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Critical Strike items

All these grant Critical Strike chance and are regarded "carry items".

  • +30 attack damage (+10), +30% critical strike chance (+10), +10% lifesteal (new)
    • Grievous Wounds on hit removed
  • Unique Active: Drains target champion, dealing 15% of the target's maximum health in physical damage (min. 100) and healing you for the damage dealt. Additionally you steal 25% of their movement speed and inflict Grievous Wound on them for 3 seconds - 90 second cooldown. (450 range) (new)
The healing reduction now works only with the BotRK active, which moves here. BotRK retains its % health damage.
Infinity Edge item
Gold 3600 (Gold 445)
  • +80 attack damage, +20% critical strike chance
  • Unique Passive - Critical Strike Modifier: Your critical strikes deal bonus damage equal to 100% total AD. (nerfed from 150%)
When you do the math on old IE, its crit chance and passive increases your DPS output by about 35%. This version is fairly similar, but since the amp is lower, so is the price.
Phantom Dancer item
Gold 2600 (Gold 770)
Zeal item
Gold 1100
  • +50% attack speed, +40% critical strike chance
    •  % movement speed removed
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Kills and critical strikes grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Your champion ignores unit collision.
Crits now grant you full speed from Rage like kills do. Phantom Dancer is defined as a mobility item with highest crit chance in the game.
Spellbreaker item
Gold 3400 (Gold 450)
  • New item (melee only)
  • +30 attack damage, +30% attack speed, +30% critical strike chance, +30 magic resistance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Unique Passive – Lifeline: Upon taking magic damage that would reduce health below 30%, removes all crowd control effects and grants a shield that absorbs 300 magic damage for 5 seconds (90 second cooldown).
My melee carry bias is showing. "Hello, I'm Xin Zhao, and welcome to Jackass". The item is centered around protection and unlike other crit items, it does not affect or interact with critical strikes.
Statikk Shiv item
Gold 2500 (Gold 700)
Zeal item
Gold 1100
Malady item
Gold 850
  • +50% attack speed (+10)
    • Critical strike chance and % movement speed removed
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Your basic attacks deal 30 bonus magic damage on hit. On critical strike, you deal bonus 60 magic damage to up to 4 targets. (reworked)
  • Unique Passive - Stattik Charges: Moving increases your critical strike chance by 1 per 10 units moved. This bonus is reset once you critically strike. (reworked)
The effect is very similar in work (move, charge, proc), but occurs more often with critical strikes for less damage. The item, however, doesn't grant you any critical strike chance by itself unless you move around.
  • New item (melee only)
  • +50 attack damage, +30% attack speed, +30% critical strike chance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Unique Passive - Critical Strike Modifier: Your critical strikes deal bonus damage equal to 150% bonus AD.
  • Unique Active: Your next 3 critical strikes deal bonus damage equal to 150% total AD. 45 second cooldown.
While the item is active, your crits will deal damage equal to the IE on Live (250% total AD).
  • +30 attack damage, +20% critical strike chance (+5), +10% cooldown reduction
    • Armor penetration removed
  • Unique Passive: Critical strikes reduce this item's cooldown by 3 seconds. (new)
  • Unique Active: Gain 40% attack speed and 20% movement speed for 6 seconds. (60 second cooldown).
Higher crit chance makes up for the loss of armor penetration.
Wicked Hatchet item
Gold 2600 (Gold 995)
  • New item (now available on all maps)
  • +50 attack damage, +20% critical strike chance
  • Unique Passive: Your critical strikes reduce target's armor by 10% for 4 seconds (effect stacks up to 3 times).
Keep in mind this item brings diminishing returns with Last Whisper now that LW penetrates only bonus armor - but you can still use it to fight against absurdly heavy armor.

Armor penetration items

Flat penetration

Phage upgrades, pick one. Or pick more than one and let the armor penetration go to waste, that's still an option.

Black Cleaver item
Gold 3100 (Gold 363)
Phage item
Gold 1300
  • +50 attack damage, +200 health, +10% cooldown reduction
  • Unique Passive - Bash: +10 armor penetration
  • Unique Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 6 times. (+1 max stack)
Now with a smooth buildpath. Reeeeeally smooth. Cost goes up by 100, though. Since LW is gone and the flat armor penetration doesn't stack between the items, it could possibly deserve a buff to the % reduction passive.
Entropy item
Gold 3100 (Gold 400)
Phage item
Gold 1300
  • +50 attack damage (-5), +200 health (-75), +10% lifesteal
  • Unique Passive - Bash: +20 armor penetration (new)
  • Unique Active: Slow the target enemy champion's movement speed by 25% for 2 seconds. Hitting the target with a basic attack will refresh the slow, up to 5 seconds total. 90 second cooldown (700 range) (reworked)
Now available on Summoner's Rift as one of the Phage upgrades. The functionality is simple - you slow the target with the Bilgewater active (with longer range), and if you catch up and hit the target, the slow lasts longer.
Frozen Mallet item
Gold 3300 (Gold 1000)
Phage item
Gold 1300
  • +30 attack damage, +600 health (-100)
  • Unique Passive - Bash: +10 armor penetration (new)
  • Unique Passive - Icy: Your basic attacks apply a 20% slow for 2 seconds. (nerfed)
  • Active: Doubles the strength of this item's passives for 10 seconds. 60 second cooldown. (new)
This is better suited for fighters than carries, but I guess it could still be utilized when in need for high health.
Trinity Force item
Gold 3603 (Gold 3)
Phage item
Gold 1300
Zeal item
Gold 1100
Sheen item
Gold 1200
  • +30 attack damage, +30% attack speed, +30 ability power, +300 health (+50), +300 mana (+100)
  • Unique Passive - Bash: +10 armor penetration (new)
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
  • Unique Passive - Spellblade: After using an ability, your next basic attack will critically strike. 2 second cooldown. (reworked)
  • Unique Passive - Critical Strike Modifier: Your critical strikes deal bonus damage equal to 200% base AD. (new)
Trinity Force now has 3 components, 4 passives and 5 statistics. Spellblade procs are functinally unchanged by themselves, but they don't stack with crit chance now. Higher crit modifiers will be applied, though, so if you have IE, Spellblade will deal 100% of your bonus AD if it's higher than 200% of your base AD.

Heavy penetration

Last Whisper item
Gold 2700 (Gold 925)
  • +30 attack damage (-10), +30% attack speed (new)
  • Unique Passive: Your basic attacks and abilities ignore 50% of target's bonus armor. (reworked)
Yes, it allows you to shred the enemy tanks in the lategame, but against anyone below 100 armor or so the passive is practically useless. Base stats are worth 1980g. The item becomes somewhat gold efficient if you hit a target that has more than 70 bonus armor.

80 AD

The "endgame" high AD items other than Infinity Edge item Infinity Edge.

Bloodthirster item
Gold 3600 (Gold 450)
  • +80 attack damage
  • Unique Passive: +20% lifesteal
  • Unique Passive: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50-350 damage and decays when out of combat for 25 seconds.
I'm not entirely sure if the item deserves such a smooth buildpath past the BF Sword, but it seems to make sense, especially with the insane new build for Essence Reaver below.
Essence Reaver item
Gold 3600 (Gold 213)
  • +80 attack damage, +10% lifesteal, +10% cooldown reduction, +50% base mana regeneration (new)
  • Unique Passive - Mana Leech: Restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana. This effect is halved for spell damage. (buffed)
The item should now appeal to those who need it: champions who want to cast spells and use mana. You have to choose between restoring health and mana, though. The spellvamp is purely experimental and can be scrapped. If Soul Sickle is too much in lane, it can be replaced with a B. F. Sword item B. F. Sword.
Mercurial Scimitar item
Gold 3600 (Gold 800)
  • +80 attack damage, +30 magic resistance (-5)
  • Unique Active – Quicksilver: Removes all debuffs from your champion and grants +50% movement speed for 1 second. 90 second cooldown.
With QSS significantly cheaper, this item is actually stronger now. The tiny MR nerf is part of the MR compartmentalization.

Physical DPS

ADC items without crit chance, but with built-in crit compatibility.

Malady item
Gold 850
  • +30 attack damage (+5), +30% attack speed (-10), +10% lifesteal
  • Unique Passive: Your basic attacks deal 5% of the target's current health in physical damage (60 max vs minions and monsters). This effect can critically strike, dealing 5% of target's maximum health in physical damage. (reworked)
The item is cheaper, the % health damage is higher when you have crit chance, but the active is gone. No longer a first item for ADCs, but a very strong situational anti-health item nevertheless.
Ionic Spark item
Gold 2000 (Gold 250)
Malady item
Gold 850
  • New item (all maps)
  • +50% attack speed
  • Unique Passive: Your basic attacks deal magic damage equal to 25% of target's armor. This effect can critically strike, dealing magic damage equal to 50% of target's armor.
A different way to work around target's armor. Doesn't scale that well into lategame since it's magic damage, not physical - but should be a valid response against early armor stacking. Keep in mind any sort of armor reduction like Black Cleaver will lower the damage proc from this item as well.
Runaan's Hurricane item
Gold 2400 (Gold 600)
Dagger item
Gold 450
Dagger item
Gold 450
  • Ranged only
  • +70% attack speed
  • Unique Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 (+50% AD) physical damage and applying on-hit effects. If no secondary targets are found, the bolts fire at the primary target, dealing 10 (+10% AD) physical damage. This effect can critically strike, firing bolts at up to 4 targets. (buffed)
I don't really think the usage of this item on Teemo and Kayle should be all that there is. Scaling with crit could make it worthwhile in a 6 item build outside of ARAMs. Of course if the bolts hit the primary target, they don't apply additional on-hit effects, otherwise we'd get some ridiculous effects.

Fighter items

Items defining the fighter class, combining damage with survivability.

Atma's Impaler item
Gold 3500 (Gold 850)
Tiamat item
Gold 1900
  • New item
  • +50 attack damage, +50 armor, +100% base health regeneration
  • Unioque Passive: Gain attack damage equal to 1% of your bonus health.
  • Unique Passive – Cleave (Melee only): Your attacks deal physical damage up to 60% of your Attack Damage to units around your target (185 range), decaying down to 20% near the edge (385 range).
  • Unique Active – Crescent (Melee only): Deals physical damage up to 100% of your Attack Damage to units around you, decaying down to 60% near the edge. - 10 second cooldown (400 range)
The dreaded Impaler. This item requires about 1000 health from other items to become gold efficient. Probably not the best starting item, but a good finishing one. Atmogs is back!
Zeal item
Gold 1100
  • +30 attack damage, +30% attack speed (new)
  • Ability power removed
  • Passive: Autoattacks (on attack) and champion abilities grant +3 armor penetration and +3 magic penetration for 8 seconds (stacks up to 5 times). (reworked)
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Falling below 50% health grants +10% life steal and +10% spell vamp until out of combat. 30 second cooldown. (AS removed)
A set of changes to revamp the item - the stats are different, the price is lower and the passive grants hybrid penetration instead of AS and AP. AP was really a dead in-combat stat for a vast majority of autoattacking champions. Flat penetration is not worth as much by itself, but it's a better multiplier. Core on Jax? Possibly, but without AP it should significantly reduce his burst. Anyway, the item is redefined as for "AD-AS champions with magic damage", be that Jax or Shyvana.
Maw of Malmortius item
Gold 3200 (Gold 975)
  • +50 attack damage (-10), +30 magic resistance (-10)
  • Unique Passive: Grants +1 attack damage for every 1% of missing health, up to 70 Attack Damage. (buffed)
  • Unique Passive – Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown).
Less base AD/MR, but TONS OF DAMAGE when you get low on health. Compared to the Live version, it starts giving more AD below 80% health.
  • +80 attack damage (+5), +100% base health regeneration
  • Passive and active effects unchanged
A small buff making up for the relative nerf to the health regen provided by the item (which is significant only early in the game while holding Tiamat and breaks even mid- to lategame).
Wit's End item
Gold 3000 (Gold 900)
Malady item
Gold 850
  • +50% attack speed, +30 magic resistance
  • Unique Passive - Maim: +42 magic damage on hit
  • Unique Passive: Basic attacks steal 5 magic resistance from the target (stacks up to 5 times).
  • Active – Quicksilver: Removes all debuffs from your champion and grants 25% Tenacity for 3 seconds. 90 second cooldown.
Old Wit's End is... old and busted. Behold the new awesomeness. Tenacity stacks multiplicatively (reduced effectiveness) with other sources.
Zeke's Herald item
Gold 2800 (Gold 150)
  • +30 attack damage (new), +400 health (+150), +10% cooldown reduction (-10)
  • Unique Aura - Stark's Fervor: Grants nearby allies +10% lifesteal and +75% base health regeneration. (1100 range) (AD removed)
  • Unique Active - Rally: Reduces the armor of nearby enemies by 10 for 5 seconds and grants 10 atack damage per enemy affected for 10 seconds. Nearby allied champions receive half of this bonus. 60 second cooldown (700 range) (new)
The active is a giant "WE GO IN" signal. The range of the effect isn't enough to reach your AD Carry sitting in the back, but for a pair of diving fighters it's helluva effective. If you want to run two fighters into the enemy team, get Black Cleaver and this thing, and charge with no fear.
Zephyr item
Gold 3100 (Gold 663)
Zeal item
Gold 1100
  • +50 attack damage, +50% attack speed, +10% cooldown reduction
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
  • Unique Passive - Tenacity: Reduces the duration of crowd control by 35%.
  • Unique Passive - Slow Resistance: Reduces the strength of slows by 25%.
Without 10% MS bonus it shouldn't be a boots replacement anymore, but the anti-CC passives should be a really nice bundle for melee champions.
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