Catalyst the Protector of Aeons
Valor's Reward passive removed
New Passive - Eternity: 15% of damage taken from champion is gained as Mana. 15% of Mana spent is gained as Health.
(Healing limited to 25 per spell cast or 25 per second for toggled spells.)*
Catalyst loses quite a bit of free early lane pressure here - however, it enables a very powerful engine - turning mana to health and health to mana while brawling with other champions.
Tear of the Goddess
Mana Regeneration: 25% --> 0%
Additional Passive - Awe: Refunds 25% of Mana spent
Tear of the Goddess has always been the go to spot for a ludicrous mana pool. However, paradoxically - it also favors very low cost spells in order to stack it up. This iteration swaps out the minor regeneration for a very powerful effective mana cost reduction for truly painful spells.
The Awe passive is kept on every Tear of the Goddess upgrade. Because the mana is refunded - Catalyst's passive will still act at full power.
Chalice of Harmony
Passive remade: Increases your Health Regeneration by 100% if your Health % is lower than your Mana %. Increases your Mana Regeneration by 100% if your Mana % is lower than your Health %.
One of the relationships I want to break up with this pass is the attachment of Flat Mana to Mana Regeneration. Additionally, we're going to siphon some of the sustain out of bot lane in 6.9 and thus introducing a fairly powerful option to solve whatever sustain that you need early on.
Lost Chapter (NEW)
Recipe: Sapphire Crystal + Amplifying Tome + 115 Gold = 900 Total Gold
25 Ability Power
250 Mana
Unique Passive: Upon levelling up, restores 20% of your maximum mana over 3 seconds.
Catalyst is a decent item to support brawlers but the old passive had its merits in sustaining an aggression pattern in lane. This additional item is intended to support very aggressive lane patterns by providing some of the old pressure patterns that
Morellonomicon
Recipe Change: Lost Chapter + Fiendish Codex + 500 Gold = 2100 Total Gold
Mana Regeneration: 100% --> 0%
Flat Mana: 0 --> 400
Cooldown Reduction: 20% --> 20%.
Morellonomicon has been changed to build out of Lost Chapter - heavy AP, flat mana, flat CDR. An interesting facet of this change is that Archangel's Staff and Morellonomicon form a very aggressive pairing of Mana, AP and CDR fueling each other.
Athene's Unholy Grail
Recipe Change: Chalice + Fiendish Codex + 300 Gold = 2100 Total Gold
Total Cost: 2700 --> 2100
Ability Power: 60 --> 40
Mana Regeneration: 100% --> 75%
Magic Resistance: 25 --> 25 (Unchanged)
Cooldown Reduction: 20% --> 20% (Unchanged)
Mana Passive: Mana Passives on Kill or Assist have been removed.
New Passive: Gain 15% of premitigation damage dealt to champions as Blood charges, up to 100 to 270 (based on level). Healing or shielding another ally consumes Blood Charges to heal that ally.
Athene's Unholy Grail grants shield characters that can inflict damage the ability to heal their allies. Janna, Lulu, Orianna, Morgana, Karma and the like can now spec into an item that grants them additional permanent sustain that is supported by their offensive combat patterns.
Heal based supports will still benefit from the additional healing but in practice - it's a bit of tension between stacking a bunch of flat AP or not. The CDR is a nice boost for them though.
Spell Vamp -
We're killing Spell Vamp from the item system. We've been unable to get this statistic to be purchased on anyone but Vladimir and his tuning has always been lockstep with it. None of the Spell Vamp changes made throughout the years have been able to break this stranglehold.
Hextech Gunblade will keep it's "Omnivamp" passive - as it is seeing good use as being an effective life steal and spell vamp item for hybrid centric playstyles. Runes and Keystone choices will also retain the ability to acquire Spell Vamp.
Note: Vlad will have a major update in the same patch and has been tuned around the lack of Spell Vamp in the item system.
Will of the Ancients
Removed from the game.
"Hextech"
We're introducing / shuffling around a new family of items called 'Hextech.'
These are very powerful active spell effects on a very short cooldown that add a great deal of magic damage and are primarily magic damage aligned.
Hextech Revolver
Combine Cost: 340 --> 230
Total Cost: 1200 --> 1100
Ability Power unchanged
Spell Vamp removed
New Passive - Magic Bolt: Your basic attacks deal 75 - 150 magic damage on hit. (30 second cooldown, shared with other Hextech items).
Revolver has always been a item that encourages favorable trading in lane. This keeps some of that aspect in a far more aggressive manner that's hopefully a bit more ubiquitously useful than checking to see if you can sustain off a resourceless single target spell.
Hextech Gunblade
Total Cost: Unchanged
"Omni-Vamp" passive: Unchanged
Active Damage: 150 --> 300
Active AP Damage Ratio: 0.4 --> 0.3
Active now instantaneously shoots a lightning bolt with zero travel time, immediately slowing the target for 2 seconds.
Active now shares a cooldown with other Hextech Items.
Gunblade hasn't changed much with this update - simply strengthening the active while giving it a tie to a lightning thematic. Overall, adoption on the omni-vamp gunblade has been pretty successful - as it serves to be a useful drain item for a wide variety of mixed damage type champions.
Hextech Rocket Belt (Temporary Name)
Recipe: Hextech Revolver + Kindlegem + 800 Gold = 2750 Total Gold
Health: 300
Ability Power: 80
Cooldown Reduction: 10%
Active - Fire Bolt: Dash 300 units in a direction (at 1200 speed) and then unleash a nova of fireballs that deal 100 - 250 (+25% of your Ability Power) magic damage to enemies hit. Enemies hit by more than one fireball take 15% damage from additional balls. (30 second cooldown, shared with other Hextech items).
This Dash cannot go over walls.
One of the issues that we've struggled with in a lot of mid-range mages is that many of them essentially brute force their way to victory through raw numbers. They also don't have a ton of ways to opt into more flexible or flashy combat patterns with their core itemization.
Hextech Rocket Belt is an extremely dangerous effect that acts as either a range increased for their spells - a burst of initiation power - or simply a quick reposition tool so that these mages can fight in a more clever manner.
Hextech GLP-07A (Temporary Name)
Recipe: Catalyst of Aeons + Hextech Revolver + 750 Gold = 3000 Total Gold
Ability Power: 80
Health: 300
Mana: 400
Passive - Shared with Catalyst of Aeons
Active - Ice Bolts: Throw an arc of five piercing icy bolts that explode to deal 100 - 200(+20% of your Ability Power) as magic damage. Enemies hit are slowed by 60% decaying over 0.5 seconds. (30 second cooldown, shared with other Hextech Items)
Rod of Ages
Recipe Change: Catalyst of Aeons + Needlessly Large Rod + 50 Gold
Total Cost: 3000 --> 2500
Health / Health Scaling: Unchanged
Ability Power: 80 --> 60
Ability Power per Stack: 20 --> 20 (Unchanged)
Mana: 400 --> 300
Mana per Stack: 40 --> 10
Zhonya's Hourglass
Recipe Change: Seeker's Armguard + Fiendish Codex + 900 Gold = 3000 Total Gold
Total Cost: 3500 --> 3000
Ability Power: 100 --> 70
Armor: Unchanged
Cooldown Reduction: 0 --> 10%
Active Stasis Cooldown: 90 --> 120
Abyssal Scepter
Recipe Change: Fiendish Codex + Negatron Cloak + Amplifying Tome + 695 Gold = 2750 Total Gold
Ability Power: 70 >>> 60
Magic Resist: 50 >>> 60
Cooldown Reduction: 0 >>> 10%
Aura: No longer affects minions
Aura: Now scales with level. Reduces Magic Resistance of nearby enemy champions from 10 to 25.
Spectre's Cowl
Total Cost: 1100 >> 1200
Health: 200 >> 250
MR: 35 >> 30
Banshee's Veil
Recipe Changed: Spectre's Cowl + Negatron Cloak + 530 Gold
Total Cost: 2900 >> 2450
Health: 500 >> 300
MR: 70 >> 70 (Unchanged)
Spirit Visage
Combine Cost: 900 >> 800
Total Cost unchanged
MR: 70 >> 55
HP Regen: 150% >> 200%
Passive Healing: 20% >> 25%