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The Most Powerful Deleted Items in League of Legends HistoryLeague of Legends has seen numerous items added and removed. In this video, we look back at powerful items that once existed but are now gone, items that shook up the game's meta. We'll delve into the characteristics of each item and the reasons for their removal, even discussing the possibility of some items returning.
1. ❄️ Everfrost: The controversial item that brought hard CC to items
· Everfrost was the only item in League of Legends history to grant a hard crowd control (CC) effect.
· It provided a 65% slow and, upon hitting the center, a 1.5-second root.
· While initially underpowered, it became a favorite among many mage champions after buffs.
· It offered excessive advantages, especially for champions reliant on skill combos.
· Eventually, the root duration was nerfed to 1 second, but it remained powerful.
· Its return is unlikely, as hard CC should be a champion's unique domain.
· It provided a 65% slow and, upon hitting the center, a 1.5-second root.
· While initially underpowered, it became a favorite among many mage champions after buffs.
· It offered excessive advantages, especially for champions reliant on skill combos.
· Eventually, the root duration was nerfed to 1 second, but it remained powerful.
· Its return is unlikely, as hard CC should be a champion's unique domain.
| Item | Main Effect |
|---|---|
| Everfrost | · Cone-shaped slow dealing magic damage (65%, 1.5 seconds) · 1.5-second root on center hit (later nerfed to 1 second) · Provides AP, Health, Mana, and Ability Haste · Mythic passive: Bonus AP per Legendary item |
00:00 - 02:58
1. ❄️ Everfrost: The controversial item that brought hard CC to items
· Everfrost was the only item in League of Legends history to grant a hard crowd control (CC) effect.
· It provided a 65% slow and, upon hitting the center, a 1.5-second root.
· While initially underpowered, it became a favorite among many mage champions after buffs.
· It offered excessive advantages, especially for champions reliant on skill combos.
· Eventually, the root duration was nerfed to 1 second, but it remained powerful.
· Its return is unlikely, as hard CC should be a champion's unique domain.
· It provided a 65% slow and, upon hitting the center, a 1.5-second root.
· While initially underpowered, it became a favorite among many mage champions after buffs.
· It offered excessive advantages, especially for champions reliant on skill combos.
· Eventually, the root duration was nerfed to 1 second, but it remained powerful.
· Its return is unlikely, as hard CC should be a champion's unique domain.
| Item | Main Effect |
|---|---|
| Everfrost | · Cone-shaped slow dealing magic damage (65%, 1.5 seconds) · 1.5-second root on center hit (later nerfed to 1 second) · Provides AP, Health, Mana, and Ability Haste · Mythic passive: Bonus AP per Legendary item |
03:06 - 05:34
2. ⚔️ Blade of the Ruined King: The OP item that dominated bruisers
· The Blade of the Ruined King was one of the most powerful items in game history, offering absolute efficiency, especially for melee damage dealers like Camille and Fiora.
· Along with the Spellblade effect, it provided bonus damage based on max health and lifesteal.
· The max health-based damage reached 12%, and melee attacks healed 6% of the target's max health.
· Intended as an anti-tank item, its high damage and healing made it strong against all champions.
· The mythic passive, which granted armor and magic penetration, made it particularly difficult to counter.
· Camille, for instance, could deal devastating damage and heal immense amounts of health by combining it with her abilities.
· Eventually, the max health-based damage was nerfed to 4%, but it remained powerful.
· Its return could be considered if either the lifesteal or max health-based damage effect is removed.
· Along with the Spellblade effect, it provided bonus damage based on max health and lifesteal.
· The max health-based damage reached 12%, and melee attacks healed 6% of the target's max health.
· Intended as an anti-tank item, its high damage and healing made it strong against all champions.
· The mythic passive, which granted armor and magic penetration, made it particularly difficult to counter.
· Camille, for instance, could deal devastating damage and heal immense amounts of health by combining it with her abilities.
· Eventually, the max health-based damage was nerfed to 4%, but it remained powerful.
· Its return could be considered if either the lifesteal or max health-based damage effect is removed.
| Item | Main Effect |
|---|---|
| Blade of the Ruined King | · Spellblade: Next basic attack deals bonus magic damage and damage based on max health (up to 12%) · Melee attacks heal 6% of max health · Provides AD, Health, and Ability Haste · Mythic passive: Increased Armor and Magic Penetration |
05:35 - 08:49
3. 💨 Force of Nature: The item that revolutionized ADC mobility
· Force of Nature revolutionized gameplay by granting ranged damage dealers powerful mobility.
· Upon use, it allowed a short dash in a set direction and fired three magic missiles at the nearest enemy.
· The dash distance of up to 425 units was as useful as a champion's basic mobility skill.
· The missile damage was also significant, especially effective against low-health enemies.
· This provided additional mobility beyond Flash, greatly aiding in dodging or chasing.
· The short cooldown of 90 seconds further increased its utility.
· All items granting mobility, including Force of Nature, were removed from the game, as mobility should be a champion's inherent ability.
· Some mobility items, like Hextech Rocketbelt, remain in the game as they are used more restrictively on specific champions.
· Upon use, it allowed a short dash in a set direction and fired three magic missiles at the nearest enemy.
· The dash distance of up to 425 units was as useful as a champion's basic mobility skill.
· The missile damage was also significant, especially effective against low-health enemies.
· This provided additional mobility beyond Flash, greatly aiding in dodging or chasing.
· The short cooldown of 90 seconds further increased its utility.
· All items granting mobility, including Force of Nature, were removed from the game, as mobility should be a champion's inherent ability.
· Some mobility items, like Hextech Rocketbelt, remain in the game as they are used more restrictively on specific champions.
| Item | Main Effect |
|---|---|
| Force of Nature | · Use: Dash in a direction, then fire 3 magic missiles at the nearest enemy · Dash distance: Up to 425 units · Provides Attack Damage, Critical Strike Chance, and Movement Speed · Mythic passive: Bonus Attack Damage |
08:50 - 11:40
4. 🩸 Hydra's Heart: The item that threatened everyone with widespread healing and powerful damage
· Hydra's Heart was beloved by many melee champions for providing extensive healing along with powerful stats.
· It offered AD, Ability Haste, Health, and eventually, Omnivamp.
· Upon use, it dealt damage in a circular area around the user and healed a percentage of lost health based on the number of champions hit.
· This was similar to Darius's ultimate but offered superior survivability with a wider area and healing based on lost health.
· Furthermore, the passive, which provided bonus AD up to 15% along with max health-based damage, significantly boosted sustained combat.
· Due to its immense power, even assassin champions often chose Hydra's Heart.
· It was eventually removed from the game for hindering build diversity.
· It offered AD, Ability Haste, Health, and eventually, Omnivamp.
· Upon use, it dealt damage in a circular area around the user and healed a percentage of lost health based on the number of champions hit.
· This was similar to Darius's ultimate but offered superior survivability with a wider area and healing based on lost health.
· Furthermore, the passive, which provided bonus AD up to 15% along with max health-based damage, significantly boosted sustained combat.
· Due to its immense power, even assassin champions often chose Hydra's Heart.
· It was eventually removed from the game for hindering build diversity.
| Item | Main Effect |
|---|---|
| Hydra's Heart | · Use: Deals damage in an area and heals based on lost health (proportional to number of champions hit) · Provides AD, Health, and Ability Haste · Passive: Bonus AD up to 15% based on lost health · (Added later) Omnivamp |
11:41 - 14:14
5. 🛡️ Broken Queen's Crown: The defensive item that blocked explosive damage
· Broken Queen's Crown was a defensive item designed to protect mage champions from burst damage.
· After not taking damage from champions for 40 seconds, the next instance of damage taken was reduced by 75% for 1.5 seconds.
· Upon activation, it provided bonus Ability Power, and additional bonus AP for 3 seconds after the effect ended.
· This emerged as a countermeasure to the prevailing one-shot meta.
· However, the high 75% damage reduction and bonus AP effect created situations where mages were almost unkillable.
· Eventually, the damage reduction was nerfed to 40%, the duration to 2.5 seconds, and the bonus AP effect was removed.
· Despite this, it excessively boosted the survivability of mage champions, harming game balance.
· A similar effect is now applied to the 'Blessed Tunic' item, used by support and tank champions.
· After not taking damage from champions for 40 seconds, the next instance of damage taken was reduced by 75% for 1.5 seconds.
· Upon activation, it provided bonus Ability Power, and additional bonus AP for 3 seconds after the effect ended.
· This emerged as a countermeasure to the prevailing one-shot meta.
· However, the high 75% damage reduction and bonus AP effect created situations where mages were almost unkillable.
· Eventually, the damage reduction was nerfed to 40%, the duration to 2.5 seconds, and the bonus AP effect was removed.
· Despite this, it excessively boosted the survivability of mage champions, harming game balance.
· A similar effect is now applied to the 'Blessed Tunic' item, used by support and tank champions.
| Item | Main Effect |
|---|---|
| Broken Queen's Crown | · Passive: After not taking damage from champions for 40 seconds, the next damage taken is reduced by 75% for 1.5 seconds · Grants bonus Ability Power upon activation · Provides AP, Health, Mana, and Ability Haste |
