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# Banner of Command – Forgotten Split-pushing Item
- URL: https://www.surrenderat15.com/lol-forgotten-rift-banner-of-command-strong-splitpushing-item/
- Published: 2026-04-14T16:12:00.000Z
- Updated: 2026-05-05T20:12:01.000Z
- Description: Banner of Command was a LoL split-pushing item with utility stats and strong active for boosting minions and creating constant lane pressure.
- Author: FF15
- Tags: BLOG

## Banner of Command

If you’ve been around in [League of Legends](https://www.leagueoflegends.com/?ref=surrenderat15.com) for a while, you probably remember Banner of Command. It didn’t give you insane burst or damage, but it had a very specific active mechanic that made it stand out. 

What really made **Banner of Command** special was its **active ability**. You could target a **cannon minion** and empower it, turning it into a **serious pushing threat** that was **immune to magic damage**. That one click could suddenly **force the enemy team to react**, because ignoring it often meant **losing a tower for free**. It wasn’t about buffing your champion directly, but about creating **pressure somewhere else on the map** without even being there. That’s exactly why it became such a strong tool for **split pushing**. You could apply pressure on one side of the map while your team played elsewhere, and the enemy was constantly forced into **awkward decisions**.

![](https://storage.ghost.io/c/f7/f0/f7f034b8-dd29-4600-b912-25df9490ed52/content/images/2026/05/banner-of-command-lol-item-used-on-cannon-minion.jpg)

**Banner of Command** was built more around **control and pressure** than raw fighting power. It gave a mix of **defensive** and **utility stats** that made it attractive mainly for **tanks** and **supports**. The item provided **ability power**, **bonus health**, **mana regeneration**, **cooldown reduction**, and **magic resistance**, making it a **well-rounded option** for champions that didn’t rely on damage but still wanted to stay **relevant in fights** and on the **map**.

### Banner of Command Stats

- **Cost:** 2200 gold
- **Health Regeneration:** +125% base health regen
- **Armor:** +60 armor
- **Magic Resistance:** +30 magic resistance
- **Active - Promote:** Empower a nearby lane cannon minion.
- **Cooldown:** 120 seconds

**Promoted Minion Bonus:** The empowered minion gained bonus stats, took reduced damage from champions, dealt bonus damage to turrets, and sent all gold it earned back to the item owner. 

Over time, this **active** proved really **hard to balance**. In some games it barely mattered, but against certain **team comps** it felt almost **unfair**, especially if they relied heavily on **magic damage**. 

**Riot** eventually removed it because it created too many **frustrating situations** where there wasn’t a clear or fun way to deal with it.