Preseason

The changes we're making this preseason all work toward making each game of League feel unique. From the different champion strengths you bring to the items you take to battle, all the way to the masteries you choose - we want your decisions to matter and have a clear impact on how each game plays out.

Marksman Updates

We're following up our juggernaut changes with a close look at League's marksmen. Rather than just balancing them against today's meta, we want to give each marksman a specific meta-agnostic identity, a unique bargaining chip that each can bring to the table to either catalyze their team comp or counter the enemy's.

Marksmen Items

We're offering more options when it comes to who (or what) you want to fight, and how you contribute to your team through that choice. So whether you want to be a lone gunman, dueling on the edge of the fight, or the nimble spellcaster, or the siege machine and tower crusher, we're providing you with the right items to buy so you can take out the right targets.

We've done a sweeping categorization pass of marksmen items to clearly communicate why and when you would want to buy an item. Some haven't changed much, but we've revamped others significantly to play nice with the rest. Below, we've tagged new items (and significantly revamped items) accordingly, as well as those who've had larger changes.

Damage

How do I deal damage? Spells? Attacks? Both?

Updated

Essence Reaver

I'm casting spells. Lots of them.
Summary:
  • 65 Attack Damage
  • 20% Critical Strike Chance
Unique Passive: +10% Cooldown Reduction.
Unique Passive: Gain increasingly more Cooldown Reduction from Critical Strike Chance provided by other sources (maximum +20% additional Cooldown Reduction at 30% Critical Strike Chance).
Unique Passive: Critical strikes restore 3% of your maximum Mana pool.
 

Infinity Edge

I just like big numbers
Summary:
  • 65 Attack Damage
  • 20% Critical Strike Chance
Unique Passive: Critical strike bonus damage is increased by 50%.
 

Blade of the Ruined King

I'm taking down my targets, one at a time.
Summary:
  • 25 Attack Damage
  • 40% Attack Speed
  • 10% Life Steal
Unique Passive: Basic attacks deal 6% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit. Life Steal applies to this damage.
Unique Active: Deals 10% of target champion's maximum Health (min. 100) as physical damage, heals for the same amount, and steals 25% of the target's Movement Speed for 3 seconds (90 second cooldown).

Multipliers

How do I take my damage... and amplify it?

Updated

Phantom Dancer

I'm fighting YOU.
Summary:
  • 45% Attack Speed
  • 30% Critical Strike Chance
Unique Passive: Spectral Waltz: While within 500 units of an enemy champion you can see, +12% Movement Speed and you can move through units.
Unique Passive: Lament: The last champion hit deals 12% less damage to you (ends after 10 seconds of not hitting).
Updated

Statikk Shiv

I want to push my lanes… with electricity!
Summary:
  • 35% Attack Speed
  • 30% Critical Strike Chance
  • 5% Movement Speed
Passive: Moving and attacking will make an attack Energized.
Unique Passive: Shiv Lightning: Your Energized attacks deal 30~100 bonus magic damage (based on level) to up to 5 targets on hit (deals +75% bonus damage to minions and can critically strike).
New

Rapid Firecannon

I'm sieging all day.
Summary:
  • 30% Attack Speed
  • 30% Critical Strike Chance
  • 8% Movement Speed
Passive: Moving and attacking will make an attack Energized.
Unique Passive: Firecannon: Your Energized attacks gain 35% bonus range (+150 range maximum) and deal 50~200 bonus magic damage (based on level) on hit. Energized attacks work on structures.
Updated

Runaan's Hurricane

I'm taking everyone down!
Summary:
  • 40% Attack Speed
  • 30% Critical Strike Chance
  • 5% Movement Speed
Unique Passive: Wind's Fury: When basic attacking, bolts are fired at up to 2 enemies near the target, each dealing (25% of Attack Damage) physical damage. Bolts can critically strike and apply on hit effects.
Unique Passive: Basic attacks deal an additional 15 physical damage on hit.

Target Selection

Who do I need to take out?

New

Lord Dominik's Regards

Giant Slayer.
Summary:
  • 40 Attack Damage
Unique Passive: Giant Slayer: Grants up to +15% physical damage against enemy champions with greater maximum Health than you (+1.5% damage per 50 Health difference, maxing at 500 Health difference).
Unique Passive: Last Whisper: +40% Bonus Armor Penetration.
New

Mortal Reminder

Nobody's healing today.
Summary:
  • 40 Attack Damage
Unique Passive: Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds.
Unique Passive: Last Whisper: +40% Bonus Armor Penetration.

Protection

Who's picking on me?

 

Bloodthirster

I just need some early protection before I get going.
Summary:
  • 75 Attack Damage
Unique Passive: +20% Life Steal
Unique Passive: Your basic attacks can now overheal you. Excess life is stored as a shield that can block 50-350 damage, based on champion level.
This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.
Updated

Mercurial Scimitar

Quit stunning me!
Summary:
  • 75 Attack Damage
  • 35 Magic Resist
  • 10% Life Steal
Unique Active: Quicksilver: Removes all debuffs and also grants +50% bonus Movement Speed for 1 second (90 second cooldown).
New

Death's Dance

The best defense is a good offense.
Summary:
  • 65 Attack Damage
  • 10% Cooldown Reduction
Unique Passive: Dealing physical damage heals for 12% of the damage dealt. This is 33% as effective for Area of Effect damage.
Unique Passive: 12% of damage taken is dealt as a Bleed effect over 3 seconds instead.

Keystone Masteries

This preseason, we're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each successive "tier" of masteries will grow in importance, ending in a tier 6 "keystone mastery" that fundamentally impacts how you play your champion. By condensing power into clear decision points, the masteries you take from game to game should have an impact on your playstyle, and we want to offer multiple mastery paths for most champions in League.

Hover over each Keystone mastery for a recommendation on how to use them!

Ferocity

For those who want to carry the game with scaling damage.

Cunning

For those who want to take out - or protect - key targets.

Resolve

For those who want to live forever.

Resolve Tree

For those who want to live forever.

Tier 1 (5 pts)

Recovery

Gain health regeneration

Unyielding

Gain additional bonus magic resistance and armor

Tier 2 (1 pt)

Explorer

Gain bonus movement speed in brush and river

Tough Skin

Take less damage from Champion ranged attacks and jungle monsters

Tier 3 (5 pts)

Runic Armor

Increase all shields and healing on you (includes lifesteal and regeneration)

Veteran’s Scars

Gain bonus total health

Tier 4 (1 pt)

Insight

Reduce the cooldown of your summoner spells

Perseverance

Gain bonus health regeneration, which increases exponentially when below 20% health

Tier 5 (5 pts)

Swiftness

Gain bonus tenacity and slow resistance

Legendary Guardian

Gain armor and magic resistance for each nearby enemy champion

Keystone Masteries (1 pt)

Grasp of the Undying

Recommended For: Brawler-type champions who want to add a little offense when building up their health.

Every few seconds in combat, your next attack against an enemy champion steals life equal to a portion of your maximum health

Strength of the Ages

Recommended For: Tanky junglers or laners who just want to get even tankier.

Large monsters and Siege minions that you or nearby allies kill grant you permanent health up to a maximum cap. After reaching the cap, additional kills restore health.

Bond of Stone

Recommended For: Tanky supports or junglers who want to protect their allies at all costs.

Reduce all damage by a certain amount. When near an ally, a portion of the damage they would take is dealt to you instead (cannot reduce you below 15% health).

Cunning Tree

For those who want to take out - or protect - key targets.

Tier 1 (5 pts)

Wanderer

Gain bonus movement speed out of combat

Savagery

Deal bonus damage to minions and monsters

Tier 2 (1 pt)

Runic Affinity

Buffs granted by jungle monsters last longer, including Epic Monsters and the River Shrine

Secret Stash

Your potions, flasks, and elixirs last longer. Additionally, your potions are replaced with biscuits that restore health and mana instantly on consumption.

Tier 3 (5 pts)

Merciless

Deal increased damage to champions below 40% health

Meditation

Once every 5 seconds, regenerate a portion of your missing mana

Tier 4 (1 pt)

Bandit

Earn gold for each nearby minion killed by an allied champion. Gain additional gold when hitting an enemy champion with an attack or spell.

Dangerous Game

Champion kills and assists restore a portion of your missing health and mana

Tier 5 (5 pts)

Precision

Gain bonus armor and magic penetration

Intelligence

Your cooldown reduction cap is increased, and gain cooldown reduction for the same amount

Keystone Masteries (1 pt)

Stormraider’s Surge

Recommended For: Assassins who want the mobility to get out once they’ve picked off their target.

Dealing a portion of a champion’s maximum health within 2 seconds grants you bonus movement speed over a short period of time

Thunderlord’s Decree

Recommended For: Burst-focused casters who want to double-down on their combo abilities.

Your third attack or spell on an enemy champion shocks the area around them, dealing a base amount of damage plus a portion of your bonus attack damage and ability power as magic damage to enemies in the area (on a long internal cooldown)

Windspeaker’s Blessing

Recommended For: Support champions with shields or heals!

Your shields and heals on allied champions (excluding yourself) are stronger and increase your target’s resistances for a few seconds.

Ferocity Tree

For those who want to carry the game with scaling damage.

Tier 1 (5 pts)

Fury

Gain attack speed per rank

Sorcery

Gain increased ability and spell damage

Tier 2 (1 pt)

Double Edged Sword

Deal additional damage, take additional damage

Feast

Killing a unit restores a moderate amount of health (on internal cooldown)

Tier 3 (5 pts)

Vampirism

Gain lifesteal and spell vamp

Natural Talent

Gain attack damage and ability power per level

Tier 4 (1 pt)

Bounty Hunter

Deal bonus damage for each unique enemy champion you kill

Oppressor

You deal increased damage to targets with impaired movement (slow, stun, snare, taunt, etc)

Tier 5 (5 pts)

Battering Blows

Gain bonus armor penetration

Piercing Thoughts

Gain bonus magic penetration

Keystone Masteries (1 pt)

Warlord’s Bloodlust

Recommended For: Champions who rely on critical strike chance to scale into the late game.

Critical strikes against champions heal you for a portion of the damage dealt, and grant you attack speed for a few seconds (on internal cooldown)

Fervor of Battle

Recommended For: Auto-attack based champions who just want to keep hitting things.

Basic attacks and spells grant you a stack of Fervor (up to a cap) for a few seconds. Each stack of Fervor adds bonus physical damage to your basic attacks against champions.

Deathfire Touch

Recommended For: Area-of-effect mages and damage-over-time mages who want to win by attrition.

Your damaging abilities cause enemy champions to take a portion of your bonus attack damage and ability power in magic damage over a few seconds

Fury

Gain attack speed per rank

Sorcery

Gain increased ability and spell damage

Double Edged Sword

Deal additional damage, take additional damage

Feast

Killing a unit restores a moderate amount of health (on internal cooldown)

Vampirism

Gain lifesteal and spell vamp

Natural Talent

Gain attack damage and ability power per level

Bounty Hunter

Deal bonus damage for each unique enemy champion you kill

Oppressor

You deal increased damage to targets with impaired movement (slow, stun, snare, taunt, etc)

Battering Blows

Gain bonus armor penetration

Piercing Thoughts

Gain bonus magic penetration

Warlord’s Bloodlust

Recommended For: Champions who rely on critical strike chance to scale into the late game.

Critical strikes against champions heal you for a portion of the damage dealt, and grant you attack speed for a few seconds (on internal cooldown)

Fervor of Battle

Recommended For: Auto-attack based champions who just want to keep hitting things.

Basic attacks and spells grant you a stack of Fervor (up to a cap) for a few seconds. Each stack of Fervor adds bonus physical damage to your basic attacks against champions.

Deathfire Touch

Recommended For: Area-of-effect mages and damage-over-time mages who want to win by attrition.

Your damaging abilities cause enemy champions to take a portion of your bonus attack damage and ability power in magic damage over a few seconds

Wanderer

Gain bonus movement speed out of combat

Savagery

Deal bonus damage to minions and monsters

Runic Affinity

Buffs granted by jungle monsters last longer, including Epic Monsters and the River Shrine

Secret Stash

Your potions, flasks, and elixirs last longer. Additionally, your potions are replaced with biscuits that restore health and mana instantly on consumption.

Assassin

Deal increased damage when no allied champions are nearby.

Merciless

Deal increased damage to champions below 40% health

Meditation

Once every 5 seconds, regenerate a portion of your missing mana

Bandit

Earn gold for each nearby minion killed by an allied champion. Gain additional gold when hitting an enemy champion with an attack or spell.

Dangerous Game

Champion kills and assists restore a portion of your missing health and mana

Precision

Gain bonus armor and magic penetration

Intelligence

Your cooldown reduction cap is increased, and gain cooldown reduction for the same amount

Stormraider’s Surge

Recommended For: Assassins who want the mobility to get out once they’ve picked off their target.

Dealing a portion of a champion’s maximum health within 2 seconds grants you bonus movement speed over a short period of time

Thunderlord’s Decree

Recommended For: Burst-focused casters who want to double-down on their combo abilities.

Your third attack or spell on an enemy champion shocks the area around them, dealing a base amount of damage plus a portion of your bonus attack damage and ability power as magic damage to enemies in the area (on a long internal cooldown)

Windspeaker’s Blessing

Recommended For: Support champions with shields or heals!

Your shields and heals on allied champions (excluding yourself) are stronger and increase your target’s resistances for a few seconds.

Recovery

Gain health regeneration

Unyielding

Gain additional bonus magic resistance and armor

Explorer

Gain bonus movement speed in brush and river

Tough Skin

Take less damage from Champion ranged attacks and jungle monsters

Runic Armor

Increase all shields and healing on you (includes lifesteal and regeneration)

Veteran’s Scars

Gain bonus total health

Insight

Reduce the cooldown of your summoner spells

Perseverance

Gain bonus health regeneration, which increases exponentially when below 20% health

Swiftness

Gain bonus tenacity and slow resistance

Legendary Guardian

Gain armor and magic resistance for each nearby enemy champion

Grasp of the Undying

Recommended For: Brawler-type champions who want to add a little offense when building up their health.

Every few seconds in combat, your next attack against an enemy champion steals life equal to a portion of your maximum health

Strength of the Ages

Recommended For: Tanky junglers or laners who just want to get even tankier.

Large monsters and Siege minions that you or nearby allies kill grant you permanent health up to a maximum cap. After reaching the cap, additional kills restore health.

Bond of Stone

Recommended For: Tanky supports or junglers who want to protect their allies at all costs.

Reduce all damage by a certain amount. When near an ally, a portion of the damage they would take is dealt to you instead (cannot reduce you below 15% health).

Ferocity Tree: 12

Cunning Tree: 18

Resolve Tree: 0

The Rift Herald

It’s no secret that players who depart for the top lane can end up feeling isolated without a dragon to contest. Rather than just flipping the map on its head, we’re exploring ways to bring some relevancy to the north so top laners can feel like they're interacting with their team before the 15 minute mark.

This season, expect to meet something new on Summoner’s Rift - the Rift Herald - in the early phases of the game.

The Rift Herald takes 35% reduced damage from ranged attacks. Hitting it's weak point - the eye on it's back - deals 15% of its maximum health as bonus true damage and causes the eye to close for a few seconds.

Killing the Herald will drop an Eye Relic on the ground. Whoever picks up the Eye Relic gets the Doom's Eve buff, which grants:

Killing the Herald will drop an Eye Relic on the ground. Whoever picks up the Eye Relic gets the Doom's Eve buff, which grants:

  • Empowered Recall
  • +10% Increased Damage
  • +40 Movement Speed
  • An aura that grants: +40% Increased Attack Speed to all minions, and +100 Attack Range to cannon minions.

Vision

Our goal with vision is two-fold: first, we want to keep pushing the vision game as a team effort and, second, we want to make vision more dynamic than days past. For that first goal, we’re doing things like free trinket upgrades for all, along with the option for tier 2 support items to upgrade into either powerful tier 3 active items or slot-efficient sightstones. For the second goal, we’re removing Stealth Wards from the shop so teams will need to rely more heavily on their pink (and blue trinket!) wards to get the vision control they need. In tandem with this change, however, we’re also adding a new feature in ward ‘debris’ when a ward passes on. By giving you the ability to see the dead bodies of wards who’ve moved on with their lives, you’ll be able to learn more about your opponent’s vision habits as well as your own.

Ward Debris

Wards now leave behind corpses when they die, letting you know the warding habits of your enemies and teammates.

Trinkets

Trinkets now upgrade automatically and grow in strength as you gain levels. Blue Trinket has been removed, but Yellow now either works like before (2 wards on cooldown) or can be sidegraded to a long-range scout trinket, capable of dropping a visible 1-health ward with unlimited duration. Red Trinket now ‘reveals’ all units (monsters, champions, wards) it scans, acting as both a ward sweeper and brush checker. Red can also sidegrade into a personal radar that follows your champion around for a while, sweeping and disabling all wards as you go.

Sightstones

Gold generation support items can now either upgrade into fully-fledged tier 3 items with powerful actives, or slot-efficient sightstones with gold generation stats. Additionally, we’ll be reintroducing the Ruby Sightstone, which will reduce the cooldown of all of your active items. So either you can go all-in on active items, or just finish that Sightstone before going traditional damage / tank support items.

New Starting Items

We're using the Doran's items (Blade, Ring, and Shield) as a baseline "generalist" set, with the addition of newer, more specialized options for those who want to opt into other early-game openings. Do you want a more aggressive lane? A defensive farming option? Somewhere in between? We've got you covered.

New

Cull

Summary:
  • 5 Attack Damage
  • 3 Life on Hit
Unique Passive: Killing a minion grants 1 additional Gold. Killing 100 minions grants an additional 300 bonus gold immediately and disables this passive.
New

The Dark Seal

Summary:
  • 15 Ability Power
  • 25% Increased Healing from Potions
  • 100 Mana
Unique Passive: Dread: Grants +3 Ability Power per Glory
Unique Passive: Do or Die: Grants 2 Glory for a champion kill or 1 Glory for an assist, up to 10 Glory total. Lose 4 Glory on death.
Upgrades to Mejai's Soulstealer
New

Hunter's Talisman

Summary:
  • 150% Base Mana Regen while in Jungle
Unique Passive: Tooth: Damaging a monster steals 25 Health over 5 seconds. Killing a Large Monster grants +15 bonus experience.
Updated

Hunter's Machete

Summary:
  • 8% Life Steal vs. Monsters
Unique Passive: Nail: Basic attacks deal 20 bonus damage on hit vs. Monsters. Killing a Large Monster grants +15 bonus experience.
New

Tracker's Knife

Summary:
  • 10% Life Steal vs. Monsters
  • 150% Base Mana Regen while in Jungle
Unique Passive: Tooth / Nail: Basic attacks deal 20 bonus damage vs. monsters. Damaging a monster steals 30 Health over 5 seconds. Killing a Large Monster grants +30 bonus experience.
Unique Active: Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 2 charges which refill upon visiting the shop.
(A player may only have 3 Stealth Wards on the map at one time. Unique Passives with the same name don't stack.)

New Sustain Items

Health pots are going up in price to better position them as a purchase for those who just need some sustain to get them past the early game. Any form of long-term sustain we folded into the refillable potions (and their subsequent upgrades) to really solidify their identity (because before, it was… flask and potions to be a ‘sustain' build). Mana potions, on the other hand, are being removed. Our decision to remove mana pots goes along the same philosophy as starting items. 100 mana tends to benefit certain types of champions over others (with mana costs being balanced against individual champion kits) and can wildly shift from being a mediocre purchase to a very cost-efficient one. By removing mana pots, we can better balance champion ability costs with the mana regeneration stat while also streamlining the 'sustain game' of League.

Removed

Mana Potion

Updated

Health Potion

On Consumption: Restores 150 Health over 15 seconds.
NEW COST: 50g
New

Refillable Potion

Unique Active: Consumes a charge to restore 125 Health over 12 seconds. Holds up to 2 charges and refills upon visiting the shop.
Upgrades into either Corrupting Potion or Hunter's Potion.
New

Corrupting Potion

Unique Active: Consumes a charge to restore 150 Health and 50 Mana over 12 seconds and grants Touch of Corruption during that time. Holds up to 3 charges that refills upon visiting the shop.
Touch of Corruption: Damaging spells and attacks burn enemy champions for 15 - 30 magic damage over 3 seconds. (Half Damage for Area of Effect or Damage over Time spells. Damage increases with champion level.)
(Corrupting Potion can be used even at full Health and Mana.)
New

Hunter's Potion

Unique Active: Consumes a charge to restore 60 Health and 35 Mana over 8 seconds. Holds up to 5 charges and refills upon visiting the shop.
Killing a Large Monster grants 1 charge.
(Killing a Large Monster at full charges will automatically consume the newest charge.)

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