Passive grants bonus attack damage instead of base attack damage.
Sterak's Gage was designed as a juggernaut item, but has become a Trinity Force combo piece due to granting additional base attack damage rather than bonus attack damage. For most current users (see Yorick above for notes on exceptions), swapping Sterak's to grant bonus AD is some degree of sidegrade. They'll gain damage through the bonus AD ratios in their abilities rather than Spellblade procs. On the other hand, non-Trinity Force juggernauts (and divers) can make better use of Sterak's than before.
GIANT'S STRENGTH : Grants 50% of base attack damage as [additional base attack damage] ⇒ bonus attack damage
Base percent base attack damage increased. Health increased. Lifeline no longer increases percent base attack damage, instead adds Tenacity.
Sterak’s Gage is supposed to function as one of the keystone items for juggernauts, alongside Dead Man’s Plate. While DMP helps juggernauts overcome their natural immobility and make it into a teamfight, Sterak’s Gage is the item that lets them stay in that fight. Right now, it’s not really hitting that goal.
One of the biggest weaknesses juggernauts face is their susceptibility to crowd control. Without gap-closers they often spend a whole fight getting kited before they die. We’re tasking the new Sterak’s Gage with solving that problem and shifting some of its power into Tenacity on Lifeline. On top of that, we think Sterak’s Gage could use some raw power, so we’re shoring up its base stats, especially its base attack damage amp.
However, with these changes, we’re going to have to make Sterak’s Gage melee only. With increased damage, it will once again be enticing to marksmen, but they already have enough anti-assassination tools. Adding Sterak’s into the mix would simply be one too many. The other non-juggernaut group worth mentioning is the cadre of Trinity Force fighters—your Camilles, your Jaxes. Trinity Force’s spellblade passive and the freshly-buffed base AD multiplier on Sterak’s make for an attractive combo, but between the lower base AD these champs have and the smaller Lifeline shields they’ll get (less bonus health in their builds), we’re alright letting them experiment for the moment.
TOTAL COST :  ⇒ 3200 gold
| BUILD PATH :
||Jaurim’s Fist +
||[Long Sword + 1050 gold]
||Pickaxe + Ruby Crystal + 725 gold
HEALTH :  ⇒ 450
I’M ALWAYS ANGRY No longer gives additional % base attack damage for 8 seconds when Lifeline triggers
BASE ATTACK DAMAGE INCREASE : [30%] ⇒ 50%
UP CLOSE AND PERSONAL Can only be purchased by melee champions. Form-swapping champions only benefit from the base attack bonus buff while in melee form. Shield persists through form-swapping from melee to ranged.
WAIT FOR IT Shield waits 0.75 seconds before it begins decaying
I’M THE JUGGERNAUT Now gives 30% tenacity for 8 seconds when Lifeline triggers
Base attack damage bonus up. Lifeline shield now scales with bonus health, not max health.
Sterak’s Gage is supposed to be a clutch tankiness item for Juggernauts, giving them the base damage increase and burst of durability they need to withstand focused fire. We’re doubling down on that by tying its scaling to bonus health (rather than base health) and upping the damage scaling to boot. With their health-heavy builds and base attack damage, Juggernauts (and other fighters) should feel best about these changes - especially in the late game.
HEALTH : 400 (unchanged)
BASE ATTACK DAMAGE : [+25%] ⇒ +30%
UNIQUE PASSIVE - LIFELINE : Upon taking at least 400-1800 damage (based on level) within 5 seconds, gain a rapidly decaying shield for [30% of maximum health for 3 seconds] ⇒ 75% of your bonus health for 8 seconds.
STERAK’S FURY : When Lifeline triggers, grow in size and strength, gaining [+25% additional Base Attack Damage] ⇒ +40% additional Base Attack Damage
Sterak’s Gage serves acceptably as a defensive item for fighters who want to start a fight and live to finish it. It’s a smidge weak for its price tag, though, so we’re making it a little easier to pick up.
COMBINE COST : [1150 gold] ⇒ 1050 gold
TOTAL COST : [2700 gold] ⇒ 2600 gold
Sterak’s Gage and Maw of Malmortius shields no longer stack. Sterak’s Fury and Lifegrip now both proc when Lifeline is triggered.
Maw and Sterak’s have complementary defensive triggers: Maw cares about how low you are while Sterak’s cares about how fast you’re dropping. This presents an interesting choice in lane: which item is best for the situation you’re in? Unfortunately, that choice becomes meaningless as the game progresses and beefy champs stack both items to cover all their bases. We’re tying the shields of Maw and Sterak’s together to ensure that picking one is a choice, not just the earlier of two purchases.
WELCOME TO THE FAMILY : Sterak’s Gage’s shield is now classified as a Lifeline effect along with the shields from Hexdrinker and Maw of Malmortius
ONE LIFE ONE LINE : When a Lifeline effect triggers, all Lifeline items are put on the cooldown of the triggered item. Only the triggered effect’s shield is granted.
DOUBLE DUTY : Sterak’s Fury and Maw’s Lifegrip are now both granted on either Lifeline trigger
Health down. Build path changed.
Originally intended for Juggernauts to feel good about wading into battle, Sterak's finds itself protecting marksmen from burst more often than aiding your standard beefcake. In a vacuum, this is okay - but when it starts covering the intended weakness of marksmen (that is, being soft to all-ins and assassination), the lines start to blur. By tuning down the base health, we're making Sterak’s less of a one-stop shop defensive item (as its shield scales directly off maximum health). Tank champions will continue to stack health anyway to take advantage, while squishier champs are getting both less base health and less of a shield from that fury proc.
HEALTH :  ⇒ 400
BUILD PATH : [Jaurim's Fist + Ruby Crystal + 1100 gold] ⇒ Jaurim's Fist + Long Sword + 1150 gold
TOTAL COST : Unchanged
TOTAL cost : [2550 gold] ⇒ 2700 gold
BUILD path : Jaurim's Fist + Ruby Crystal + 1100 gold
Increases health and base attack damage. Upon taking a certain amount of damage you hulk out, gaining size, base attack damage and a shield.
Tired of being told that you’re a ‘melee damage-dealer’ while being blown up at the beginning of a teamfight? Look no further - Sterak’s is here for all your berserking needs. In testing the juggernaut update and identifying problems with the class, we found that there’s a lot of ambient damage in big brawls, and no one catches more of it that they do. While a 5-man Command: Shockwave into committed AoE stacking will still probably wreck your body (and your entire team), buying Sterak’s poses an interesting dilemma for opponents; focus you down or contain you just long enough to deal with your team. You’ll still need to gage how much damage you can take (the thing’s not gonna make you invincible), but Sterak’s is a strong anti-aoe purchase to turn you into the raid boss you always knew you could be.
Before we’re done, important distinction - Sterak’s gives base attack damage, so the attack damage before items. This means it’ll work wonders for total attack damage ratios and things like Sheen and Trinity Force, but won’t snowball your bonus AD ratios (looking at you, Jarvan).
TOTAL COST : 2550 gold
BUILD PATH : Long Sword + Giant's Belt + 1190 gold
HEALTH : 500
BASE ATTACK DAMAGE : +25%
JUST A FLESH WOUND : UNIQUE Passive - Taking at least 400-1800 (based on level) damage within 5 seconds grants Primal Rage for 8 seconds. (45 second cooldown)
THAT'S MY SECRET, CAPTAIN : Primal Rage causes your champion to gain increased Size, +25% additional Base Attack Damage, and a rapidly decaying shield for 30% of your maximum Health.