League of Legends: New Season 13 Items Revealed


With the new season of League of Legends looming, no less than twelve objects are arriving on the Rift, as indicated on the official site. Some are making their comeback, others will land for the first time in our inventories. Although there is a bit for everyone, the main novelties seem to be directed towards the tank characters, somewhat damaged over the course of the season in the face of new builds and champions. A profound change for the item choices on this role since we are witnessing an almost total overhaul of mythical objects focused on life and resistances. These are upcoming changes on the PBE, so some elements may change between now and their release on the live version.

Item Changes for Season 13

Tank

Icathia’s Stamina

+400 HP, 30 armor, 30 magic resist, +20 skill haste

Nether Resilience: For every second in combat with a champion, you gain a stack that grants 3 armor and magic resist, up to a maximum of 10. At max stacks, you are empowered, immediately absorbing 4% of your max HP on enemies around you (1% for minions and monsters) and doubles the resistances conferred by charges until the end of the fight (60 second cooldown).

Mythic Passive: Grants all other legendary items +5 armor and magic resist.

A mythical clearly focused on the accumulation of resistance. A choice that can be interesting when we face several different types of damage. The options that offer both types of resistance in such proportions are quite rare with the exception of the Gargoyle’s Litoplastron, which does not grant an additional life. The item takes up the mythical passive of the Shroud of Congruence.

EmptyItemslot

Radiant Virtue

+400 HP, 30 armor, 30 magic resist, +20 skill haste

Guiding Light: Casting your ultimate will Transcend yourself, increasing your max HP by 10% for 9 seconds. When you are Transcended, you and allies within 1200 range gain 25 non-ultimate skill haste. You and your allies also heal for 1.5% of your max HP every 3 seconds, increased by up to 100% based on that Champion’s missing HP. Healing is doubled for yourself (90 second cooldown).

Mythic Passive: grants all other legendary items +100 HP.

A new legendary and an interesting option for tanks that play more supportwith a big utility contribution to the whole team. It could also be an option for some junglers to boost their allies during ganks or clashes around neutral objectives. This is the only mythical passive to only give HP.

Iceborn_Gauntlet

Freezing Gauntlet

+400 HP, 40 armor, +20 skill haste

Enchanted Blade: after using a skill, your next attack deals 100% of your base physical area damage and creates a 2.5 second frost field. Enemies that pass through this frost field are slowed by 15% + 0.003% of your max HP. Your primary target is slowed by double this amount and has their damage done to you reduced by 10% for 2.5 seconds (1.5 second cooldown).

Mythic Passive: Grants all other Legendary Items +50 HP, 5% Tenacity, and 5% Slow Resistance.

Return of the Freezing Gauntlet in its traditional form, taking the place of its replacement: the Cryopyric Gauntlet. Mythic becomes clearly geared towards armor, but especially recovers his enchanted blade passive. Maybe the ability to revisit the item on more damage-focused picks. He recovers the mythical passive of the Solar Aegis.

Stag

Goliath Domination

+800 HP, +200% Base HP Regen, +20 Skill Haste

Colossal Consumption: While within 600 units of a champion, you charge a powerful attack against them over 3 seconds. The charged attack drains the target, dealing 50 + 10% of your maximum HP as bonus physical damage and healing you for the same amount. You permanently gain max HP equal to 15% of drain (30 second cooldown per target) (note: max HP will be lost if item is sold).

Mythic Passive: All your other legendary items gain +1% health and +6% champion size.

Statistics that change from the usual mythical tanks, which are added to huge potential for damage. The drain and scaling of HP throughout the game makes it an excellent combination with the Immortal’s Grip, already popular on many tank champions, mainly in toplane. Goliath Domination takes over the passive from the Cryopiric Gauntlet.

Sunfire Aegis 1

Sun Aegis

+400 HP, +50 armor

Immolate: taking or dealing damage causes you to deal 15 (+1.75% bonus HP) magic damage per second to nearby enemies (+25% against minions and +150% against jungle monsters) for 3 seconds . Damaging a Champion or Epic Jungle Monster with this effect adds a stack, increasing Immolate’s next damage by 10% for 5 seconds (6 stacks max).

The Sun Aegis is no longer a mythic item, it becomes armor oriented again and loses its share of magic resistance. The initial passive remains the same in terms of statistics. We will note the disappearance of the second passive, radiant touch, which applied immolation damage to basic attacks.

Turbo Chemtank 1

Turbo chemical suit

+450 HP, +50 magic resistance, 10 skill haste

Active – Dynamization: You gain +40% movement speed for 4 seconds towards enemies and enemy turrets. When near an enemy (or after 4 seconds), you emit a shockwave that slows nearby champions by 40% for 1.5 seconds (90 second cooldown).

Loss of Mythic status here as well, bias towards magic resistance and loss of armor stat, slight drop in skill haste. The Supply passive is also removed.no more charged basic attack dealing area damage.

Abyssal_Mask_item

Abyssal Mask

+500 health, +300 mana, +40 magic resist, 10 skill haste

Eternity: You recover mana equal to 15% of the damage dealt to you by champions, and HP equal to 20% of the mana spent, up to 15 HP per cast. Toggleable/disabled skills can restore up to 15 HP per second.

Obliterate: Curse nearby enemy champions, reducing their Magic Resist by 5 + 1.5% of your bonus HP (max: 25). For each cursed enemy, you gain +9 magic resistance.

A champion can only be cursed by one enemy at a time (priority goes to the strongest curse).

The Abyssal Mask benefits from the return of one of its old components: the Catalyst of Eternity. He thus finds the passive of the latter as well as mana in his basic statistics.

Omen Randuins

Randuin’s Omen

+400 HP, +70 armor

Active – Humility: Briefly slow nearby enemies by 55% for 2 seconds (60 second cooldown).

Hard as iron: your damage from attacks is reduced by up to 5 (+0.35% of your max HP)% (limited to 40% of attack damage).

Critical Resilience: critical hits deal 20% less damage to you.

More health, less armor, and removed skill haste. Active now only slows enemies (99% → 55%). Critical damage reduction increases and becomes a separate passive.

If tank items make up the majority of new additions to the store, we can note some significant changes in the builds of characters specializing in damage.

DPS

Rod_of_Ages

Ancient Staff

60 power, +300 HP, +300 mana

Active – Humility: Briefly slow nearby enemies by 55% for 2 seconds (60 second cooldown).

Hard as iron: your damage from attacks is reduced by up to 5 (+0.35% of your max HP)% (limited to 40% of attack damage).

Critical Resilience: critical hits deal 20% less damage to you.

Who says return of the Catalyst from eternity says Ancient Staff. The favorite tool of many mages is available again, in mythic form. He returns in a form very similar to the one he had when leaving the Rift. Let us note all the same the level gain once the maximum of stacks is reached. An asset that could allow some picks to be a little less dependent on experience and potentially promote roaming.

Spear of Shojin

Spear of Shojin

+65 attack damage, +300 HP, +20 skill haste

Dragon Strength: your non-ultimate spells gain (6 + 10% bonus attack damage for melee champions / 4 + 6% bonus attack damage for ranged champions) skill haste, reduced to (3 + 5% bonus attack damage for melee champions / 42+3% bonus attack damage for ranged champions) skill boost for immobilize spells.

Requirement : you gain up to (15% for melee champions / 10% for ranged champions) additional movement speed, based on your missing HP (maximum reached below 33% HP).

An option favored by many bruisers a few seasons ago, before his disappearance. Here it is back with a somewhat similar operation. The addition of the Exigence passive makes the item even more formidable on picks that favor it.

Ravenous Hydra

Ravenous Hydra

+65 attack damage, +20 skill haste, +9% omnivampirism

Cleaver: attacks and abilities deal (60% for melee champions / 30% for ranged champions) physical damage to other enemies within 350 units of the target hit.

Carnivorous: you gain 0.5 attack damage and 0.1% omnivampirism when you kill an enemy, with a max stack of 25 attack damage and 5% omnivampirism. You lose 50% of these charges when you die.

Can only hit each target once per attack or skill every 10 seconds.

Cleaver does not proc against buildings.

Ravenous Hydra wins a stacking passive, somewhat similar to scholar’s forearm, but in AD version and omnivampirism. However, it is a legendary item and not a component, bringing the maximum AD of the Hydra to 90, a figure that is deterrent to say the least. Especially since the item appears to be able to gain those sorts of stats by defeating minions or jungle camps.

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