LOL: He has too many routines
Chapter 171 Don't decide this chapter, the next chapter will write about the best routines of S
Chapter 171 Don't decide this chapter, the next chapter will write the best routines of S8
"This chapter is a few major changes of S8, related to the next routine"
[The next chapter resumes normal update]
[The next chapter resumes quality updates]
[The next chapter is the best and most powerful routine of the new version of S8 runes]
[Thank you for your support. Due to isolation reasons, it cannot be updated normally these days, sorry! ! ! 】
change:
【Defense Tower】
Health increased.Minions deal increased damage to towers.
Over time, League of Legends has evolved into a group of five players.This will lead to poor experience for some players who want to split push or control the line, so we fine-tuned the functionality of minions and the tankiness of defensive towers to give these players more room for success.
All towers on Summoner's Rift have been given 300 health.
Minions deal 50% → 40% damage reduction to towers.
【Sunflame Cloak】
Aura damage increased.
The two pieces of equipment that can bring continuous laning ability to tanks this season are [Sunflame Cloak] and [thorn vest].We're not happy with the rise of these two items as their must-have items: [Sunflame Cloak] tends to cause tanks to output too much base damage without losing overall durability, and [thorn vest] makes the top lane choose ordinary Offensive heroes are basically impossible.
But without these two pieces of equipment, tanks will definitely fall behind in the laning phase.At this point, we have no problem with the value of Sunfire Cloak, so we're rolling back the 7.9 changes, but we hope to revisit Sunfire Cloak in the future.
Aura Damage: 11+1/level 25+1/level
Bonus damage to minions: +200%+50%
These changes also apply to [Firefire Cloak] (Ornn's enhanced version [Sunfire Cloak])
Gaowan Comments: The damage per second is increased, which is more suitable for fighting in the early stage, and the ability to clear troops is reduced.
[Resolute is extra income]
Stat buffs are now split into health and stats provided by rune sub-lines, which provide the same stat values regardless of whether it is the main line of determination or the sub-line.
It used to be a good decision to have the Resolute rune tree as a secondary choice, because the combination of runes and talents gave you a decent amount of base durability.After leaving this attribute, it is not a wise choice to choose the resolute line (in the new version of the system).So we're changing the way Resolute provides stats in the primary and secondary rune trees to make it a more viable secondary rune choice.
Resolute main line
Resolute + Sorcery: 130 health, 65 health plus 10 spell power or 6 attack damage, adaptive
Resolute + Juggernaut: 130 health, 65 health plus 9 spell power or 5.4 attack power, adaptive
Resolute + Precision: 130 health, 65 health plus 9% attack speed
Resolute Deputy
巫术+坚决:20法术强度或12攻击力,自适应 65生命值加上10法术强度或6攻击力,自适应
主宰+坚决:18法术强度或10.8攻击力,自适应 65生命值加上9法术强度或5.4攻击力,自适应
Precision + Resolute: 18% attack speed 65 HP plus 9% attack speed
[Yeti Knight Nunu] (This is very important, because many subsequent routines involve changes to Nunu's W skills, which require Nunu's W skills to provide spell power bonuses)
Nunu's basic attacks now deal additional magic damage. W increases each other's spell power.
Nunu is not in a good place right now.
Q - devour
【新增】:饱餐效果现在额外在普攻上提供1/2/3/4/5(+5%法术强度)魔法伤害
W - Boiling Blood
【新增】:现在对彼此额外增加40%法术强度(最多增加:40/60/80/100/120)
Gaowan Comments: In the early stage, the damage of basic attacks has been greatly improved, and the combat effectiveness in the wild area has been improved. W has a greater benefit to attack speed AP bonus, such as: Tsar, Angel, Bright Moon, Ike.The whole is greatly strengthened
Flag of command
Siege minion bonus damage against towers from Banner of Command and Hand of the Baron no longer stacks.
We've been watching the changes to Hand of the Baron closely going into last patch - especially when it's combined with Banner of Command on siege creeps.But the hand of the Baron + [Banner of Command] enhanced siege minions will still cause more damage to the tower
[REMOVED] Banner of Command damage modifier for turrets no longer stacks with the same damage modifier Hand of the Baron provides for siege minions
Enchant: Cinder Giant
Bonus health modifier reduced.
With mana becoming more popular with tanks—especially jungle tanks—Slag Hulk has become a popular pick, and now non-tanks like Jax pick it too.
Percent Bonus Health Modifier: 20% → 15%
Fanatic Armor
Zealot's Heart health threshold increased.
Abilities like long-range consumption, swapping, and harassing champions are critical to some champions' playstyles before the inevitable battle begins, let alone the entire laning phase.When ranged consumption doesn't work, heroes who rely on constantly weakening their opponents can't build their favorite combat playstyle, or just push enemies offline.Basically, it prevents them from interacting with enemies.Heart of Berserker's passive is currently kicking in too quickly in the game, and it seems like the investment is too low a cost.We want heroes to have the option to add resistance to long-range harassment for themselves, but they need to make a longer-term investment than a piece of [Wild Armor] can do.
HP Threshold: 2750 → 3000
Defense tower
Increased damage to melee minions.
Removing the bonus damage to minions makes it difficult for some champions to last hit under towers.
DAMAGE TO MELE MINIONS: 43% of melee minion's max damage ⇒ 45% of melee minion's max damage
Tower gear damage text tooltip to minions is incorrectly marked as 45%.Now the value is correct
Cloud Wurm buff
Rather than just providing out-of-combat movement speed, Cloud Wurm now also provides global movement speed, which is doubled when you are out of combat.
Cloud Wurm has always been great for knocking enemies out of position, but it's less attractive in other situations.We're changing movement speed to work both in-combat and out-of-combat so more teams can take advantage of it.
[New] Each layer now provides 2% extra movement speed, tripled after leaving combat
[REMOVED] No longer grants 25 out-of-combat movement speed per stack
[New] Shria's Rhapsody
——Didn’t expect that?! I’m back again!
(After being replaced by [Amulet of Ascension] in v3.14, it is back after 5 years!)
Pick it up when you are a support and you and your team want to fight but lack the means to attack.
With the removal of [Amulet of Ascension], the auxiliary equipment layout lacks the "collective acceleration" equipment.Since we are in the redesign phase of the item, we are also discussing how to rework this item.In the end, we ended up with an item that wouldn't be very attractive for tanks (they already have Righteous Glory), but would be fine for most supports.
Total price: 2100 gold coins
Synthesis route: Ether Spirit + Burning Gems + 450 Gold Coins
Spell Power: 40
Health: 200
Cooldown Reduction: 10%
Movement Speed: 8%
Unique Active: Increase the movement speed of the user and nearby allies by 40% for 3 seconds (cooling time 60 seconds)
Gaowan Comments: Ability power, health, CD reduction, movement speed, very suitable for most protective AP support.Such as: Fengnv, Lulu, Soraka, Nami, Qinnv
Guisuo's Rage Blade
Spend less.Attack damage and spell power reduced.Hit base magic damage reduced; added gain.Added physical damage on hit.Stack effects will now benefit from other attributes.
[Guinsoo's Rageblade] currently faces two problems: it is only an artifact picked by a few heroes, and for most heroes, it is crazy to choose it as the first big item.We're addressing both of these issues by changing its stats and pegging hit gains to other stats.Simply put, Guinsoo's Rageblade shouldn't be an item that becomes super powerful after a quick rollout, and it will now work in multiple build routes as well.
Total price: 3600 gold coins 3000 gold coins
Synthesis route: Explosive Wand + Recurve Bow + Pickaxe + 875 Gold Coins Amplifying Book + Recurve Bow + Pickaxe + 690 Gold Coins
Attack Power: 35 25
Ability Power: 50 25
Basic attack additional magic damage: 15 5 (+0.1 magic power)
[New] Basic attack additional physical damage: 5+ (0.1 extra attack power)
Ability Power per layer: 4 points of direct Ability Power 4% of Ability Power (Note: The in-game text will be incorrectly displayed as 0.04%, which will be fixed in the next version)
Attack speed per stack: 8% bonus attack speed 8% attack speed (unchanged)
Each layer of attack power: 3 points of direct attack power 4% extra attack power (Note: The in-game text will be incorrectly displayed as 0.04%, which will be fixed in the next version)
[New] When the stack reaches half, the next basic attack of the melee hero will be fully charged [Guinsoo's Fury Blade]
[New] Conqueror
Brand new precision keystone runes.
We want to introduce a new keystone rune for heroes who are good at prolonged combat, especially melee heroes.
4 seconds after entering combat, the first attack you make against an enemy hero grants you 10-35 attack damage, depending on level, for 3 seconds, and converts 20% of the damage you deal to enemies into true damage
Melee Exclusive: Dealing damage to enemy heroes will refresh this buff
The experience value of wild monsters will decrease, but the experience value will increase according to the level.
The influence of jungle heroes in the early game is too strong.Especially since they're able to raid at level 3, a time when lane heroes often haven't reached that level yet.We want to reduce the pressure that junglers put on lane early on, while also introducing a new way to help junglers get ahead with the more valuable Canyon Scuttlers.
[Removed]: If the hero's level is higher than the monster camp, the experience of the monster camp is no longer reduced by 5% per level based on the level difference
[New]: The experience value of the camp of wild monsters is now increased with the level, and the upper limit is level 7.
Azure Mageweave Statue: 180 115 - 180 (at levels 1-7)
绯红印记树怪:180 115 - 180(于1-7级)
大型石甲虫:125 100 - 157(于1-7级)
Medium stone beetles: 35 35 - 55 (at levels 1-7)
小型石甲虫:7 7 - 11(于1-7级)
大型暗影狼:100 65 - 102(于1-7级)
小型暗影狼:40 25 - 39(于1-7级)
大型锋喙鸟:62 56 - 88(于1-7级)
小型锋喙鸟:35 19 - 30(于1-7级)
魔沼蛙:200 115 - 180(于1-7级)
[Removed]: After completing the first cleanup, the experience of the Moor Frog no longer decreases by 37.5%
[Removed]: After completing the first cleanup, the experience of medium stone beetles, small stone beetles, and large raptors is no longer reduced by 25%
Large stone beetle's first clearing experience reduction: 50% 30%
Reward
Killstreak bounties will only apply to the killer and no longer affect the entire team.
Currently, rewards for players who perform well are spread too much across the team, and we intend to gradually remedy that.Starting from this version of the bounty reward, the reward will be adjusted from benefiting the entire team to benefiting a single person, and we will continue to investigate other team rewards to make timely adjustments.
Assists are no longer rewarded with extra gold.
One Kill: The team splits 100 gold coins equally without rewards
Double Kill: The team will share 150 gold coins equally without rewards
Triple Kill: The team divides 300 gold coins equally, and the killer gets 200 gold coins
Quadruple kills: The team divides 350 gold coins equally, and the killer gets 250 gold coins
Five consecutive kills: The team divides 450 gold coins equally, and the killer gets 300 gold coins
Six consecutive kills and above: The team divides 450 gold coins equally and the killer gets 300 gold coins (after more than 5 kills, each kill +25 gold coins)
Killed bounty reward changes: Death removes 3 bounty levels Death resets bounty level to 0
[Updated] Runic Echo
The synthesis formula now contains [The Lost Chapter], and there is no longer [Ether Spirit].Movement speed removed.Increased cooldown reduction and mana.
Mage junglers have been scarce on Summoner's Rift for a while, and we decided to change that.Changing Runic Echo to add mana and cooldown reduction stats (both core mage stats) to make it more effective overall should help more mage junglers interact with monsters fight.
We're also making changes to Hunter's Talisman (see below), which should help spells clear better before casting Runic Echo.
Total price: 2625 gold coins (unchanged)
Synthesis route: Ether Spirit + Stalker's Blade + Augmented Tome + 345 gold coins Stalker's Blade + Lost Chapter + 325 gold coins
[REMOVED] Movement Speed: 7%
[New] Mana: 300
[New] Cooldown Reduction: 10%
Gaowan Comments: Added mana and cooldown reduction, so the battery life and speed of the wild area have been increased.Removing the movement speed is a major weakening, especially for aggressive legal junglers such as Leopard Girl and Spider
surveillance totem
Ward duration increased, but cooldown also increased.
The following changes increase the value of well-placed wards and make poorly-placed wards more expensive; and, of course, have the benefit of successfully warding.This is the so-called killing three birds with one stone!
守卫持续时长:60-120 秒(于1-18级) 90-180 秒(于1-18级)
充能倒计时: 180-90秒(于1-18级) 240-120秒(于1-18级)
Support & Jungle Equipment Exclusive
You can no longer have a jungle item and a support item at the same time.
Jungle items and salary items each play unique, low-cost performance roles in each other's niche, and they're typically picked by lower-paying heroes rather than scaling characters.Although jungle heroes sometimes choose salary equipment, we have to think about it, but instead of making the jungle hero carry salary equipment one size fits all, it is better to keep the two-choice gameplay.
You will no longer be able to own [Hunter's Machete], [Hunter's Talisman], their upgrades, and [Ancient Coin], [Frost Fang], [Relic Shield], their upgrades
(End of this chapter)
"This chapter is a few major changes of S8, related to the next routine"
[The next chapter resumes normal update]
[The next chapter resumes quality updates]
[The next chapter is the best and most powerful routine of the new version of S8 runes]
[Thank you for your support. Due to isolation reasons, it cannot be updated normally these days, sorry! ! ! 】
change:
【Defense Tower】
Health increased.Minions deal increased damage to towers.
Over time, League of Legends has evolved into a group of five players.This will lead to poor experience for some players who want to split push or control the line, so we fine-tuned the functionality of minions and the tankiness of defensive towers to give these players more room for success.
All towers on Summoner's Rift have been given 300 health.
Minions deal 50% → 40% damage reduction to towers.
【Sunflame Cloak】
Aura damage increased.
The two pieces of equipment that can bring continuous laning ability to tanks this season are [Sunflame Cloak] and [thorn vest].We're not happy with the rise of these two items as their must-have items: [Sunflame Cloak] tends to cause tanks to output too much base damage without losing overall durability, and [thorn vest] makes the top lane choose ordinary Offensive heroes are basically impossible.
But without these two pieces of equipment, tanks will definitely fall behind in the laning phase.At this point, we have no problem with the value of Sunfire Cloak, so we're rolling back the 7.9 changes, but we hope to revisit Sunfire Cloak in the future.
Aura Damage: 11+1/level 25+1/level
Bonus damage to minions: +200%+50%
These changes also apply to [Firefire Cloak] (Ornn's enhanced version [Sunfire Cloak])
Gaowan Comments: The damage per second is increased, which is more suitable for fighting in the early stage, and the ability to clear troops is reduced.
[Resolute is extra income]
Stat buffs are now split into health and stats provided by rune sub-lines, which provide the same stat values regardless of whether it is the main line of determination or the sub-line.
It used to be a good decision to have the Resolute rune tree as a secondary choice, because the combination of runes and talents gave you a decent amount of base durability.After leaving this attribute, it is not a wise choice to choose the resolute line (in the new version of the system).So we're changing the way Resolute provides stats in the primary and secondary rune trees to make it a more viable secondary rune choice.
Resolute main line
Resolute + Sorcery: 130 health, 65 health plus 10 spell power or 6 attack damage, adaptive
Resolute + Juggernaut: 130 health, 65 health plus 9 spell power or 5.4 attack power, adaptive
Resolute + Precision: 130 health, 65 health plus 9% attack speed
Resolute Deputy
巫术+坚决:20法术强度或12攻击力,自适应 65生命值加上10法术强度或6攻击力,自适应
主宰+坚决:18法术强度或10.8攻击力,自适应 65生命值加上9法术强度或5.4攻击力,自适应
Precision + Resolute: 18% attack speed 65 HP plus 9% attack speed
[Yeti Knight Nunu] (This is very important, because many subsequent routines involve changes to Nunu's W skills, which require Nunu's W skills to provide spell power bonuses)
Nunu's basic attacks now deal additional magic damage. W increases each other's spell power.
Nunu is not in a good place right now.
Q - devour
【新增】:饱餐效果现在额外在普攻上提供1/2/3/4/5(+5%法术强度)魔法伤害
W - Boiling Blood
【新增】:现在对彼此额外增加40%法术强度(最多增加:40/60/80/100/120)
Gaowan Comments: In the early stage, the damage of basic attacks has been greatly improved, and the combat effectiveness in the wild area has been improved. W has a greater benefit to attack speed AP bonus, such as: Tsar, Angel, Bright Moon, Ike.The whole is greatly strengthened
Flag of command
Siege minion bonus damage against towers from Banner of Command and Hand of the Baron no longer stacks.
We've been watching the changes to Hand of the Baron closely going into last patch - especially when it's combined with Banner of Command on siege creeps.But the hand of the Baron + [Banner of Command] enhanced siege minions will still cause more damage to the tower
[REMOVED] Banner of Command damage modifier for turrets no longer stacks with the same damage modifier Hand of the Baron provides for siege minions
Enchant: Cinder Giant
Bonus health modifier reduced.
With mana becoming more popular with tanks—especially jungle tanks—Slag Hulk has become a popular pick, and now non-tanks like Jax pick it too.
Percent Bonus Health Modifier: 20% → 15%
Fanatic Armor
Zealot's Heart health threshold increased.
Abilities like long-range consumption, swapping, and harassing champions are critical to some champions' playstyles before the inevitable battle begins, let alone the entire laning phase.When ranged consumption doesn't work, heroes who rely on constantly weakening their opponents can't build their favorite combat playstyle, or just push enemies offline.Basically, it prevents them from interacting with enemies.Heart of Berserker's passive is currently kicking in too quickly in the game, and it seems like the investment is too low a cost.We want heroes to have the option to add resistance to long-range harassment for themselves, but they need to make a longer-term investment than a piece of [Wild Armor] can do.
HP Threshold: 2750 → 3000
Defense tower
Increased damage to melee minions.
Removing the bonus damage to minions makes it difficult for some champions to last hit under towers.
DAMAGE TO MELE MINIONS: 43% of melee minion's max damage ⇒ 45% of melee minion's max damage
Tower gear damage text tooltip to minions is incorrectly marked as 45%.Now the value is correct
Cloud Wurm buff
Rather than just providing out-of-combat movement speed, Cloud Wurm now also provides global movement speed, which is doubled when you are out of combat.
Cloud Wurm has always been great for knocking enemies out of position, but it's less attractive in other situations.We're changing movement speed to work both in-combat and out-of-combat so more teams can take advantage of it.
[New] Each layer now provides 2% extra movement speed, tripled after leaving combat
[REMOVED] No longer grants 25 out-of-combat movement speed per stack
[New] Shria's Rhapsody
——Didn’t expect that?! I’m back again!
(After being replaced by [Amulet of Ascension] in v3.14, it is back after 5 years!)
Pick it up when you are a support and you and your team want to fight but lack the means to attack.
With the removal of [Amulet of Ascension], the auxiliary equipment layout lacks the "collective acceleration" equipment.Since we are in the redesign phase of the item, we are also discussing how to rework this item.In the end, we ended up with an item that wouldn't be very attractive for tanks (they already have Righteous Glory), but would be fine for most supports.
Total price: 2100 gold coins
Synthesis route: Ether Spirit + Burning Gems + 450 Gold Coins
Spell Power: 40
Health: 200
Cooldown Reduction: 10%
Movement Speed: 8%
Unique Active: Increase the movement speed of the user and nearby allies by 40% for 3 seconds (cooling time 60 seconds)
Gaowan Comments: Ability power, health, CD reduction, movement speed, very suitable for most protective AP support.Such as: Fengnv, Lulu, Soraka, Nami, Qinnv
Guisuo's Rage Blade
Spend less.Attack damage and spell power reduced.Hit base magic damage reduced; added gain.Added physical damage on hit.Stack effects will now benefit from other attributes.
[Guinsoo's Rageblade] currently faces two problems: it is only an artifact picked by a few heroes, and for most heroes, it is crazy to choose it as the first big item.We're addressing both of these issues by changing its stats and pegging hit gains to other stats.Simply put, Guinsoo's Rageblade shouldn't be an item that becomes super powerful after a quick rollout, and it will now work in multiple build routes as well.
Total price: 3600 gold coins 3000 gold coins
Synthesis route: Explosive Wand + Recurve Bow + Pickaxe + 875 Gold Coins Amplifying Book + Recurve Bow + Pickaxe + 690 Gold Coins
Attack Power: 35 25
Ability Power: 50 25
Basic attack additional magic damage: 15 5 (+0.1 magic power)
[New] Basic attack additional physical damage: 5+ (0.1 extra attack power)
Ability Power per layer: 4 points of direct Ability Power 4% of Ability Power (Note: The in-game text will be incorrectly displayed as 0.04%, which will be fixed in the next version)
Attack speed per stack: 8% bonus attack speed 8% attack speed (unchanged)
Each layer of attack power: 3 points of direct attack power 4% extra attack power (Note: The in-game text will be incorrectly displayed as 0.04%, which will be fixed in the next version)
[New] When the stack reaches half, the next basic attack of the melee hero will be fully charged [Guinsoo's Fury Blade]
[New] Conqueror
Brand new precision keystone runes.
We want to introduce a new keystone rune for heroes who are good at prolonged combat, especially melee heroes.
4 seconds after entering combat, the first attack you make against an enemy hero grants you 10-35 attack damage, depending on level, for 3 seconds, and converts 20% of the damage you deal to enemies into true damage
Melee Exclusive: Dealing damage to enemy heroes will refresh this buff
The experience value of wild monsters will decrease, but the experience value will increase according to the level.
The influence of jungle heroes in the early game is too strong.Especially since they're able to raid at level 3, a time when lane heroes often haven't reached that level yet.We want to reduce the pressure that junglers put on lane early on, while also introducing a new way to help junglers get ahead with the more valuable Canyon Scuttlers.
[Removed]: If the hero's level is higher than the monster camp, the experience of the monster camp is no longer reduced by 5% per level based on the level difference
[New]: The experience value of the camp of wild monsters is now increased with the level, and the upper limit is level 7.
Azure Mageweave Statue: 180 115 - 180 (at levels 1-7)
绯红印记树怪:180 115 - 180(于1-7级)
大型石甲虫:125 100 - 157(于1-7级)
Medium stone beetles: 35 35 - 55 (at levels 1-7)
小型石甲虫:7 7 - 11(于1-7级)
大型暗影狼:100 65 - 102(于1-7级)
小型暗影狼:40 25 - 39(于1-7级)
大型锋喙鸟:62 56 - 88(于1-7级)
小型锋喙鸟:35 19 - 30(于1-7级)
魔沼蛙:200 115 - 180(于1-7级)
[Removed]: After completing the first cleanup, the experience of the Moor Frog no longer decreases by 37.5%
[Removed]: After completing the first cleanup, the experience of medium stone beetles, small stone beetles, and large raptors is no longer reduced by 25%
Large stone beetle's first clearing experience reduction: 50% 30%
Reward
Killstreak bounties will only apply to the killer and no longer affect the entire team.
Currently, rewards for players who perform well are spread too much across the team, and we intend to gradually remedy that.Starting from this version of the bounty reward, the reward will be adjusted from benefiting the entire team to benefiting a single person, and we will continue to investigate other team rewards to make timely adjustments.
Assists are no longer rewarded with extra gold.
One Kill: The team splits 100 gold coins equally without rewards
Double Kill: The team will share 150 gold coins equally without rewards
Triple Kill: The team divides 300 gold coins equally, and the killer gets 200 gold coins
Quadruple kills: The team divides 350 gold coins equally, and the killer gets 250 gold coins
Five consecutive kills: The team divides 450 gold coins equally, and the killer gets 300 gold coins
Six consecutive kills and above: The team divides 450 gold coins equally and the killer gets 300 gold coins (after more than 5 kills, each kill +25 gold coins)
Killed bounty reward changes: Death removes 3 bounty levels Death resets bounty level to 0
[Updated] Runic Echo
The synthesis formula now contains [The Lost Chapter], and there is no longer [Ether Spirit].Movement speed removed.Increased cooldown reduction and mana.
Mage junglers have been scarce on Summoner's Rift for a while, and we decided to change that.Changing Runic Echo to add mana and cooldown reduction stats (both core mage stats) to make it more effective overall should help more mage junglers interact with monsters fight.
We're also making changes to Hunter's Talisman (see below), which should help spells clear better before casting Runic Echo.
Total price: 2625 gold coins (unchanged)
Synthesis route: Ether Spirit + Stalker's Blade + Augmented Tome + 345 gold coins Stalker's Blade + Lost Chapter + 325 gold coins
[REMOVED] Movement Speed: 7%
[New] Mana: 300
[New] Cooldown Reduction: 10%
Gaowan Comments: Added mana and cooldown reduction, so the battery life and speed of the wild area have been increased.Removing the movement speed is a major weakening, especially for aggressive legal junglers such as Leopard Girl and Spider
surveillance totem
Ward duration increased, but cooldown also increased.
The following changes increase the value of well-placed wards and make poorly-placed wards more expensive; and, of course, have the benefit of successfully warding.This is the so-called killing three birds with one stone!
守卫持续时长:60-120 秒(于1-18级) 90-180 秒(于1-18级)
充能倒计时: 180-90秒(于1-18级) 240-120秒(于1-18级)
Support & Jungle Equipment Exclusive
You can no longer have a jungle item and a support item at the same time.
Jungle items and salary items each play unique, low-cost performance roles in each other's niche, and they're typically picked by lower-paying heroes rather than scaling characters.Although jungle heroes sometimes choose salary equipment, we have to think about it, but instead of making the jungle hero carry salary equipment one size fits all, it is better to keep the two-choice gameplay.
You will no longer be able to own [Hunter's Machete], [Hunter's Talisman], their upgrades, and [Ancient Coin], [Frost Fang], [Relic Shield], their upgrades
(End of this chapter)
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