Zephyr | |
---|---|
Passive | |
UNIQUE - Like the Wind: Basic attacks on-hit grant a stack of Like The Wind for 6 seconds, refreshing on subsequent attacks. For each stack, gain 5% bonus movement speed, stacking up to 3 times for a total of 15%. | |
Statistics | |
AS | 45% |
Movement Speed | 45 |
Additional Information | |
Limitations | Limited to 1 Boots item. |
Requirements | Level 15 |
Map Availability | ALL |
Tier | Boots |
Item Code | 3172 |
Recipe | |
+ 2000 | |
Total Cost: 3100 | |
Sold For: 2170 | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Notes[]
- Zephyr was initially removed in Patch 5.22 due to it being deemed too situational and underused.
- More recently, it was re-added with the Nexus Blitz game mode in Patch 8.16 und removed in Patch 9.1.
- The flat movement speed bonus of
Boots and everything that it builds into is unique and thus does not stack with other boots.
Trivia[]
- Zephyr and Janna's Zephyr shared the same name.
- Zephyr was one of the new Tenacity items added in the Pre-Season 3 Patch. It provided players more freedom in their choice of boots, specifically those who wanted Tenacity but did not want to commit to
Mercury's Treads for it. - Cassiopeia is the only champion that can't buy boots.
Patch History[]
Zephyr is back! This is mostly an experimental take on attempting to give a class that already scales well a way to scale even better. We're mostly interested in seeing if there's any interest in this kind of “full build capstone” effect that we can add to make champions feel satisfied when their build is actually completed.
- Build Path: Berserker's Greaves + 2000 Gold
- Total Gold Cost: 3100 Gold
- Upgrade from Berserker's Greaves that becomes available after you reach level 15. Still counts as a Boots slot item.
- Attack Speed: 45
- Move Speed: 45
- Passive: Gain 5% Move Speed for 6 seconds, stacking up to 15%
- Removed from the game since Nexus Blitz is no longer available.
- Re-added to the game through Nexus Blitz.
- Recipe:
B. F. Sword +
Dagger +
Dagger + 900 gold = 2800 gold - 50 attack damage, 40% attack speed, 10% movement speed.
- UNIQUE: (Passive) Reduces the duration of all crowd control effects by 35% (except for Suppression, Stasis, and Displacements).
- Recipe:
v5.22
on to the big heart of gold in the sky
Dearly beloved, friends, invocadores - we are gathered here today not to mourn the past, but to celebrate new strategies, new seasons, and new beginnings. While the items below, some of whom we've shared both victory and defeat, won't be moving on into that new age with us, we must remember them for who they were, letting them live on in our memories (even if we didn't let them into our inventories).
While not all of the below items were unsuccessful in the way you might expect, many were often restrictive, incomplete, or otherwise not very well supported, limiting design spaces for us to work. Others simply weren't worth the effort. We'll be covering some of the specifics below, but let's all take one last moment of silence before we commit them to the past. More important than providing us stats or building into other items - you built into our hearts.
Later, buddies.
On a more serious note, let's talk at-large about some items that might not be real threats to game balance (see: Sword of the Occult) but are still being removed. The answer is two-fold: design trust, and design clutter.
Design trust refers to an item sufficiently fulfilling its intended role. When a player sees X item, they should be able to trust that said item is cost-efficient and can fulfill its expectations. Some items in League just fall to the wayside (like Ohmwrecker. Every season.) and we try to cull the herd when possible (usually during preseason), but deliberately keeping an item undertuned so that it can remain fun but unbalanced is just not something we can uphold while still preserving a competitive game.
This leads to our next point about design clutter. Some items fulfill very niche roles in League and may not actually be undertuned to a very small subset of champions. In these cases we're careful to assess the individual impact of removing said item before taking action. You might have seen this with the removal of the Magus enchantment, where we had to think hard if jungle Fiddlesticks was truly going to be useless without his finely-tuned enchantment (we came to the conclusion of no). Niche items that tie themselves so closely to a champion's balance do end up skewing that champion to being dependent on the item to function, and can often ‘hide' real design problems that we can't get to.
- Recipe changed: Stinger + Pickaxe + 725 gold = 2,850 gold (total cost unchanged)
- Attack Damage increased to 25 from 20
v1.0.0.152 Zephyr added
- +20 Attack Damage
- +50% Attack Speed
- +10% Movement Speed
- +10% Cooldown Reduction
- Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes are reduced by 35%.
- Cost: 2,850 (1,200)
- Builds from Stinger and Long Sword
|