
What Happened to Attack Speed?
So far we’ve seen complaints about bruisers, the jungle, and by extension mages and mids having it nice and lovely. Pretty much only the support role is universally accepted as better. AD Carry is considered “nerfed” in some way and also stale.
There’s a trend I pointed out in bruiser items that the same old stuff isn’t as good anymore. Guess what? The same applies to AD Carries and attack speed, as attack speed got nerfed. Very hard. It has received little discussion or “oh man this is so different now” kind of analysis.
So first let’s look at how attack speed has changed, and then make some conclusions about what this means for play, especially for carries. First up and most notable is items.
-- Xypherous
The first thing to note is that Riot increased the cost of attack speed. This was stated in the notes. The item set as a whole that has suffered. Attack speed items are worse, and anyone who relies on it is going to suffer as a result (eat your heart out, AD casters).
Attack speed items removed: Elixir of Agility, Madred’s Bloodrazor, Ionic Spark, Cloak and Dagger
Attack speed items with the attack speed removed: Zeke’s Herald, Black Cleaver
Attack speed items that are nerfed:
- Berserker’s Greaves. 20 less gold, 5% less attack speed
- Recurve Bow. 100 less gold, 10% less attack speed
- Dagger. 20 less gold, 3% less attack speed
- Phantom Dancer. 45 less gold, 5% less attack speed, 7% less Move Speed, new passive that’s lovely for bruiser
- Zeal. 20 less gold, 2% less attack speed, 1% less movespeed.
- Malady. 210 more gold, 5% less attack speed. Damage only an improvement on AP stacked champs as discussed recently
- Wit’s End. 50 more gold, 10 less MR.
- Triforce: 130 more gold, higher phage cost, 5% less crit, 4% less movement speed, reduced slow, 50 less mana.
- Nashor’s Tooth: 115 less gold, 5% less cooldown. Oh boy!
- Ghostblade: 13 more gold for 5 less cooldown. Active changed slightly.
- Stinger: 160 more gold.
- Guinsoo’s Rageblade: 365 more gold, 5 less Damage and AP, crazy new extra passive added.
New Attack Speed Items: Zephyr, Runaan’s Hurricane, Statikk Shyv, Sword of the Divine
Hurricane is attack speed only and depends on enemies being clustered. It’s only for some carries, not all.
Zephyr is not for carries. You pay 50 more gold to give up 30 crit for 20 damage, 5% more movespeed, 10% more cooldown, and tenacity. That might be desirable on a bruiser or jungler, but they have merc’s, and the jungler has the golem upgrade to Spirit Stone, which is the best.
Statikk Shyv is worse than PD in fights. 300 gold less for 10 less attack speed and 10 less crit chance? And the passive only goes down by about 10 every auto-attack. However, I have to say I feel it’s better in solo queue, especially if you have worries about your team’s ability to peel. Why? Because you will be running and kiting a lot more and that makes more procs. Furthermore, it builds out of Avarice Blade, which gives two gp10 and and two extra gold per minion kill. Have that on for ten minutes, which is 20 waves, and get even half of them, and that’s 60 minions for 120 gold (that is equal to another two gp10). That makes Shyv actually cost more like 500+ less, and you still have the active to help compensate for less stats. Also, lane phases and farming ends earlier for carries in solo queue games. If you’re going BT first and not IE, consider getting this.
Sword of the Divine is highly inefficient for its stats (Stinger is 950 less gold for 5 less AS and 10 more CD), but the active is strong. The items are trying to give characteristics to some classes that don’t have them, and this is adding burst to a primaly sustain-damage type of role. Now you can get 3 crits in a row, and that is very scary. If you screw it up you lose the AS.
Other Notes
- Damage costs less, and attack speed costs more. This makes attack speed runes worth more now. A full set of marks is 15% attack speed, which is 1.25 daggers. A full set of damage marks is 8.55 damage, which is part of a Long Sword. Damage marks are 342 gold's worth of stats; attack speed marks are 500 gold's worth of stats. Of course, the argument goes, you need damage to help with last-hitting. That’s fine! But if people like to throw in a few crit runes here and there (they are worth more than damage and less than AS), you can also consider grabbing a few AS to mix in. Remember that the QQ on AS Quints is 2, whereas the Damage Quints are higher than 2, so if you mix, use Damage Quints.
- Attack Speed buffs from champions like Warwick, Udyr, Trundle, Wukong, and Xin Zhao are now all stronger. For AD carries this means the few without AS steroids will suffer.
- Wit’s End is now even more important on most bruisers, as many other options are junk and MR is now at more of a premium, with fewer options.
- Stinger could become to Season 3 for attack speed what Brutalizer was for Season 2. It’s an efficient cooldown item that builds into junk. It is very efficient, and you don’t have to get extra junk on top of it. In rare circumstances I’d get this over Wit’s even because 950 gold is a pickaxe and a ward, and if I don’t need the MR much and I’d like the cooldown, then lovely.
- Frozen Heart’s debuff and AS debuff moves are much stronger now. Despite its nerf in cost and stats, don’t be fooled—it is still awesome.
- AD Carry will not scale as well.
- Take the Frenzy mastery.
Good luck dealing with less attack speed.
: /
Best,
Old Man Eyebrows
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Posted 12/7/2012 8:59:58 AMI don't like how riot pushed the whole ADC thing more towards AD casters. AD casters already were stronger early game, now, at least speaking for Ez, he can stay an AD caster all game long, just get The Black Cleaver and Zephyr and you can spam your spells all day long, the CDR pretty much makes up for missing crit. Not to mention: You only got 3 (BC, Zephyr, Boots) items so far, so there's still room to itemize more for late game, you can even get Iceborn Gauntlet and get a 100% aoe phage procc more or less on every Q. And 15% extra CDR. Finish with Mercurial Scimitar and BT, and you got:
35% Tenacity
10% MS
35% CDR (Q: 2.6s CD, W: 6s (minus Q CDR), E: 7s (minus Q CDR) )
45 MR
60 Armor
Cleanse
35% Slow on every Q
Armor Pen (15 flat + 5% per stack)
230 AD
250 HP
16% Lifesteal
70% + passive ATS
So what do we get? An Ezreal jumping around and kiting all day, with pretty much awesome build paths. Of course this is exaggerated and there are way better builds probably, but this is how it looks to me. And I'm not a fan of pure ADC(aster) meta for botlane, I'd like to be able to play Kog and Ashe sometimes too, without getting destroyed by game balance which is heavily favoring AD casters. It's just almost impossible to get to the point when you get useful as a lategame carry. Well, enough QQ for now.
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Posted 12/7/2012 2:10:01 AMhi Eyebrows,
do you think shiv could still be viable when combined with hurricane? take cogmaw for example. with a team that can protect you taking hurricane seems very tempting, and from what I can tell each missile hit increases the shiv count by 10, so you would be closer to 1 lightning bolt every 3 and a half attack than every 10, assuming enemies are close enough together and you get both extra missiles, of course.
i'm not exactly sure about the build order, you might want to get the avarice blade early, but wait untill end of laning phase till you finish the shiv, as it will most likely push your lane hard.
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Posted 12/7/2012 12:11:01 AMI don't get how the AS nerf affects ADC. Their typical build is IE BT PD LW, which features exactly 1 AS item, amounting to a total of 5% AS nerf (no change to runes, base AS, and AS scalings). How is that supposed to be significant in terms of AS?!
I'm not talking about MS or crit here. They also get the AD for cheaper, which concerns 3 of their typical items.
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Posted 12/7/2012 12:23:48 AMThe AS nerf effects ADC's in the exact way that you described, which part do you not understand? They lose 150 gold worth of AS from PD, and 150 gold worth of AS from Beserker's Greaves, 10% AS in total
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Posted 12/7/2012 1:01:30 AMOh right the boots nerf, i forgot about it. so, 10%AS nerf on full standard build, aka a Dagger... Also 10 less AD on IE.
When i look at AP's who lost 5 Mpen on Sorc, same on Guise, 20AP and 5% of total AP on Rabadon's, don't have a new boot enchant as awesome as Furor is for ADC (totally makes up for PD's move speed nerf when chasing) and can no longer stack Archangels for pure burst damage builds, i deduce that they're overall further pushed towards utility. Even Seraph's Embrace gets a shield active instead of damage.
The only new damaging things for them are what... Manamune which is pretty much for Ryze or AD's, Liandry's which softens tanks but isn't able to kill anything, Twin Shadows is mostly utility/support, Iceborn gauntlet: tanky/cc, Banner of command: pushing/support. Oh right DFG! So now, unless you're a DFG mage, you're not supposed to get kills apparently. And even DFG actually increases damage dealt by other people too (increasing their chance to get the kill).
So yeah, now AD carries as just as damaging as before and look like the only ones still supposed to kill things. Are APs slowly sliding towards the 3rd support role after bot and jungler? Is everyone already a support except the AD and i didn't get the note?
EDIT: the serious things to remember of this post are: ADCs aren't nearly as nerfed as people think; APs have their damage nerfed and utility increased; the AS nerf is overrated. rest is rant.
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Posted 12/7/2012 7:18:37 AMThat's hardly a nerf at all, considering that at end game ADCs get that 10% AS back through the Frenzy mastery.
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Posted 12/7/2012 7:45:30 AMLet's not forget that the crit damage mastery for carries now only gives 5% bonus, IE lost 10 attack damage,and the changes to last whisper mean that if your carry is running Arpen Reds, they're reducing 2 less armor than before. Doesn't sound like much, but stacking ArPen is now rewarded on bruisers and AD casters, so relative to AD carries, they got buffed more by that change and the other small changes are hit on stuff that only ranged carries have. 3% less lifesteal that bruisers also used but not to the same extent in the lane phase. Doran's blade heals 5 damage per hit now, which is stronger early, but 2x Dorans + lifesteal mastery gave 10 health per hit at 111 damage dealt, so anything beyond that hits their lane sustain.
Also, Mages came off relatively unscathed. Sure, Rab's got nerfed but there's a lot of fun new cantrips they can use. Gunblade has an AP ratio now? It rewards autoattacks? Spellblade? Sure, they're niche little pieces of shit, but the variety of things you can do with mages just blew up. It's pretty awesome. And hell, you don't have to get a DFG but if you're a burst mage instead of a sustained DPS mage (like Ryze, Karthus, or Cassiopaeia) it's a nice little addition. In addition, CDR opened up on new items considerably. Burst mage? DFG! DPS mage? Liandry's Torment! Autoattacks?! Malady! Tank? Iceborn Gauntlet! Seraph's is also a great touch for champions that want a strong initiate but can't afford to immediately zhonya or would get blown up after a Zhonya. In addition, magic penetration, while slightly weaker per-item, got an interesting change in hybrid penetration buffs. It's actually feasible to run hybrid pen on long-range or autoattack AP champions. These aren't great changes to these roles (nor were they meant to be), but they are baby steps, and considering that they have a bunch of other things changing right now, it's probably nice that they have a control.
It's not like they were looking to shake things up incredibly with ADCs. They just wanted to scale them back a little bit. I'd say it worked. The counterargument would be that resistances got nerfed too, but health got buffed and that's really a win for assassins more than carries, since magi and bruisers benefit the same if not more.
Edit: morellonomicon is going to be hilariously good in use against Nunu, Volibear, Vladimir, Dr. Mundo, and other healy types. Is upports your utility argument but I find that INFINITELY more interesting than an ADC's stand there and don't die while you autoattack practice.
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Posted 12/7/2012 8:15:01 AMThe variety offered to APs is clearly entertaining, however it sort of shoots itself in the foot by removing the 1000 AP burst build possibility (DC+3 AAS+VS+Sorc) which was awesome on long range carry mages. The mobility creep started by Ahri killed Xerath (probably Ziggs too), now season 3 buried them, or made them supports with more swagg. "Look i slow enemies for you in 2 different ways! i can shield myself and be invul! kill? what is a kill?" I guess only medium- or low-range mages who can use a DFG and have high enough base damages *coughdianacough* will be able to carry if that trend keeps going...
Anyways i'm glad they nerfed ADC earlygame at least, even though they still 4-hit everyone late. SotD is one of the most interesting new things i've seen for them btw. I know it's meant for assassins, but AD casters like Graves/Draven can also use them to change their playstyle into something more bursty and less right-click-to-win, and that's a trend i like. Statikk Shiv and Runaan's are nice variety additions too, hope things like this will eventually kill the brain-afk IEPDBTLW build we've been eating all S2 long, and maybe watching tournaments will get less boring (not the plays, the predictability of every item).
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Posted 12/8/2012 2:07:55 AMThe -5% AS on Berserker's Graves and PD and the 10 less damage on IE are quite noticeable, even though as not as much remarkable as the movement speed nerf to PD and TF. Still, to be honest, lategame AD carries are gonna benefit from Mercurial Scimitar as much as bruisers and AD assassin. A defensive item that can even remove suppression and gives AD?: hooray for slot efficiency and even more damage, granted you get that over the nerfed GA. That darn item is borderline OP on the most currently dominant ADCs (gapclose/escape ones like Ezreal, Corki, Graves, and is as much solid also on Tristana and Vayne). Also, as PMilkos has already mentioned, Frenzy mastery makes up for 5% that AS lost, if and when you get to the point when your items grant you consistent crit chances.
Mongol General: Conan! What is best in life?
Conan: To crush your enemies, see them driven before you, and hear the lamentations of their women.
Mongol General: That is good! That is good.
- Conan the Barbarian -
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Posted 12/6/2012 11:24:26 PMZephyr is perfectly fine on a handful of carries. Jax, in particular jungle Jax, will want it to get him tenacity so he can use zerker greaves, and he cares not about crit as much as all the AS he can muster, the MS is just a boon. Additionally it's good on Twitch or Kog'maw builds focused around Runaan's, where crit isn't as desirable to pure AD and AS.
I hope that when the world comes to an end, I can breathe a sigh of relief, because there will be so much to look forward to.
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Posted 12/7/2012 5:26:52 PMYeah it will be amazing on jax.
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Posted 12/8/2012 2:14:09 AMYes Zephyr is borderline OP on Jax.
It's also very good on Irelia, if you skip Mercs+Wit's End combo for something more creative (like Tabi+Trinity+GA+Zephyr+Scimitar+whatever).
Mongol General: Conan! What is best in life?
Conan: To crush your enemies, see them driven before you, and hear the lamentations of their women.
Mongol General: That is good! That is good.
- Conan the Barbarian -
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Posted 12/6/2012 8:57:27 PMReally worth reading the whole thing this time, very interesting.
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Posted 12/6/2012 8:53:49 PMI've been counteracting this change with AS Marks and MS Quints. Seems to make enough of a difference and feels really strong if you start Doran's or Longsword and rush BT. Currently also saving up for AS Glyphs too, some lanes / champs can probably get away with this now. I'll be honest though, I've been sticking more to ADCs with AS buffs in their kit and rushing BT/LW. Then diversifying into either an AoE build of Runaan's, BotRK and IE/Defensive item or single target with PD, IE and BotRK/Defensive item/Youmou's Ghostblade/Zephyr (basically something that gives you a fighting chance if you get dived on).
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Posted 12/6/2012 8:27:39 PM