For its predecessor, see Zeke's Herald item Zeke's Herald
Zeke's Harbinger was a finished item in League of Legends.[1]

Recipe

Zeke's Harbinger item
Zeke's Harbinger
Gold 2250 (Gold 480)
Glacial Shroud item
Gold 900 (Gold 250)

Cost Analysis*

Gold Value

Gold Efficiency*

  • Zeke's Harbinger item Zeke's Harbinger was 102.43% gold efficient without its passive and active effects.


Similar Items

Strategy

  • Zeke's Harbinger item Zeke's Harbinger is made for duo lane, with the support having this item. It provides stats that are useful for this role:
  • While nearby, the Conduit and the support will both generate charges. Upon reaching 100 charges, you can activate the passive to grant the both of you 20% increased AP and 50% critical strike chance for 5 seconds.
    • Conduit gains 4 charges per attack.
    • Conduit gains 8 charges per ability.
  • In most cases, the increased AP will mostly be useful on the support, granting additional damage and/or better shield / heal. And the critical strike chance will mostly be useful to the ADC, even though 50% critical strike chance on a support might be useful somehow.

Development

EffectZekesHarbinger

The Conduit is denoted by the pair of arrows underneath SonaSquare Sona and Miss FortuneSquare Miss Fortune.

In trying to balance auras, not only do you have to account for the super-strong case (five friends stacked up together) but, on the flip side, you've also got to be thinking about the times when it's just you and a buddy. Keeping an aura balanced for both cases is often a difficult challenge and, even if we can solve for that, usually leaves us wondering how to add satisfying gameplay beyond... an aura. This was the first reason we decided to take on a Zeke's Herald item Zeke's Herald remodel when bringing more support itemization to the scene.

We wanted to build a high-impact “let's get some hurt in the mix" item that still identified itself as a support tool. Like how Mikael's Crucible item Mikael's is the item you buy when you know there's one mate you need to protect, Zeke's Harbinger item Zeke's Harbinger should be the aggressive counterpart for when you want to smack some faces. As an additional goal here, we really wanted to amp up the satisfaction for the support – something that the old Zeke's Herald item Zeke's Herald suffered from (unless you really liked auras, we won't deny that).

EffectZekesHarbinger2

An activated Conduit is shown with both champions glowing bright gold.

Why not just make a new item and leave Zeke's Herald item Zeke's in? We very lightly poked this topic with Magus item Runeglaive but might as well address it now. Beyond the issue of leaving an extremely difficult to balance item in the game (particularly one that is relatively weak until the "right" team comp taps into it [and then it becomes very, very strong]), when something becomes so niche in its optimal use it can quickly become a trap item for players believing all items (and item premiums) were created equal. We do want to support the ability for players to make smart, contextualized decisions based on the state of the game, but can't do so by leaving really specialized things lying around. Instead, our hope is to either focus an item so that it becomes a clear choice for a broad enough set of champions (see: The Black Cleaver item Black Cleaver) or we can normalize and push out a wider swathe of options that are actually supportive of Good Decisions (see: our ability power item changes).


Patch History

V7.12
  • Remade and renamed to Zeke's Convergence item Zeke's Convergence.
  • New Recipe: Aegis of the Legion item Aegis of the Legion + Glacial Shroud item Glacial Shroud + Gold 400 = Gold 2400
  • Ability power reduced to 0 from 50.
  • Armor increased to 60 from 30.
  • Magic resistance increased to 30 from 0.
  • New Passive: Casting your ultimate near your ally summons a local frost storm for 10 seconds. As the storm rages, nearby enemies are slowed by 20% and your ally's attacks burn their targets for 50% bonus magic damage over 2 seconds (45 second cooldown).
  • New Passive: Frostfire Covenant: Basic attacking a burning enemy ignites your frost storm to deal 40 magic damage per second and slow by 40% instead for 3 seconds.
  • Removed Passive: When within 1000-units of each other, you and your Conduit will generate 1 charge every second, up to 100, with a bonus 4 / 2 charges whenever you or your ally attack, and 8 / 4 on spell cast. At 100 charge, dealing damage grants you and your Conduit 20% increased AP and +50% flat critical strike chance for 8 seconds. All current charge is lost if you move further than 1000-units apart or hold onto 100 charge for longer than 5 seconds.
  • Active conduit cooldown reduced to 0 seconds from 60.
  • Active conduit tooltip changed to "Bind to an ally without an existing Conduit." from "Bind to target ally. This will remove all other Conduits on your target.".
V7.3
  • Bug Fix: Clones now copy the "linked" indicator VFX.
V6.22
  • Combine cost reduced to Gold 380 from Gold 480.
    • Total cost reduced to Gold 2250 from Gold 2350.
V5.18
  • Armor reduced to 30 from 35.
  • Timer before charge is lost reduced to 5 seconds from 8. Buff duration unchanged.
V5.17
  • Bug Fix: Fixed a bug where it was granting 250 health.
V5.15
  • Buff duration increased to 8 seconds from 6 seconds.
  • Charge per attack reduced to 4 from 6.
  • Charge per cast reduced to 8 from 12.
  • New Effect: Your conduit now generates half as much charge on their attacks and abilities.
  • New Effect: You retain the current stacks if you change conduit, rather than the current stacks reseting.
  • Bug Fix: Fixed a bug where triggering Zeke's empowerment effect wasn't granting assists.
V5.14

References

  1. Itemlist on leagueoflegends.com

List of Items