League of Legends may one day find perfect item balance… but it probably won’t be before the heat death of the universe. Still, as much as we love to hate on the current offenders, they pale before the true monster items from League of Legends history.
League of Legends has been around for over ten years now and over the course of more than two hundred patches, we have seen many OP items come and go as its many designers tried to tinker with their creation. In fact, it is hard to limit ourselves only to five. Still, we at earlygame.com have risked our sanity and communed with our gaggle of ancient LoL loremasters, trying to gauge from their anguished screams which five items have been the greatest terror on the Rift. So, here we go:
5. Black Cleaver
Sure, there is A Black Cleaver in the game, carrying on as a mostly unremarkable item in Season 10. Yet this venerable bruiser gear has had a wild past. Early on, it gave not only a stacking armor debuff (capping at 30% after four hits) but also a flat armor penetration – and this penetration stacked with itself.
The consequences were predictably gory as top laners with multiple Black Cleavers were terrorizing the game. It took a nerf to the percentage debuff and making the flat penetration a unique passive to bring this brutalizer back under control.
4. Force of Nature
This defensive item disappeared from the Rift (or as it was known back then, the Fields of Justice) very early on before making a cameo in Teamfight Tactics. Veterans of older seasons shuddered as they remembered the piece of armor that made tanks all but immune to magic damage in League's opening patches.
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Early on, Force of Nature had Warmog’s passive for high regeneration with extra HP regeneration for good measure and combined it with a whopping +90 MR and a nice movement speed boost. On a tank that already had some health items, it made them nearly unkillable. If it was a Mundo or Singed who had a decent early game, you could forget about the “nearly.”
3. Feral Flare
Sure, an item that gives junglers attack speed and sustain sounds nice. Getting free wards in Season Four and bonus gold from jungle monsters was even better. On top of those two things, Wriggle's Lantern had a cool gimmick – bonus to damage in the jungle that increased from killing large monsters, as well as champion kills and assists.
But when fully stacked, it turned into the Feral Flare – and that is when the true OP-ness would begin. Initially, Feral Flare required 25 stacks to upgrade and its stacking passive, Maim, functioned against champions as well. Maim gave 33+ stacks magic damage (tripled vs monsters) and 10+ stacks bonus health per hit.
Oh, and by the way, unlike regular lifesteal – which works off the damage you actually do – this bonus health was not mitigated by resistances. This meant that with a relatively cheap jungling item, a champion could get stacking damage and sustain without a cap. Feral flare made autoattacking junglers nightmarishly strong. Even its reworked version, the Devourer enchantment, proved to be far too much for mortal minds to handle and was eventually shelved.
2. Spear of Shojin
A more recent member on our list, the Spear of Shojin tried to fill an important niche for bruisers by making them play around their ultimates, but it slightly overshot the mark.
The passive made it so any autoattacks within 6 seconds after casting an ultimate refunded 20% of the cooldown of any basic (non-ultimate) abilities. With a bit of attack speed, this became absolutely bonkers as Jax, Master Yi and a few others could essentially 1v5 the enemy team.
1. Deathfire Grasp
The namesake of the Pentakill headbanger, the item commonly referred to “DFG” was the bane of any squishy character when there was a fed AP champion on the map.
On top of very respectable stats – 120 AP and 10% cooldown reduction – it had an active that did 15% of a champion’s max HP as magic damage and amplified all magic damage in the next 4 seconds by 20%. On burst mages, DFG was an absolute gamechanger and made them completely broken.
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It was not easy limiting us to only these five – our long-suffering League scholars wailed about the absurdity of Banner of Command and its permanently pushing lanes, the Runic Bulwark's "not gonna die" aura or Sword of the Divine assassins – but these five seem to have an extra special place in their nightmares of the Summoner's Rift of old.