The first thing that’s going to catch everyone’s eye is the item systems overhaul. This includes a ton of new items reworked and miscellaneous changes. We have 23 new mystic items, 13 new legendary items, 9 new epic items and 28 legendary items. There’s a bunch of new stuff like Gale Force, a marksman item aimed at increasing mobility and we even have some familiar content such as the Sunfire Aegis, basically a sunfire cape that also ensures that you’ll be able to benefit heavily from cooldown reduction or ability haste.
Jungle items
Doran’s Forgeheart
350 gold
+10% Omnivamp vs. monstersTooth & Nail: Damaging monsters burns them for (2% Bonus Health) (+10% Ability Power) (+5% Bonus Attack Damage) magic damage over 5 seconds. Monsters who would die to the burn die immediately.
Ashen Path: Smiting 5 times consumes this item to upgrade your Smite to Challenging Smite and grant the effects of this item permanently.
Huntsman: Killing Large Monsters grants 60 bonus experience. The first Large Monster killed grants 150 bonus experience instead.
Leyline Walker: Regenerate up to 8-15 (lv 1-18) mana per second when in the Jungle or River, based on missing mana.
Doran’s Hailseed
350 gold
+10% Omnivamp vs. monstersTooth & Nail: Damaging monsters burns them for (2% Bonus Health) (+10% Ability Power) (+5% Bonus Attack Damage) magic damage over 5 seconds. Monsters who would die to the burn die immediately.
Frostworn Path: Smiting 5 times consumes this item to upgrade your Smite to Chilling Smite and grant the effects of this item permanently.
Huntsman: Killing Large Monsters grants 60 bonus experience. The first Large Monster killed grants 150 bonus experience instead.
Leyline Walker: Regenerate up to 8-15 (lv 1-18) mana per second when in the Jungle or River, based on missing mana.
There are some changes to jungle items. Hunter’s machete and Hunter’s talisman are out in their places. We have Ember knife and Hail blade red and blue respectively both of these items will eventually upgrade your smite into either a challenging smite or a chilling smite. These items are otherwise identical taking on Hunter’s talisman’s old effect that applied extra burn damage onto jungle monsters. However, these items are meant to be universal for all junglers and include Ad, Ap and even health ratios on the burn damage to monsters after casting smite five times. You’ll consume the item but retain all the extra effects. This is some extra value right there as junglers now have more flexibility with their item choices.
Ravenous hunter
Ravenous hunter is receiving a change as well. It’ll provide omni-vamp instead of spell healing . You start with one percent but gain two percent for every stack you get, omni-vamp will only be 33 effective with area of effect or pet damage. I love this change because it means that ravenous hunter will be a more universal rune that anyone can run. Overall it also feels like it’ll be much stronger, but that might not be a good thing, because it might just end up being a room you take every games as a result.
Conqueror
Conqueror is having its numbers tuned. The adaptive force is being increased from1.7 to 4.2 per stack to2-5 per stack. The heal is being lowered from 15% to 9%, and 8% to 6%for range champions. More damage but less sustain, kind of a theme that Riots had over the years. It’s all about fighting to the death…
Presence of mind
Presence of mind is getting a complete rework. Damaging an enemy champion will increase your mana regeneration by 1.5% to 11% per second for 4 seconds. This is 80% effective for range champions and energy based champions will receive 1.5 energy per second instead. Takedowns will restore 15% of your maximum mana or energy. Overall, the rune will be more interactive and encourage players to trade more often if they want extra mana to work with.