While nearby, the Conduit and the support will both generate charges. Upon reaching 100 charges, you can activate the passive to grant the both of you 20% increased AP and 50% critical strike chance for 5 seconds.
Conduit gains 4 charges per attack.
Conduit gains 8 charges per ability.
In most cases, the increased AP will mostly be useful on the support, granting additional damage and/or better shield / heal. And the critical strike chance will mostly be useful to the ADC, even though 50% critical strike chance on a support might be useful somehow.
In trying to balance auras, not only do you have to account for the super-strong case (five friends stacked up together) but, on the flip side, you've also got to be thinking about the times when it's just you and a buddy. Keeping an aura balanced for both cases is often a difficult challenge and, even if we can solve for that, usually leaves us wondering how to add satisfying gameplay beyond... an aura. This was the first reason we decided to take on a Zeke's Herald remodel when bringing more support itemization to the scene.
We wanted to build a high-impact “let's get some hurt in the mix" item that still identified itself as a support tool. Like how Mikael's is the item you buy when you know there's one mate you need to protect, Zeke's Harbinger should be the aggressive counterpart for when you want to smack some faces. As an additional goal here, we really wanted to amp up the satisfaction for the support – something that the old Zeke's Herald suffered from (unless you really liked auras, we won't deny that).
Why not just make a new item and leave Zeke's in? We very lightly poked this topic with Runeglaive but might as well address it now. Beyond the issue of leaving an extremely difficult to balance item in the game (particularly one that is relatively weak until the "right" team comp taps into it [and then it becomes very, very strong]), when something becomes so niche in its optimal use it can quickly become a trap item for players believing all items (and item premiums) were created equal. We do want to support the ability for players to make smart, contextualized decisions based on the state of the game, but can't do so by leaving really specialized things lying around. Instead, our hope is to either focus an item so that it becomes a clear choice for a broad enough set of champions (see: Black Cleaver) or we can normalize and push out a wider swathe of options that are actually supportive of Good Decisions (see: our ability power item changes).
Zeke's Harbinger is named after a character from the webcomic as a reward for the creator Tim Buckley gaining over 1000 referrals.
Zeke's Harbinger is the third iteration of a supportive aura item. Its ancestral origin is Stark's Fervor which was remade into Zeke's Herald and then replaced by it before being developed into its modern form as Zeke's Convergence.
New Passive: Casting your ultimate near your ally summons a local frost storm for 10 seconds. As the storm rages, nearby enemies are slowed by 20% and your ally's attacks burn their targets for 50% bonus magic damage over 2 seconds (45 second cooldown).
New Passive:Frostfire Covenant: Basic attacking a burning enemy ignites your frost storm to deal 40 magic damage per second and slow by 40% instead for 3 seconds.
Removed Passive: When within 1000-units of each other, you and your Conduit will generate 1 charge every second, up to 100, with a bonus 4 / 2 charges whenever you or your ally attack, and 8 / 4 on spell cast. At 100 charge, dealing damage grants you and your Conduit20% increased AP and +50% flat critical strike chance for 8 seconds. All current charge is lost if you move further than 1000-units apart or hold onto 100 charge for longer than 5 seconds.
Active conduit cooldown reduced to 0 seconds from 60.
Active conduit tooltip changed to "Bind to an ally without an existing Conduit." from "Bind to target ally. This will remove all other Conduits on your target.".
Grants 250 Mana, 35 Armor, 50 Ability Power and 10% Cooldown Reduction
Unique Active - Conduit: Bind to target ally. This will remove all other Conduits on your target (60 seconds cooldown). This effect is similar to The Black Spear.
Unique Passive: When within 1000-units of each other, you and Conduit will generate 1 charge every second, up to 100, with a bonus 4 charge on-attack and 10 on spell cast. At 100 charge, your next instance of damage grants you and your Conduit 20% increased Ability Power and 50% Critical Strike Chance for 6 seconds.