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m (r2.7.10) (Bot: Adding de:Zekes Bote)
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* {{ii|Zeke's Harbinger}} is made for '''duo lane''', with the '''support''' having this item. It provides stats that are useful for this role:
 
* {{ii|Zeke's Harbinger}} is made for '''duo lane''', with the '''support''' having this item. It provides stats that are useful for this role:
 
**[[Cooldown reduction]], [[ability power]], [[mana]], and [[armor]].
 
**[[Cooldown reduction]], [[ability power]], [[mana]], and [[armor]].
* 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 {{as|20% increased AP}} and '''50% [[Critical Strike|critical strike chance]]''' for 6 seconds.
+
* 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 {{as|20% increased AP}} and '''50% [[Critical Strike|critical strike chance]]''' for 8 seconds.
  +
** Conduit gains 4 charges per attack.
  +
** Conduit gains 8 charges per ability.
 
*In most cases, the {{as|increased AP}} will mostly be useful on the '''support''', granting '''additional damage''' and/or better [[shield]] / [[Healing|heal]]. And the [[Critical Strike|critical strike chance]] will mostly be useful to the '''ADC''', even though 50% [[Critical Strike|critical strike chance]] on a '''support''' might be useful somehow.
 
*In most cases, the {{as|increased AP}} will mostly be useful on the '''support''', granting '''additional damage''' and/or better [[shield]] / [[Healing|heal]]. And the [[Critical Strike|critical strike chance]] will mostly be useful to the '''ADC''', even though 50% [[Critical Strike|critical strike chance]] on a '''support''' might be useful somehow.
   

Revision as of 06:03, 3 November 2015

Oops Emote
"You belong in a museum!"

This article or section may contain obsolete information, but exists here for historical purposes.

  • This item has been removed on patch V7.12.

Zeke's Harbinger was a legendary item in League of Legends icon League of Legends.

Recipe

Zeke's Harbinger item
Zeke's Harbinger
2250 Gold 2250 (380 Gold 380)
Glacial Shroud item
900 Gold 900 (250 Gold 250)


References

List of Items

Cost Analysis

Base Statistical Value

Statistical Value per Passive Charge

Total Stat Value (With Passive) = 7823 Gold 7823

Gold efficiency

  • Zeke's Harbinger Zeke's Harbinger is 111.33% gold efficient without its passive and its active.
  • At 100 charges, this item grants 20% increased ability power and +50% critical strike chance to both the wielder and an allied champion, this is worth at least 2718 Gold 2718 for the wielder, and 2500 Gold 2500 for the allied champion, making the item 347.69% gold efficient.


Similar Items

Strategy

  • Zeke's Harbinger Zeke's Harbinger is made for duo lane, with the support having this item. It provides stats that are useful for this role:
  • 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 8 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.

Development

File:EffectZekesHarbinger.png

The Conduit is denoted by the pair of arrows underneath Sona Sona and Miss Fortune Miss Fortune.

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 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 Mikael's is the item you buy when you know there's one mate you need to protect, Zeke's Harbinger 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 Zeke's Herald suffered from (unless you really liked auras, we won't deny that).

File:EffectZekesHarbinger2.png

An activated Conduit is shown with both champions glowing bright gold.

Why not just make a new item and leave Zeke's Zeke's in? We very lightly poked this topic with Runeglaive 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 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).


Patch History

V5.18:

  • Armor reduced to 30 from 35.
  • Timer before charge is lost reduced to 5 seconds from 8. Buff duration unchanged.

V5.17:

  • Fixed a bug where it was granting 250 health.

V5.15:

  • Buff duration increased to 8 seconds from 6 seconds.
  • Charge per attack reduced to 4 from 6.
  • Charge per cast reduced to 8 from 12.
  • New Effect: Your conduit now generates half as much charge on their attacks and abilities.
  • New Effect: You retain the current stacks if you change conduit, rather than the current stacks reseting.
  • Bug Fix: Fixed a bug where triggering Zeke's empowerment effect wasn't granting assists.

V5.14:

References

List of Items