Item was removed in Patch 14.11. | |
---|---|
Seething Sorrow | |
Passive | |
UNIQUE - Wrath: Basic attacks deal 30 bonus magic damage on-hit. | |
UNIQUE - Seething Strike: Basic attacks grant 8% bonus attack speed for 3 seconds, stacking up to 4 times for a total of 32% bonus attack speed. At maximum stacks, every third basic attack triggers a Phantom Hit on-attack that applies on-hit effects to the target unit after a 0.15 second delay. | |
Statistics | |
AD | 45 |
AS | 35% |
AP | 55 |
Additional Information | |
Limitations | Limited to 1 Mythic item. Only available while Ornn is on your team. Limited to one Master Craftsman item. |
Map Availability | ALL |
Tier | Mythic |
Recipe | |
+ 0 | |
Total Cost: 3000 | |
Sold For: 2100 | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Note[]
- This item is only obtainable if Ornn is on your team.
- Seething Sorrow increases
Guinsoo's Rageblade's stats by 10 Attack Damage, 20 Ability Power, and 10% Attack Speed.
- Seething Sorrow increases
- Guinsoo's Rage's attack counter and empowered effect both occur on-attack, not on-hit. The item will not interact with abilities that apply on-hit effects.
- Additionally, effects that cause you to attack more than once will only be counted once, you cannot increase the frequency that Phantom Hit will occur.
- Bolts generated by
Runaan's Hurricane even when hitting 2 additional targets will still count only as 1 attack towards triggering Phantom Hit and will not grant additional Rage's stack.
- The attack that gets Guinsoo's Rageblade's stacks to 6 will benefit for the additional on-hit effect.
- For all intents and purposes, Phantom Hit is identical to
Runaan's Hurricane except that the "additional bolt" will target the same enemy as your attack target and will not deal modified base damage. - One-use on-hit effects, such as Siphoning Strike and
Sheen, remain one-use, as the on-hit effect will be consumed by the initial strike and be unavailable for the second. - It is important to know the difference between an on-hit effect (which Phantom Hit will apply) and an on-attack effect (which Phantom Hit will not).
Trivia[]
- Guinsoo's Rageblade is named after Steve 'Guinsoo' Feak, one of the main creative minds behind League of Legends and creator of Defense of the Ancients: Allstars.
- According to Feak, Guinsoo's Rageblade was created with Corki in mind.
- It has a similar icon to the Defense of the Ancients: Allstars item Guinsoo's Scythe of Vyse, also named after Feak.
- Guinsoo's Rageblade was one of the last items released before the launch of League of Legends itself.
- There once existed a bug that enabled Sion to attain negative ability power and 2.5 attack speed with Guinsoo's Rageblade alone.
- The design is mostly similar to Kratos' blades (God of War franchise), both the Blades of Chaos and the Blades of Exile.
Gallery[]
Similar Items[]
Patch History[]
Phantom Hit frequency decreased. Armor and magic penetration increased and flattened.
Rageblade gives too much power to champions whose abilities naturally align with the frequency of Phantom Hits. We'll be keeping an eye on how much these core users are affected since we still want to keep their Phantom Hit synergy relevant—just not as unilaterally success-defining as it currently is.
v8.23
On-hit flat damage increased; ratios removed. Now grants armor and magic penetration. Stacks no longer grant AD/AP. Cost decreased.
Guinsoo's Rageblade can function as both a one-item power spike and a late-game scaling engine, which has led to numerous balance issues over time. This update leans into the former: The switch from percent AD/AP bonuses to hybrid penetration puts emphasis on base values rather than scalings, including Guinsoo's on-hit damage which is back to a flat 15. Penetration also plays poorly with Infinity Edge's true damage conversion, making Rageblade a less desirable pickup for champs who ultimately want to play the crit carry game. Finally, a cost reduction ties the bow on the Rageblade rush package.
ON-HIT DAMAGE : | [5 (+0.1 bonus AD) physical damage + 5 (+0.1 AP)magic damage] | |
⇒ | 15 magic damage |
v8.13
Attack damage and ability power per stack decreased.
v8.7
Costs more.
Guinsoo's Rageblade is pretty overtuned for its price after the update, so we're re-upping the gold cost to make sure it hits the game at a more appropriate time.
v8.6
Cost decreased. Attack damage and ability power decreased. Base magic damage on-hit decreased; ratio added. Physical damage on-hit added. Stack bonuses now scale with stats from other sources.
Guinsoo's Rageblade currently has two problems: It's only good on a select few champions, and on those champions it serves as an insane first item spike. We're hitting both problems by changing its statline and on-hits to scale directly with other stats. TL;DR, Guinsoo's shouldn't be as immediately powerful of a rush item, but it fits into a few more types of builds.
BUILD PATH : | Recurve Bow + Pickaxe + | [Blasting Wand + 875 gold] |
⇒ | [Amplifying Tome + 990 gold] |
v6.23
No longer loses attack speed on combine.
Technically speaking, Rageblade still counts as an attack speed item because of its stacking buff. That said, the loss of the flat value feels like (and often is) a step backward, given that attack speed is necessary to stack Rageblade quickly. As a result, it only feels good to purchase Guinsoo’s if you can supplement it with other attack speed items. We want the Rageblade to feel unconditionally better when you complete it, even if you don’t have other attack speed items.
v6.9
Upgraded to an end-game item. Now has Sated Devourer’s Phantom Hit e.
We couldn’t havsection with Devourer without addressing Guinsoo’s Rageblade as well. Rageblade’s a controversial item on live, but we’re convinced it feels far more overbearing than it actually is. Its blooms specifically in the hands of basic-attack focused champions looking to snowball a lead, versus being generically too ful. Even when it’s played on other champions (shout-outs to Tristana), it’s to fill a specific early-game niche.
That said, a large part of Guinsoo’s balance depends on it being kept behind a few really unsatisfying barriers. For instance, it has the worst build path in the gamcreating a low point of as you struggle to accumulate its exorbitant combine cost. On the flip side, finishing Rageblade spikes you far harder than most items at that price point, creating a race to keep Rageblade users down before they can become relevant. When the correct play against Rageblade is ‘snowball incredibly hard or lose,’ we can do better.
Our solution is to upgrade Guinsoo’s into a top-tier endgame item for the champions who value hybrid stats and on-hit builds. This allows fomore steady progression of , as well as allowing us to put the much-coveted ‘Phantom Hit’ e within arm’s reach of non-junglers. We’ll let you think of some of the more powerful combos (Aatrox?), but rewarding champions with access to top-shelf on-hit insanity once they’ve committed to combat feels like an appropriate gate for skirmishers and divers alike.
v6.1
Bugfixes!
v5.24
AoE range down.
Guinsoo’s is intended to have the same area-of-effect as Ravenous Hydra and Tiamat, but was significantly larger due to a bug. So now it’s not larger!
v5.23
Combine cost increased.
Rageblade is currently the go-to for champions wanting to crank their damage up to the absurd. That said, before we just start really reducing power, we want to make sure we understand what Rageblade's doing for the game (well, and to it as well) before taking decisive action. So this might not be the end of the Rageblade changes, but this one will give us a cleaner picture over the next patch - particularly if it's not being picked up quite so early.
The statistically least-bought item in League of Legends (even less than Poacher's Knife, rest in peace), Guinsoo's always presented a puzzle to players - 'When do I want this item? Who could use it really well?' As it turns out, even on the few champions it works for (Kayle and Jax, primarily) it never really panned out. With berserker healing moved to Maw of Malmortius, we went all in on hulking out, providing a payoff worth stacking for should you succeed in pulling it off.
- Fixed a bug where the visual effects included the generic "increased Movement Speed" visual
- Attack Damage reduced from 35 to 30
- Ability Power reduced from 45 to 40
- Passive changed to "Your basic attacks or spellcasts grant you 4% Attack Speed and 4 Ability Power for 8 seconds. This bonus stacks up to 8 times." and is no longer unique
- New Unique Passive - "Falling below 50% Health grants you 20% Attack Speed, 10% Life Steal and 10% Spell Vamp until you exit combat (30 second cooldown).
- Cost increased from 2,235 (400) to 2,600 (865)
- Fixed a tooltip error
- Fixed a bug where the first time you attacked a target in an attack cycle, it wouldn't function
- Now triggers on spell cast in addition to hitting a target
- Guinsoo's Rageblade added
|