Serrated Dirk | |
---|---|
Statistics | |
AD | 20 |
LTH | 10 |
Additional Information | |
Limitations | Limited to 1 Dirk item. |
Map Availability | ALL |
Tier | Epic |
Item Code | 3134 |
Recipe | |
+ + 300 | |
Total Cost: 1000 | |
Sold For: 700 | |
Builds Into | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Notes[]
- Can be obtained at a lesser price through
Poacher's Dirk.
Trivia[]
- This item came to existence due the separation of
The Brutalizer's into two items, its armor penetration being redirected into
Serrated Dirk while
Caulfield's Warhammer inherited its cooldown reduction.
Similar Items[]
Patch History[]
Last patch, we converted lethality into an official stat instead of using buffs under the hood to handle its armor penetration. As a result, Serrated Dirk became stackable. Considering we've intentionally left the item overly strong as an assassin power spike, that's not desirable. This patch, we're capping the number of Dirks you can have in your inventory to one, though you can still build any number of finished items that build out of it.
- Maximum Serrated Dirks in inventory: 6 ⇒ 1
- Attack Damage: 25 ⇒ 20
- Total Cost: 1100 ⇒ 1000
- Item Recipe: Long Sword + Long Sword + 400 gold ⇒ Long Sword + Long Sword + 300g
- Attack Damage: 30 ⇒ 25
- Unique Passive - Gouge: Unchanged
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)
Serrated Dirk
The item shop has a few component pieces whose passives disappear from their upgrades, and Serrated Dirk is one of them. These days we're not huge fans of that, since disappearing passives ask you to play around an effect that you lose access to as the game progresses. Since the lethality line's getting an overall power-up from the adaptability provided by new options, we're nerfing it by removing the disappearing passive from Dirk.
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.
Serrated Dirk
v7.14
Passive updated to grant your next ability bonus damage after killing a unit.
The Headhunter passive rewards assassins for premeditated trades and kill attempts, adding a chunk of damage to their combos if they last-hit a minion or monster before going on the offensive. It also serves as a wave or camp clearing tool for champions with area-effect abilities, enabling the roaming Dirk’s movement speed previously encouraged.
Bonus context: Headhunter is basically Dirk’s original passive with a facelift. Where the previous version was a smaller, persistent effect best suited for ranged poke and harass (proccing off basic attacks and single-target spells), this one’s a larger effect on a cooldown that triggers off any damaging ability. Headhunter is better aimed at assassins than the original and should be more rewarding for them to play around.
v6.22
Attack damage up. On-hit damage after kill removed. Out of combat movement speed added.
Assassins are best when they have to find the right moment to all-in their opponents. The ability to whittle their opponents down simply isn’t a major class strength for them. In other words, Most assassins want better roaming and better burst out of their items, not better lane harass. So, we’re giving it to them.
v5.22
One half of the item formerly known as the Brutalizer. Doesn't look very sanitary.
We've essentially got context split across two items, so we'll tackle it here. The Brutalizer, while an amazing item for its cost, stats, and flexibility, was in some ways too desirable. By already being a 'complete' item in terms of stat profile, anything it upgraded to had to be 'Brutalizer But Bigger and/or Better'.
To tackle this, we split it up - one half with armor penetration, and the other with cooldown reduction. This gives us room to improve existing items and make new ones in the future for a variety of AD champions looking to utilize those stats without making Rengar (and all the other assassins hungry for your Flash cooldowns) harder to balance.
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