This article or section may contain obsolete information, but exists here for historical purposes.
|
Zeke's Harbinger was a legendary item in League of Legends.
Recipe
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
Cost Analysis
Base Statistical Value
- 10% cooldown reduction = 317
- 50 ability power = 1088
- 250 mana = 500
- 35 armor = 700
Statistical Value per Passive Charge
- 10 ability power (from passive) = 218
- 50% critical strike chance = 2500
Total Stat Value (With Passive) = 7823
Gold efficiency
- 113.26% gold efficient without its passive and its active. is
- 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 for the wielder, and 2500 for the allied champion, making the item 340.13% gold efficient.
Similar Items
Strategy
- Cooldown reduction, ability power, mana, and armor.
is made for bot lane, with the support having this item. It will provide to him useful stats:
- On the lane, the ADC and the support will both generate charges, that will end up, at 100 charges, activating the passive, granting 20% increased AP and 50% critical strike chance to both of them for 6 seconds.
- 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.
Trivia
- replaces because Riot wanted to balance aura.
- 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.
- Second topic: let's get some goals in here! 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).
- Third topic (whew this is getting long): 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).
Patch History
- Added to the game.
- Replaces .
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