only tear).... If you use the "on-hit" calculation it will take even more time :(

    Manamune is only going to be useful on Ad champs that are on complete spam-feasts... The only ones I can think of are Youric, Corki, Ezreal, Udyr and Urgot (pantheon won't make it I think).... and even then it will take them at least 20 min from they acquire tear until they have murmana..... I do though foresee that Murmana is going to be broken as fuck on Urgot and Youric, since manamune is already good on them and Murmana is a HUGE upgrade to the passive effect...

  • #38 FatsXL

    Manamune charges off both basic attacks and spells & it stacks up to 3 charges which can be activated at once. It does not take long to max out the item especially now that the cap is reduced to 750. 15 minutes tops.

    Last edited by FatsXL on 11/23/2012 9:47:09 PM
  • #44 nornamor

    You know that basic attacks trigger the cd while giving less mana, right????

  • #28 Simenae

    What do you think about Ryze getting Muramana? The toggle also applies on spells and with his insane mana pool he could do shitloads of damage. Additionally, the Muramana helps him taking down towers, as it did back then where some Ryzes used to get Manamune.

    Or is Archangel's still the better choice?

  • #33 klvkboom

    I thought of this as well. Generally a Ryze would have around 3k-4k mana pool in the later stages in the game, and that would easily equate to 180-240 on each spell. Already those numbers are quite insane for someone who can machine gun his skills :P

  • #35 nornamor

    Yes.. makes me wonder if Riot actually thought this through.... it will defiantly be better than Archangel... 180 damage on his Q and W spells is waaay more than an archangel would ever give.... 

  • #36 nornamor

    Or maybe they did and thought that if you want to go complete mana-glasscannon you build manamune as first item, because honestly lot of Ryzes streanght lies in the fact that he is tanky.... going glass cannon on him is a tradeoff..... Archangel upgrade would give him tankyness instead of raw damage..

    Last edited by nornamor on 11/23/2012 6:54:19 PM
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