Edge of Night | |
---|---|
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 | |
HP | 250 |
AD | 50 |
LTH | 15 |
Additional Information | |
Limitations | Limited to 1 Annul item. |
Map Availability | ALL |
Tier | Legendary |
Item Code | 3814 |
Recipe | |
+ + 850 | |
Total Cost: 3000 | |
Sold For: 2100 | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Notes[]
- Ornn can upgrade this Item to a Mastwerwok Item:
Trivia[]
- Downloading this item's icon from the official preseason 7 webpage will reveal that this item was initially named "Sorcerer's Bane".
Similar Items[]
Banshee's Veil
Axiom Arc
Hubris
Voltaic Cyclosword
Youmuu's Ghostblade
Umbral Glaive
The Collector
Serpent's Fang
Opportunity
Profane Hydra
Serylda's Grudge
Patch History[]
- Total Cost: 2800 ⇒ 3000
Lethality users have been struggling a bit after the loss of Headhunter. We want to make sure their itemization still feels good, especially now that there are more options. In particular, Edge of Night has been a little weak and this should give it the oomph that it needs. (While the changes are definitely live, you may notice that the tooltip for the items in both the Shop and inventory are not updated in this patch)
Edge of Night
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.
v8.21
Costs less. Veil channel time decreased.
Shortening Edge of Night's channel time creates more opportunities for users to capitalize on an opportunity or react to a well-spotted gank, and we're tossing in a cost reduction to sweeten the deal.
We added 2 lethality to the Serrated Dirk items when preseason began, but it turns out we probably didn't need to. This is a hit to Pantheon, by the way, in case you were CTRL+F'ing him.
Edge of Night
v7.19
Spellshield duration increased. Cooldown decreased.
When compared to other lethality items, or even other defensive AD options (Guardian Angel, Maw of Malmortius), Edge of Night is lagging behind. We want it to be an item that's at least considered alongside the others, so we're amping up its unique strengths to be a bit easier to use on a more frequent basis.
v7.14
Grants health instead of magic resist. Lethality up.
Edge of Night faces steep competition with Maw of Malmortius and Mercurial Scimitar in the “magic resist items for squishy champs” space - a competition it tends to lose. We’re switching the MR to health so assassins can buy Edge and Maw or Scimitar, making it viable against all-physical-damage teams in the process. This does come with a downside: the health makes it harder to maximize the Giant Slayer bonus from Lord Dominik’s Regards (especially if The Black Cleaver’s in the mix as well).
BUILD PATH : | Serrated Dirk + Pickaxe + | [Null-Magic Mantle + 675 gold] | |
⇒ | Ruby Crystal + 725 gold |
v7.5
Shield duration decreased.
We mentioned last patch that we were working on Edge of Night nerfs… and then hotfixed two thirds of them in the next day. Edge of Night was ridiculously overpowered and many of you are probably just glad to see it nerfed, but we should still chat. How did Edge of Night end up busted to begin with?
No other item or spell shield has to be channeled. This gave Edge a pretty steep learning curve on release. Given Lethality’s weakness at that point, most players who could’ve been learning to use Edge of Night weren’t, dragging the process out even further. So, when we were working on 7.2, all signs pointed to Edge needing extra buffs on top of Lethality’s own. We reduced its cooldown to make it more forgiving to use, even though players hadn’t yet figured out how to properly use it to begin with (read: we reacted to unstable data).
The outcome, as we now know, is that Lethality builds became the norm and the correct use of Edge of Night devolved to mashing the cooldown as soon as enemies appeared (timing went out the window). This brought two concerns to light. First, the cooldown has to be long enough for skittish users to be punished if they shield up at the wrong time. Second, the shield has to expire quickly enough for enemies to have the option of waiting it out without being forced to back off entirely in the process. We’ve now made changes to address both.
New changes
Mid-patch 7.4 update
Just as a reminder.
We mentioned below that we've been working on Edge of Night nerfs for next patch, but it's clear we can't wait another patch to respond. It's entirely possible we'll have more changes in 7.5, but for now we're reverting the cooldown buff from 7.2 and knocking down its AD.
Edge of Night
v7.2
Active cooldown reduced.
Edge of Night fills out our trifecta of Lethality care packages. Similar to Duskblade, Edge is a unique item for a specific playstyle that’s getting crowded out by other options (namely, Maw of Malmortius). We actually like the tradeoff between Edge and Maw, but the trickiness of properly using Edge’s active is pushing people away from it. Targeting the cooldown opens up more flexibility and room for error when using the spell shield, making the item less punishing when you predict a teamfight incorrectly. Toss in the potential to gain multiple spell shields per fight, and you’re looking at a change that just might push this item over the Edge. Of Night.
v6.22
Transforms into Serrated Dirk after killing three Large Monsters in the enemy jungle.
An item that rewards aggressive junglers and bird stealers mid laners for trespassing into enemy territory in the early game.
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