Knight's Vow | |
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Passive | |
UNIQUE - Sacrifice: While your Worthy ally is tethered to you and you are above 30% of your maximum health, redirect 12% of the pre-mitigation physical and magic damage they take to you as true damage and heal for 10% of the damage dealt by your Worthy ally to champions. | |
Active | |
UNIQUE - Pledge: Designate an allied champion as Worthy (60 second cooldown). | |
Statistics | |
HP | 200 |
HPR | 100% Base Health Regen |
AH | 10 |
AR | 40 |
Additional Information | |
Limitations | Limited to 1 Knight's Vow. |
Map Availability | ALL |
Tier | Legendary |
Item Code | 3109 |
Recipe | |
+ + + 400 | |
Total Cost: 2300 | |
Sold For: 1610 | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Notes[]
- Knight's Vow's active allows to link to a target that is already linked by your
Zeke's Convergence. The two items even have complementary VFX. - Ornn can upgrade this Item to a Mastwerwok Item:
Similar Items[]
Patch History[]
- Total Cost: 2200 ⇒ 2300
Patch 14.10 - 5/16/2024
- Health: 300 ⇒ 200
- Ability Haste: 15 ⇒ 10
Knight's Vow is receiving a small simplification that should be mathematically very close to the old version and makes it easier for everyone to understand. We're letting the Knight's armor and magic resist apply to the redirected damage because we think it's thematically appropriate. We're also re-adding the health regeneration just in case your Worthy ally can't hit for a while, so that tanks wielding the item can still recoup some health by themselves.
- Build Path: Kindlegem + Chain Vest ⇒ Kindlegem + Chain Vest + Rejuvenation Bead
- Total Gold Cost: unchanged
- new +100% Base Health Regen
- Armor: 45 ⇒ 40
- Damage Redirection: 10%, and then 20% below 30% max HP ⇒ 12% always
- Damage is now reduced by the Knight's Armor/MR
- Total Cost: 2200 gold (unchanged)
- Item Recipe: Lifewell Pendant + Crystalline Bracer + 350 gold ⇒ Kindlegem + Chain Vest + 600 gold
- Health: 350 ⇒ 300
- Armor: 25 ⇒ 45
- Ability Haste: 15 (unchanged)
- REMOVED Base Health Regeneration: 125% ⇒ 0
- Passive/Active: Unchanged
Knight's Vow was unpopular despite being powerful all year. We've returned the ally heal so that Pledge feels more like a mutual partnership rather than a selfless sacrifice. We've also sharpened the damage reduction to work better against burst damage, and removed the movement speed boost.
v10.23
Damage redirect increased. Now grants movement speed toward low-health Partners. No longer grants armor, passive movement speed towards Partner, or heals from Partner damage.
Moving Knight's Vow in the Warden niche by increasing the health and damage redirection on the item. A sharper movement speed effect should also help allies swoop in to save the day for their allies in peril.
Base Stats
Effects
v7.18
Cost decreased. Health decreased.
Support items are at a lower price point than other tank items, so we can make them very gold efficient without making them appealing to other classes. In Knight’s Vow’s case, the overall stats on the item were high enough to still entice more farmed tanks, so we’re toning that efficiency down. By bringing the price point and the stats down, we can make Knight’s Vow more clearly a low-budget item that’s focused on it’s unique effects.
v7.15
Health decreased.
The baseline stats on Knight’s Vow make it a tad too effective when champions aren’t taking advantage of its partner bonuses. We’re taking its health down a notch.
Tanks like cooldown reduction, right?
v7.4
Build path simplified.
A support’s inventory quickly fills up with multiple items like Sightstone, gold items, boots, and wards, leaving little room for components. We want supports to feel comfortable building towards Knight’s Vow, so we’re simplifying its build path.
v7.2
Cost down.
Even among protector-types like Braum, Knight’s Vow isn’t seeing much play at the moment. This might just be because everyone’s buying Redemption (see above), so we want to see how this patch shifts the support item landscape before making substantive changes to Knight’s Vow. That said, a lower price point should help encourage supports to make the switch.
Wardens have a lot of tools to control teamfights, throwing crowd control left and right. But when it comes to protecting a single target from damage, they often find themselves unable to help out (unless their name is Braum). We want to give those champions the ability to pick one single teammate and work overtime to keep them alive, even when their spells are on cooldown.
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