|Effects:||+40 Ability Power |
+10% Cooldown Reduction
|Passive:||Spellblade: After using an ability, the next basic attack deals (100% of Base Attack Damage) (+30% of Ability Power) bonus damage on hit. When directly attacking a monster, the bonus damage is reapplied in an AOE around the target, and restores (8% of missing Mana).|
|This item has been removed from League of Legends and may contain outdated information.
It was removed in Patch v6.1.
Enchantment - Runeglaive is an enchantment available for all upgraded Hunter's Machete items. It was replaced by Enchantment - Runic Echoes in the Patch v6.1. It replaced the Enchantment - Magus in the Patch v5.12.
- Enchantment - Runeglaive is typically bought on champions who scale with ability powers such as fiddlesticks.
- Item Removed
TOTAL cost : 2250 gold ⇒ 2675 gold
BUILD path : Sheen + Amplifying Tome + Tier 2 Jungle Item + 140 gold
ABILITY power : 50 ⇒ 40
mana : 200 ⇒ 250
AoE damage only applies on monsters. First monster takes double damage. No longer converts the basic attack to magic damage.
- "Ah, Runeglaive. Let's talk about the things you do. Our goals with Runeglaive (unlocking mage junglers) are still the same, but we're taking a different approach. First, while we're not directly opposed to laners picking up jungle items, we still need to see these items primarily used in the jungle so we can have a real understanding if they're accomplishing their intended goals. By pushing Runeglaive's power back into its jungle clearing speed (along with the machete buffs above), we can get a better assessment of what this item's doing for mage junglers, and then we can adjust accordingly.
- On the topic of the changes themselves: while this certainly reduces Runeglaive's PvP combat power, our decision to push its damage onto monster camps also highlights an important place for Mage junglers to exist: clearing their camps quickly so they can be scrapping on the map. In other words, this RG should unlock more map presence for mage junglers, not so much just being a raw damage power spike."
- [REMOVED] TOO SOONGLAIVE : No longer converts basic attack damage into magic damage
- AOE DAMAGE : Only applies on monsters
- [NEW] KABOOMGLAIVE : Deals double damage to the first monster hit
Ability Power up. Spellblade's Ratio up. Fixed an issue where Runeglaive was activating other spell effects on top of itself.
- "On that bugfix: the short of it is that Luden's Echo triggers on ‘spell damage,' but not ‘proc damage' (ie: Sunfire Cape, Iceborn Gauntlet, etc), and Runeglaive was intended to be the latter. On a more fundamental level, basic attacks occupy a different space than spells, and our intended goal with Luden's Echo was that its power was specifically accessible by spell casts (or specific items treated as spell casts, like Gunblade). Ezreal Q toes that line, but it's fundamentally treated as a basic attack (also for triggering on-hit effects), which is why things got a little fuzzy.
- Other context for the buffs: short form is that the power spike when completing a Runeglaive (particularly as a first item) is a little underwhelming, outside of a few edge cases. We're adjusting here as we keep an eye on AP junglers."
- ABILITY POWER :
40 ⇒ 50
- SPELLBLADE RATIO :
0.75 base attack damage ⇒ 1.0 base attack damage
- BUGFIX : Fixed a bug where Runeglaive was applying spell effects (e.g. Rylai's Crystal Scepter, Liandry's Torment, Luden's Echo)
The Magus jungle enchantment has been replaced by the Runeglaive enchantment. We will now commence typing an essay on why this is important.
- "Up front: we want to broaden (you might say diversify) the number of champions that can tap into an AP jungle item. The main problem with Magus was that it didn't make champions functionally better at jungling (like say, Cinderhulk); instead, it gave champions who already jungled well a pretty large stat infusion in the midgame. What you end up with is the same effect observed with Luden's Echo or top lane Challenging Smite - a narrowed champion pool defined by who can, or cannot, use the item well.
- At this point we might as well talk about Fiddlesticks, because he's both the prototypical example of a champion who uses Magus well (because strong base kit + stats = happy) while also being the least excited about this item change. First, we believe that Fiddlesticks has been an extremely strong jungler for some time now and don't think this item change will significantly hamper him, particularly since many Fiddle mains have been skipping their Magus upgrade to get Zhonya's early. That ends up sounding like a weird excuse though, so we'd prefer to talk about this in our second lens: outliers.
- With each item, there are a broad group of champions that can ‘tap into' that item, with some being more effective than others. When that group becomes too broad, you end up trying to either balance the item for both ends of the spectrum (and make it mediocre for everyone), or you narrow it down to a very specific group (and risk tying that group's balance directly to the item). Our changes to the old Black Cleaver were driven very much by the former challenge, and our changes to Magus now are focused on the latter. In short, much like the changes from Juggernaut to Cinderhulk, there will be a few cases where champions are sadder with a less optimized purchase, but there should also be significantly more that feel viable with the new item. We'll be keeping a close eye as we see who picks it up."
- RECIPE : Tier 2 Jungle Item + Sheen + 200 gold (2250 gold total)
- ABILITY POWER : 40
- COOLDOWN REDUCTION : 10%
- MANA : 200
- UNIQUE PASSIVE : Spellblade - After using an ability, the next basic attack is converted into magic damage and deals 75% Base Attack Damage (+0.3 ability power) bonus damage on hit in an Area-of-Effect around the target and restores 8% of your missing Mana.