Banshee's Veil | |
---|---|
Passive | |
UNIQUE - Annul: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds. | |
Statistics | |
AP | 105 |
MR | 40 |
Additional Information | |
Limitations | Limited to 1 Annul item. |
Map Availability | ALL |
Tier | Legendary |
Item Code | 3102 |
Recipe | |
+ + 200 | |
Total Cost: 3000 | |
Sold For: 2100 | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Notes[]
- If Banshee's Veil is up and you activate Spell Shield, Shroud of Darkness or
Edge of Night, both shields will pop when hit by an ability. - Banshee's Veil does not negate summoner spells.
- Banshee's Veil will not block passive damage over time effects from abilities.
- Banshee's Veil's passive carries over to clones.
- Banshee's Veil's Dominion counterpart was
Odyn's Veil. - Some of Baron Nashor's abilities and the Dragons' attacks will pop the shield.
- When Banshee's Veil is purchased on Malzahar, the shield will be added on top of Malzahar's Void Shift, resulting in two protective shields. When Malzahar is attacked only one shield will break, being left with another one.
- Ornn can upgrade this Item to a Mastwerwok Item:
Similar Items[]
Patch History[]
- Total Cost: 3100 ⇒ 3000
- Ability Power: 120 ⇒ 105
- Magic Resist: 50 ⇒ 40
- Annul CD: 30 seconds ⇒ 40 seconds
We are generally happy with Banshee's Veil, so its Verdant Barrier component is updated without further adjustments.
- Build Path: Needlessly Large Rod + Verdant Barrier + 150 Gold ⇒ Needlessly Large Rod + Verdant Barrier + 250 Gold
- Total Gold Cost: Unchanged
- Cost: 2600 ⇒ 3100 gold
- Item Recipe: Needlessly Large Rod + Verdant Barrier + 50 gold
- Ability Power: 80 ⇒ 120
- Magic Resistance: 45 ⇒ 50
- Ability Haste: 10 ⇒ 0
- Passive - Annul: Grants a Spell Shield that blocks the next enemy Ability. 30 second cooldown. Cooldown is restarted when damage is taken from champions.
Patch 9.23
Spell shield now works like Banshee's Veil. Health increased, attack damage and lethality decreased. Cost decreased.
Edge of Night is the defensive Lethality option, but attaching that function to an active with a steep learning curve has made it ineffective for many aspiring assassins. We're switching Edge of Night's spell shield to a passive, making it more usable for a much wider skill range. This reliability incurs a damage cost: Edge of Night no longer grants extra AD or Lethality over its components, though we bumped its health to even things out overall.
v8.9
Ability power increased.
Fiendish Codex is being tuned up in overall ability power to match Lost Chapter.
v7.11
Cost increased. Magic resist increased.
Given the potent defense a spell shield offers in lane, we want to ensure Banshee’s Veil doesn’t come online too early and that enemies have a chance to fight Veil buyers while they’re vulnerable. A cost increase hits both goals at once: buyers need more time to earn the extra gold and are left sitting on just Null-Magic Mantle for longer. That said, we don’t think Veil needs a flat-out nerf, so we’re keeping it competitive at its new cost.
v7.9
Now a mage item! Health removed, ability power added.
For tanks, Banshee’s Veil isn’t bought for being Banshee’s Veil, it’s bought because it’s another Spirit Visage stat line. When it comes down to it, a spell shield is a much more carry-oriented ability, because tanks won’t instantly die if caught out by stray crowd control. We’re reworking Banshee’s Veil’s statline to make it more enticing to carries.
v6.9
Health and cost down. Recipe changed.
Banshee’s Veil offers an entirely unique effect in the item lineup, but its similar price-point and statline to Spirit Visage do more harm than good for BV’s chances of actually being purchased. Normally too expensive compared to its cousin, we’re shrinking Veil to be the earlier buy that guards against a burst mage gone wild, with an accordingly slimmer stat line. This makes it less effective in a full item build if you’re aiming for pure defense, but more accessible for those in need of a spell shield on a budget.
v5.16
brace yourselves
Crystalline Bracer’s a neat but underused component, so we’re stickin’ it into more items.
v4.13
Banshee's Veil takes longer to recharge
- "The low cooldown on Banshee's Veil's spell shield allows it to be 'up' for the arrival of every new minion wave, which makes it a little too strong in evenly matched scenarios where one team is trying to siege out the other under a tower. "
- SPELL SHIELD RECHARGE TIME
25 seconds⇒ 40 seconds
- Recipe Changed: Spectre's Cowl + Ruby Crystal + 875 Gold = 2750 total Gold, up from 2520
- Health increased to 450 from 400
- Magic Resist increased to 55 from 45
- Mana reduced to 0 from 300
- Additional UNIQUE Passive: Grants +45 Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks
- Combine cost increased to 600 from 490 (total cost is now 2,610 from 2,500)
- Health increased to 400 from 300
- Health reduced from 375 to 300
- Mana reduced from 375 to 300
- Magic Resist reduced from 50 to 45
- Cost reduced from 2,715 (650) to 2,500 (490)
- The following items will now display their cooldownon the item itself, rather than with a buff: Maw of Malmortius, Hexdrinker, Banshee's Veil, Guardian Angel, Sheen, Lich Bane, Trinity Force, Tear of the Goddess, Archangel's Staff, and Manamune.
- Refresh time increased to 45 seconds from 30
- Health reduced to 375 from 450
- Mana reduced to 375 from 400
- Magic resist reduced to 50 from 57
- Guardian Angel and Banshee's Veil will now only proc on cloned units if it was ready to activate when the clone was created. In other words, clones now sync their Guardian Angel and Banshee's Veil states to the main champion when created
- Cooldown increased from 25 seconds to 30
- Negatron Cloak added to recipe
- Fixed a bug where the effect would persist past selling the item
- Banshee's Veil added
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