On-hit flat damage increased; ratios removed. Now grants armor and magic penetration. Stacks no longer grant AD/AP. Cost decreased.
Guinsoo's Rageblade can function as both a one-item power spike and a late-game scaling engine, which has led to numerous balance issues over time. This update leans into the former: The switch from percent AD/AP bonuses to hybrid penetration puts emphasis on base values rather than scalings, including Guinsoo's on-hit damage which is back to a flat 15. Penetration also plays poorly with Infinity Edge's true damage conversion, making Rageblade a less desirable pickup for champs who ultimately want to play the crit carry game. Finally, a cost reduction ties the bow on the Rageblade rush package.
COST :  ⇒ 3100 gold
| ON-HIT DAMAGE :
||[5 (+0.1 bonus AD) physical damage + 5 (+0.1 AP)magic damage]
||15 magic damage
PENETRATION Now grants 6.5-15% (lv 1-18) total armor and magic penetration
PERCENT AD/AP PER STACK No longer grants +2.5% bonus attack damage and ability power per stack (stacks still grant attack speed)
Attack damage and ability power per stack decreased.
PERCENT ATTACK DAMAGE PER STACK : [4%] ⇒ 2.5%
PERCENT ABILITY POWER PER STACK : [4%] ⇒ 2.5%
BUGFIX : Fixed a bug where Rageblade interacted with other bonus attack damage-granting effects to grant more attack damage than intended (lookin' at you, Jhin, but also Infernal Drake and Master Yi, etc.).
Guinsoo's Rageblade is pretty overtuned for its price after the update, so we're re-upping the gold cost to make sure it hits the game at a more appropriate time.
COST :  ⇒ 3300 gold
Cost decreased. Attack damage and ability power decreased. Base magic damage on-hit decreased; ratio added. Physical damage on-hit added. Stack bonuses now scale with stats from other sources.
Guinsoo's Rageblade currently has two problems: It's only good on a select few champions, and on those champions it serves as an insane first item spike. We're hitting both problems by changing its statline and on-hits to scale directly with other stats. TL;DR, Guinsoo's shouldn't be as immediately powerful of a rush item, but it fits into a few more types of builds.
TOTAL COST : [3600 gold] ⇒ 3000 gold
|BUILD PATH :
||Recurve Bow + Pickaxe +
||[Blasting Wand + 875 gold]
||[Amplifying Tome + 990 gold]
ATTACK DAMAGE :  ⇒ 25
ABILITY POWER :  ⇒ 25
MAGIC DAMAGE ON HIT :  ⇒ 5 (+0.1 ability power)
PHYSICAL DAMAGE ON HIT 5 + (0.1 bonus attack damage)
ABILITY POWER PER STACK : [4 flat] ⇒ 4% ability power
ATTACK SPEED PER STACK : [8% bonus] ⇒ 8% total attack speed
ATTACK DAMAGE PER STACK : [3 flat] ⇒ 4% bonus attack damage
RAPID RAGE At half stacks, melee champions' next basic attack fully stacks Rageblade
No longer loses attack speed on combine.
Technically speaking, Rageblade still counts as an attack speed item because of its stacking buff. That said, the loss of the flat value feels like (and often is) a step backward, given that attack speed is necessary to stack Rageblade quickly. As a result, it only feels good to purchase Guinsoo’s if you can supplement it with other attack speed items. We want the Rageblade to feel unconditionally better when you complete it, even if you don’t have other attack speed items.
ATTACK SPEED : [0%] ⇒ 25%
Upgraded to an end-game item. Now has Sated Devourer’s Phantom Hit e.
We couldn’t havsection with Devourer without addressing Guinsoo’s Rageblade as well. Rageblade’s a controversial item on live, but we’re convinced it feels far more overbearing than it actually is. Its blooms specifically in the hands of basic-attack focused champions looking to snowball a lead, versus being generically too ful. Even when it’s played on other champions (shout-outs to Tristana), it’s to fill a specific early-game niche.
That said, a large part of Guinsoo’s balance depends on it being kept behind a few really unsatisfying barriers. For instance, it has the worst build path in the gamcreating a low point of as you struggle to accumulate its exorbitant combine cost. On the flip side, finishing Rageblade spikes you far harder than most items at that price point, creating a race to keep Rageblade users down before they can become relevant. When the correct play against Rageblade is ‘snowball incredibly hard or lose,’ we can do better.
Our solution is to upgrade Guinsoo’s into a top-tier endgame item for the champions who value hybrid stats and on-hit builds. This allows fomore steady progression of , as well as allowing us to put the much-coveted ‘Phantom Hit’ e within arm’s reach of non-junglers. We’ll let you think of some of the more powerful combos (Aatrox?), but rewarding champions with access to top-shelf on-hit insanity once they’ve committed to combat feels like an appropriate gate for skirmishers and divers alike.
STILL RAGING Icon has been updated!
TOTAL COST : [2800 gold] ⇒ 3600 gold
BUILD PATH : Blasting Wand + Pickaxe + Recurve Bow + 875 gold
ATTACK DAMAGE : 35
ABILITY POWER : 50
ON-HIT Deals 15 magic damage on-hit
GET MAD : Basic attacks grant +8% attack speed, +3 attack damage, and +4 ability power for a second (this effect stacks, granting Guinsoo’s Rage at max stacks)
MAXIMUM STACKS :  ⇒ 6
MELEE PRIVILEGE No longer gives two stacks for melee champions
KEEP IT TOGETHER No longer deals AoE damage on-hit during Guinsoo’s Rage
PHANTOM HIT During Guinsoo’s Rage, every other basic attack will trigger on-hit effects an additional time
guinsoo's range : Ranged champions no longer activate Guinsoo's Rage on the same basic attack that grants them their eighth stack.
AoE range down.
Guinsoo’s is intended to have the same area-of-effect as Ravenous Hydra and Tiamat, but was significantly larger due to a bug. So now it’s not larger!
GUINSOO’S RAGE AREA-OF-EFFECT :  ⇒ 350
Combine cost increased.
Rageblade is currently the go-to for champions wanting to crank their damage up to the absurd. That said, before we just start really reducing power, we want to make sure we understand what Rageblade's doing for the game (well, and to it as well) before taking decisive action. So this might not be the end of the Rageblade changes, but this one will give us a cleaner picture over the next patch - particularly if it's not being picked up quite so early.
COMBINE COST :  ⇒ 1075
The statistically least-bought item in League of Legends (even less than Poacher's Knife, rest in peace), Guinsoo's always presented a puzzle to players - 'When do I want this item? Who could use it really well?' As it turns out, even on the few champions it works for (Kayle and Jax, primarily) it never really panned out. With berserker healing moved to Maw of Malmortius, we went all in on hulking out, providing a payoff worth stacking for should you succeed in pulling it off.
TOTAL cost : 2500 gold
BUILD path : Blasting Wand + Pickaxe + 775 gold
UNIQUE passive Basic attacks grant +8% Attack Speed, +3 Attack Damage, and +4 Ability Power for 5 seconds (stacks up to 8 times, melee attacks grant 2 stacks). While you have 8 stacks, gain Guinsoo's Rage.
GUINSOO'S RAGE Basic attacks deal bonus magic damage on hit equal to 20 + 15% of bonus Attack Damage and 7.5% of Ability Power to the target and nearby enemy units.
- Fixed a bug where the visual effects included the generic "increased Movement Speed" visual
- Attack Damage reduced from 35 to 30
- Ability Power reduced from 45 to 40
- Passive changed to "Your basic attacks or spellcasts grant you 4% Attack Speed and 4 Ability Power for 8 seconds. This bonus stacks up to 8 times." and is no longer unique
- New Unique Passive - "Falling below 50% Health grants you 20% Attack Speed, 10% Life Steal and 10% Spell Vamp until you exit combat (30 second cooldown).
- Cost increased from 2,235 (400) to 2,600 (865)
- Fixed a tooltip error
- Fixed a bug where the first time you attacked a target in an attack cycle, it wouldn't function
- Now triggers on spell cast in addition to hitting a target
- Guinsoo's Rageblade added