Tag: sourceedit |
No edit summary |
||
(32 intermediate revisions by 16 users not shown) | |||
Line 1: | Line 1: | ||
+ | : ''For its predecessor, see {{ii|Zeke's Herald}}, and for its successor, see {{ii|Zeke's Convergence}}.'' |
||
− | {{Item |
+ | {{Item header|Zeke's Harbinger}} |
{{Cost Analysis |
{{Cost Analysis |
||
|description= |
|description= |
||
− | {{gold value |
+ | {{gold value math}} |
− | * 10% [[cooldown reduction]] = {{g|317}} |
||
− | * 50 [[ability power]] = {{g|1088}} |
||
− | * 250 [[mana]] = {{g|500}} |
||
− | * 35 [[armor]] = {{g|700}} |
||
− | ** '''Total Gold Value''' = {{g|2605}} |
||
− | |||
− | {{gold value|Statistical Value per Passive Charge|nolink=}} |
||
− | * 10 [[ability power]] (from passive) = {{g|218}} |
||
− | * 50% [[critical strike chance]] = {{g|2500}} |
||
− | ** '''Total Gold Value''' = {{g|2718}} |
||
− | |||
− | '''Total Stat Value (With Passive)''' = {{g|7823}} |
||
{{gold efficiency}} |
{{gold efficiency}} |
||
− | * {{ii|Zeke's Harbinger}} |
+ | * {{ii|Zeke's Harbinger}} was {{gec|Zeke's Harbinger|2304.67}} gold efficient without its passive and active effects. |
− | * 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 {{g|2718}} for the wielder, and {{g|2500}} for the allied champion, making the item {{gec|Zeke's Harbinger|7823}} gold efficient. |
||
}} |
}} |
||
Line 27: | Line 15: | ||
{{Recipe/item|Iceborn Gauntlet}} |
{{Recipe/item|Iceborn Gauntlet}} |
||
{{Recipe/item|The Black Spear}} |
{{Recipe/item|The Black Spear}} |
||
+ | {{Recipe/item|Knight's Vow}} |
||
}} |
}} |
||
== Strategy == |
== Strategy == |
||
* {{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 |
+ | * 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 5 seconds. |
+ | ** Conduit gains 4 charges per attack. |
||
⚫ | *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 [[ |
||
+ | ** 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]] chance will mostly be useful to the '''ADC''', even though 50% [[critical strike]] chance on a '''support''' might be useful somehow. |
||
==Development== |
==Development== |
||
− | [[File: |
+ | [[File:Zeke's Harbinger screenshot.png|thumb|right|The '''Conduit''' is denoted by the pair of arrows underneath {{ci|Sona}} and {{ci|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 {{ii|Zeke's Herald}} remodel when bringing more support itemization to the scene.'' |
''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 {{ii|Zeke's Herald}} remodel when bringing more support itemization to the scene.'' |
||
Line 42: | Line 33: | ||
''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 {{ii|Mikael's Crucible|Mikael's}} is the item you buy when you know there's one mate you need to protect, {{ii|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 {{ii|Zeke's Herald}} suffered from (unless you really liked auras, we won't deny that).'' |
''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 {{ii|Mikael's Crucible|Mikael's}} is the item you buy when you know there's one mate you need to protect, {{ii|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 {{ii|Zeke's Herald}} suffered from (unless you really liked auras, we won't deny that).'' |
||
− | [[File: |
+ | [[File:Zeke's Harbinger active screenshot.png|thumb|left|An activated '''Conduit''' is shown with both champions glowing bright gold.]] |
''Why not just make a new item and leave {{ii|Zeke's Herald|Zeke's}} in? We very lightly poked this topic with {{ii|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: {{ii|The 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).'' |
''Why not just make a new item and leave {{ii|Zeke's Herald|Zeke's}} in? We very lightly poked this topic with {{ii|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: {{ii|The 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).'' |
||
+ | |||
+ | ==Trivia== |
||
+ | * {{ii|Zeke's Harbinger}} is named after a character from the webcomic as a reward for the creator Tim Buckley gaining over 1000 referrals. |
||
+ | * {{ii|Zeke's Harbinger}} is the third iteration of a supportive aura item. Its ancestral origin is {{ii|Stark's Fervor}} which was remade into {{ii|Zeke's Herald}} and then replaced by it before being developed into its modern form as {{ii|Zeke's Convergence}}. |
||
+ | |||
{{clr}} |
{{clr}} |
||
== Patch History == |
== Patch History == |
||
− | {{ |
+ | {{Scroll box|content= |
− | + | ;[[V7.12]] |
|
+ | * Remade and renamed to {{ii|Zeke's Convergence}}. |
||
+ | * {{sbc|New Recipe:}} {{ii|Aegis of the Legion}} + {{ii|Glacial Shroud}} + {{g|400}} = {{g|2400}} |
||
+ | ** {{sbc|Old Recipe:}} {{ii|Glacial Shroud}} + {{ii|Amplifying Tome}} + {{ii|Amplifying Tome}} + {{g|380}} = {{g|2250}} |
||
+ | * Ability power reduced to 0 from 50. |
||
+ | * Armor increased to 60 from 30. |
||
+ | * Magic resistance increased to 30 from 0. |
||
+ | * {{sbc|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 {{as|50% '''bonus''' magic damage}} over 2 seconds (45 second cooldown). |
||
+ | * {{sbc|New Passive:}} {{sbc|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. |
||
+ | * {{sbc|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 {{tt|4|You}} / {{tt|2|Conduit}} charges whenever you or your ally attack, and {{tt|8|You}} / {{tt|4|Conduit}} on spell cast. At 100 charge, dealing damage grants you and your '''Conduit''' {{as|20% increased AP}} and {{as|+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."''. |
||
+ | |||
+ | ;[[V7.3]] |
||
+ | * {{sbc|Bug Fix:}} Clones now copy the "linked" indicator VFX. |
||
+ | |||
+ | ;[[V6.22]] |
||
+ | * Combine cost reduced to {{g|380}} from {{g|480}}. |
||
+ | ** Total cost reduced to {{g|2250}} from {{g|2350}}. |
||
+ | |||
+ | ;[[V5.18]] |
||
* Armor reduced to 30 from 35. |
* Armor reduced to 30 from 35. |
||
* Timer before charge is lost reduced to 5 seconds from 8. ''Buff duration unchanged.'' |
* 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. |
+ | * {{sbc|Bug Fix:}} Fixed a bug where it was granting 250 health. |
− | + | ;[[V5.15]] |
|
* Buff duration increased to 8 seconds from 6 seconds. |
* Buff duration increased to 8 seconds from 6 seconds. |
||
* Charge per attack reduced to 4 from 6. |
* Charge per attack reduced to 4 from 6. |
||
Line 64: | Line 80: | ||
* {{sbc|Bug Fix:}} Fixed a bug where triggering Zeke's empowerment effect wasn't granting assists. |
* {{sbc|Bug Fix:}} Fixed a bug where triggering Zeke's empowerment effect wasn't granting assists. |
||
− | + | ;[[V5.14]] Added |
|
⚫ | |||
− | * Added to the game. |
||
+ | * {{sbc|New Recipe:}} {{ii|Glacial Shroud}} + {{ii|Amplifying Tome}} + {{ii|Amplifying Tome}} + {{g|480}} = {{g|2300}} |
||
⚫ | |||
+ | * Grants 250 Mana, 35 Armor, 50 Ability Power and 10% Cooldown Reduction |
||
+ | * {{sbc|Unique Active - Conduit:}} Bind to target ally. This will remove all other ''Conduits'' on your target (''60 seconds cooldown''). ''This effect is similar to {{ii|The Black Spear}}.'' |
||
+ | * {{sbc|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. |
||
}} |
}} |
||
== References == |
== References == |
||
− | {{ |
+ | {{Reflist}} |
+ | |||
{{Items}} |
{{Items}} |
||
+ | |||
− | [[Category:Cooldown reduction items]] |
||
+ | [[de:Zekes Bote]] |
||
− | [[Category:Ability power items]] |
||
− | [[ |
+ | [[pl:Zwiastun Zeke'a]] |
+ | [[ru:Вестник Зика]] |
||
− | [[Category:Armor items]] |
||
− | [[Category:Mana items]] |
Revision as of 17:26, 24 January 2020
- For its predecessor, see , and for its successor, see .
Template:Item data Zeke's HarbingerZeke's Harbinger was an advanced item in League of Legends for .
Recipe
Template:Item data Zeke's Harbinger
Cost Analysis
Gold efficiency
- 102.43% gold efficient without its passive and active effects. was
Similar Items
Strategy
- Cooldown reduction, ability power, mana, and armor.
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 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.
Development
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
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
is the item you buy when you know there's one mate you need to protect, 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 suffered from (unless you really liked auras, we won't deny that).Why not just make a new item and leave
in? We very lightly poked this topic with 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: ) 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).Trivia
- is named after a character from the webcomic as a reward for the creator Tim Buckley gaining over 1000 referrals.
- is the third iteration of a supportive aura item. Its ancestral origin is which was remade into and then replaced by it before being developed into its modern form as .
Patch History
- Remade and renamed to .
- New Recipe: + + 400 = 2400
- Ability power reduced to 0 from 50.
- Armor increased to 60 from 30.
- Magic resistance increased to 30 from 0.
- 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 Conduit 20% 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.".
- Bug Fix: Clones now copy the "linked" indicator VFX.
- Armor reduced to 30 from 35.
- Timer before charge is lost reduced to 5 seconds from 8. Buff duration unchanged.
- Bug Fix: Fixed a bug where it was granting 250 health.
- 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 Added
- Replaced .
- New Recipe: + + + 480 = 2300
- 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 .
- 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.
References
List of Items
- Starter items
- Potions and Consumables
- Trinkets
- Distributed items
- Boots
- Basic items
- Epic items
- Legendary items
- Ornn's item upgrades
- Champion exclusive items
- Minion and Turret items
- Special Game Mode Items
- Removed items