Named item effects function similarly to unique effects, except that the effect is unique across any and all items which provide the named effect. Similar effects that do not share a name will stack, such as
and . Some item effects are named but still unique to an item; these effects are listed at the end of the page and not described here.These effects are currently shared between multiple items.
Awe
Awe grants bonus stat based on your maximum mana, while also refunding a part of your mana spent.
The following items grant Awe:
- Unique – Manaflow: Grants a charge every 8 seconds, up to 4 charges. Affecting an enemy or ally with an ability consumes a charge to grant 3 bonus mana, increased to 6 if they are a champion, up to maximum of 360 bonus mana.
Basic attacks deal 5 bonus physical damage on-hit against minions.
: Passive: - Unique – Awe: Grants bonus attack damage equal to 2.5% maximum mana. : Passive:
- Unique – Awe: Grants bonus attack damage equal to 2.5% maximum mana. : Passive:
- Unique – Awe: Grants ability power equal to 1% bonus mana. : Passive:
- Unique – Awe: Grants ability power equal to 2% bonus mana. : Passive:
Cleave / Crescent
Cleave causes the champion's basic attacks to deal physical splash damage to units around the target. Crescent is an active effect that causes the champion to either deal physical damage in an area around them, or enhance the effects of Cleave.
The following items grant Cleave:
- Unique – Cleave: Basic attacks on-hit deal ( 40% AD / 20% AD) physical damage to other enemies in a 350 radius centered around the target. : Passive:
- :
- Unique – Cleave: Basic attacks on-hit deal ( 1.5% / 0.75%) maximum health bonus physical damage to the target and ( 3% / 1.5%) maximum health physical damage to other enemies in a cone in the direction of the primary target. : Passive:
The following items grant Crescent:
- Unique – Crescent: Deal 75% AD physical damage to enemies within a 450 radius in front of you (10 second cooldown). : Active:
- Unique – Ravenous Crescent: Deal 100% AD physical damage to enemies within a 450 radius in front of you (10 second cooldown). : Active:
- Unique – Titanic Crescent: Your next basic attack within 10 seconds empowers Cleave to deal ( 4% / 2%) maximum health bonus physical damage to the primary target and ( 9% / 4.5%) maximum health physical damage to secondary targets (10 (begins after using the empowered attack) second cooldown).
Titanic Crescent resets the user's basic attack timer. : Active:
Cold Steel
Cold Steel causes basic attacks against you to Template:Cctip the enemy champion.
The following items grant Cold Steel:
- Unique – Rock Solid: Every first incoming instance of post-mitigation basic damage per cast instance is reduced by 5 (+ 3.5 per 1000 maximum health), maximum 20% reduction each. : Passive:
- Unique – Rock Solid: Every first incoming instance of post-mitigation basic damage per cast instance is reduced by 5 (+ 3.5 per 1000 maximum health), maximum 20% reduction each. : Passive:
Do or Die / Dread
Do or Die grants Glory for champion kills and assists and reduces Glory upon death. Glory is utilized by Dread to gain ability power and possibly bonus movement speed.
The following items grant Do or Die and Dread:
- :
- :
The following items grant Dread:
- Unique – Glory: Gain 2 stacks for each champion kill and 1 stack for each assist, up to a maximum of 10 stacks. For every stack, gain 4 ability power, up to 40 at maximum stacks. Lose 5 stacks on death. Stacks are preserved when upgrading to . : Passive:
- Unique – Glory: Gain 4 stacks for each champion kill and 2 stacks for each assist, up to a maximum of 25 stacks. For every stack, gain 5 ability power, up to 125 at maximum stacks. If you have at least 10 stacks, also gain 10% bonus movement speed. Lose 10 stacks on death. Stacks are preserved from . : Passive:
Echo
Echo causes you to gain charges upon moving or casting. At 100 charges, the next instance of ability damage you deal will expend all charges to deal bonus magic damage to the first enemy hit and summon up to 3 lesser bolts that target nearby enemies, prioritizing enemies damaged by the ability and champions over minions.
The following items grant Echo:
- Unique – Haste: Grants an additional 10% cooldown reduction. : Passive:
- Unique – Echo: Grants 1 charge per 35 units traveled by any means or 10 charges per ability cast. At 100 charges, the next instance of ability damage dealt expends all charges to deal 60 (+ 10% AP) bonus magic damage to the first enemy hit and to 3 enemies within 600 range, prioritizing enemies damaged by the ability and champions over minions.
Echo deals「 250% damage 」「 150 (+ 25% AP) magic damage 」 to large monsters. Hitting a large monster with this effect restores 25% of your missing mana. : Passive:
Energized Strike
Energized Strike causes you to gain Energize stacks from movement and basic attacks. At 100 Energize stacks, your next basic attack deals bonus magic damage and possibly has other effects.
The following item grants Energized Strike:
- Unique – Energized: Moving and basic attacking generates Energize stacks, up to 100. : Passive:
- Unique – Energized: Moving and basic attacking generates Energize stacks, up to 100. Passive: Unique – Sharpshooter: When fully Energized, your next basic attack deals 60 bonus magic damage on-hit. Energized attacks gain 35% bonus range, capped at 150. : Passive:
- Unique – Energized: Moving and basic attacking generates Energize stacks, up to 100. Passive: Unique – Electroshock: When fully Energized, your next basic attack deals 90 bonus magic damage, increased to 150 against minions. Energized attacks bounce their additional effect to the closest target within 500 units, repeating from the new target to strike up to 6 targets. : Passive:
Enhanced Movement
Enhanced Movement grants the user bonus movement speed.
The following items grant Enhanced Movement:
- Unique – Enhanced Movement: Gain 25 movement speed. : Passive:
- :
- Unique – Enhanced Movement: Grants 115 movement speed. Passive: Reduces movement speed by 90 for 5 seconds while you are in in-combat. This duration can refresh while staying in-combat. : Passive:
- :
- :
- :
- Unique – Enhanced Movement: Gain 45 bonus movement speed. : Passive:
- :
Eternity
Eternity transforms 15% of damage taken from champions into mana. Also transforms 20% of mana spent into health, up to an amount per cast (toggle spells heal for up to an amount per second).
The following items grant Eternity:
- Unique – Eternity: Restore mana equal to 7% of pre-mitigation damage taken from champions, and heal for an amount equal to 25% of mana spent, up to 20 per cast. Toggled abilities can only heal for up to 20 per second. : Passive:
- Unique – Haste: Grants an additional 10% cooldown reduction. : Passive:
- :
- Unique – Eternity: Restore mana equal to 7% of pre-mitigation damage taken from champions, and heal for an amount equal to 25% of mana spent, up to 20 per cast. Toggled abilities can only heal for up to 20 per second. : Passive:
Executioner
Executioner grants the user the ability to inflict Template:Cctip on enemy champions upon dealing physical damage.
The following items grant Executioner:
- Unique – Grievous Wounds: Dealing physical damage to enemy champions inflicts them with Grievous Wounds for 3 seconds. : Passive:
- Unique – Grievous Wounds: Dealing physical damage to enemy champions inflicts them with Grievous Wounds for 3 seconds. : Passive:
Eyes of Pain
Eyes of Pain grants 15 magic penetration.
The following items grant Eyes of Pain:
- Madness: For each second in combat with enemy champions, deal 2% increased damage, stacking up to 3 times for a total of 6%. : Passive:
- Unique – Torment: Dealing ability damage burns enemies, causing them to take「 1% of the target's maximum health magic damage every 0.5 seconds over 3 seconds, capped at 25 per tick against monsters. 」「 6% of the target's maximum health total magic damage over 3 seconds, capped at 150 against monsters. 」 : Passive:
Favor
Favor grants gold and heals each time a nearby enemy minion dies that you didn't kill.
The following items grant Favor:
- Unique – Favor: Nearby enemy minions killed by an ally (excluding yourself) will sometimes drop a gold coin that can be picked up to either grant 28 or restore 6% missing mana (minimum 10). Coin can only drop if an allied champion is nearby. always drop a coin upon death as long as you did not kill them. : Passive:
- Unique – Favor: Nearby enemy minions killed by an ally (excluding yourself) will sometimes drop a gold coin that can be picked up to either grant 50 or restore 6% missing mana (minimum 10). Coin can only drop if an allied champion is nearby. always drop a coin upon death as long as you did not kill them. : Passive:
- Unique – Point Runner: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates. : Passive:
- Unique – Favor: Nearby enemy minions killed by an ally (excluding yourself) will sometimes drop a gold coin that can be picked up to either grant 40 or restore 6% missing mana (minimum 10). always drop a coin upon death as long as you did not kill them. : Passive:
Harmony
Harmony grants +25% base health regeneration for every +25% base mana regeneration. The effect itself doesn't multiply when both of the items are wielded but it takes into account of both of the items' bonus mana regeneration and acquires total respective amount of bonus health regeneration.
- Unique – Harmony: Gain 25% base health regeneration for every additional 25% base mana regeneration. : Passive:
- Unique – Dissonance: Gain 5 ability power for every additional 25% base mana regeneration. Disables Harmony on your other items. : Passive:
- :
Icy
Icy slows an opponent's movement speed. Slows from items with Icy do not stack with each other (only the strongest slow will apply).
The following items provide Icy:
- Unique – Icy: Basic attacks slow the target on-hit by ( 40% / 20%) for 1.5 seconds, refreshing with every hit. : Passive:
- :
- Unique – Rimefrost: Dealing ability damage slows affected units by 30% for 1 second.
- This passive is not labeled as Icy, but behaves as if it were.
: Passive:
Immolate
Immolate deals magic damage to surrounding enemies every second in a 400-radius.
The following items provide Immolate:
- Unique – Immolate: Taking or dealing damage activates this passive for 3 seconds. Deal 13 (+ 0.5% bonus health) magic damage every second to enemies within 325 (+ 100% bonus size) units, with the damage being increased by 25% against minions and monsters. This executes minions that would be killed by one more tick of damage. : Passive:
- bonus health equal to 15% bonus health. : Passive: Grants
- Unique – Immolate: Deals 26 − 43 (based on level) magic damage per second to enemies within 325 (+ 100% bonus size) units. Hitting an enemy with an immobilizing ability deals 26 − 43 (based on level) (+ 4% bonus health) bonus magic damage and releases a fire nova that also deals that bonus damage to enemies within 400 (+ 100% bonus size) units (12 second cooldown).
Immolate's damage is increased by 50% against minions and monsters. : Passive:
Last Whisper
Last Whisper grants the user bonus armor penetration.
The following items grant Last Whisper:
- :
- :
- :
Lifeline
Lifeline grants you a type of shield upon taking damage that would decrease you below a threshold.
The following items grant Lifeline:
- Unique – Lifeline: If you would take magic damage that would reduce you below 30% of your maximum health, you first gain a shield that absorbs ( 110 − 280 / 82.5 − 210) (based on level) magic damage for 2.5 seconds (90 second cooldown). : Passive:
- Unique: Triggering Lifeline also grants 12% life steal while in in-combat. This effect is lost after leaving combat. : Passive:
- Unique – The Claws that Catch: Gain bonus attack damage equal to 50% base AD. : Passive:
Mana Charge
Mana Charge increases the user's maximum mana, upon casting spells, for a maximum of 2 times every 8 seconds. This caps at 750 bonus mana.
The following items grant Mana Charge:
- Unique – Manaflow: Grants a charge every 8 seconds, up to 5 charges. Affecting an enemy or ally with an ability consumes a charge to grant 5 bonus mana, increased to 10 if they are a champion, up to a maximum of 360 bonus mana. : Passive:
- Unique – Manaflow: Grants a charge every 8 seconds, up to 4 charges. Consumes a charge on-hit and whenever affecting an enemy or ally with an ability to grant 3 bonus mana, increased to 6 for champion targets, up to a maximum of 360 bonus mana. : Passive:
- :
Mana Shield
Mana Shield drains 20% of the users current mana to shield the user for 150 + (20% of current mana).
The following item grants Mana Shield:
- :
Point Runner
Point Runner causes your champion to build up up to 20% movement speed bonus while near turrets (including fallen turrets) and .
The following items grant Point Runner:
- Unique – Point Runner: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates. : Passive:
- Unique – Point Runner: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates. : Passive:
- Unique – Favor: Nearby enemy minions killed by an ally (excluding yourself) will sometimes drop a gold coin that can be picked up to either grant 40 or restore 6% missing mana (minimum 10). Coin can only drop if an allied champion is nearby. always drop a coin upon death as long as you did not kill them. : Passive:
- Unique – Point Runner: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates. : Passive:
Progress and Glorious Evolution
Progress allows
Glorious Evolution automatically upgrades .
The following items grant Progress:
- Unique – Progress: can upgrade this item up to three times, with each upgrade allowing him to enhance one of his basic abilities. : Passive:
- Unique – Progress: can upgrade one of his basic abilities. : Passive:
- Unique – Progress: can upgrade one of his basic abilities. : Passive:
- Unique – Progress: can upgrade one of his basic abilities. After upgrading all of his basic abilities, he gains Glorious Evolution. : Passive:
The following items grant Glorious Evolution:
- Unique – Glorious Evolution: upgrades his . : Passive:
Promote
- For the removed summoner spell, see Promote
Promote is an active ability that transforms a nearby minion to a more powerful unit, and granting it immunity to magic damage. This Promoted minion credits the user for all the kills it obtains. This effect has a 120-second base cooldown.
The following item grants Promote:
- Unique – Promote: Strengthens the target lane minion, increasing their stats by 100%, granting them 100% bonus damage against turrets, and reducing their damage taken from champions by 40% (120 second cooldown; 1200 range). : Active:
Quicksilver
Quicksilver is an active ability which removes all crowd control.
The following items grant Quicksilver:
- Unique – Quicksilver: Removes all crowd control debuffs (except Airborne) from your champion and grants 50% bonus total movement speed and ghosting for 1.5 seconds (90 second cooldown). : Active:
- Unique – Quicksilver: Removes all crowd control debuffs (except Airborne) from your champion (90 second cooldown). : Active:
Notes:
- Quicksilver will not remove persistent areas of effect.
- If Quicksilver removes , the user will gain immunity to that instance of the skill.
- Quicksilver detaches the effect of , prevents it from reattaching to the same champion, and removes the initial slow, but conveys no immunity to the damage, knockup/knockback, and AoE slow when the ability goes off at the end of the delay period.
- Quicksilver's interaction with leashed effects is somewhat complex, and it would appear that each is coded individually:
- Will entirely remove: , ,
- Will remove the crowd control:
- Secondary effects, such as damage over time, will continue until you "break the leash" (i.e. get out of range). Note that does not have a maximum leash range and the secondary effect can/will activate regardless of whether or not you are still under crowd control.
, ,
- Will not remove:
- This includes any damage it applies and secondary effects.
, ,
crowd control from the target ally. Note that does not remove damage over time or other debuffs, and it cannot be activated while unable to activate abilities (such as a Template:Cctip).
provides a similar effect, allowing you to removeRage
Rage causes basic attacks to grant 20 movement speed for 2 seconds on-hit. Kills on any unit grant 60 movement speed for 2 seconds instead. This movement speed bonus is halved on ranged champions.
The following items grant Rage:
- Unique – Rage: Basic attacks on-hit grant ( 20 / 10) bonus movement speed for 2 seconds. : Passive:
- Unique – Fervor: Dealing physical damage grants you 20 bonus movement speed for 2 seconds. : Passive:
- Unique – Quicken: Basic attacks on-hit grant 20 bonus movement speed for 2 seconds : Passive:
Shiv Lightning
Shiv Lightning causes your next basic attack to deal bonus magic damage to up 5 nearby units, increased to against minions.
The following items grant Shiv Lightning:
- Unique – Electroshock: When fully Energized, your next basic attack deals 90 bonus magic damage, increased to 150 against minions. Energized attacks bounce their additional effect to the closest target within 500 units, repeating from the new target to strike up to 6 targets. : Passive:
Shock
Shock is a passive effect that causes your single target abilities and basic attacks on champions (on-hit) to consume 3% current mana to deal 6% current mana as physical damage. This effect only activates while the caster have greater than 20% maximum mana.
The following item grants Shock:
- Unique – Shock: Basic attacks on-hit against champions deal 1.5% maximum mana bonus physical damage. Dealing ability damage to champions deals ( 3.5% / 2.7%) maximum mana (+ 6% AD) bonus physical damage. Can only be triggered on the same target once every 6.5 seconds from the same attack or cast. : Passive:
Slow Resist
Slow Resist causes all slows on the champion to be reduced in effectiveness by 25%.
The following item grants Slow Resist:
- :
Spectral Waltz
Spectral Waltz grants 7% movement speed and Template:Cctip while within 500 units of a visible enemy champion.
The following item grants Spectral Waltz:
- Unique – Spectral Waltz: Basic attacks on-attack grant ghosting and a stack of Spectral Waltz for 3 seconds, up to 5 stacks. For each stack, gain 7% bonus attack speed, for a total of 35% at maximum stacks. : Passive:
Spellblade
- Spellblade may also refer to the item, Spellsword mastery. , or the
Spellblade causes your next basic attack to deal bonus damage after using an ability (1.5 second cooldown).
The following items grant Spellblade:
- Unique – Spellblade: After using an ability, your next basic attack within 10 seconds deals 100% base AD bonus physical damage on-hit and creates a 300 radius frost field for 2 seconds. Enemies within the field are slowed by ( 15% / 7.5%) (+ ( 0.4% / 0.2%) per 100 maximum health) (1.5 (begins after using the empowered attack) second cooldown). : Passive:
- Unique – Spellblade: After using an ability, your next basic attack within 10 seconds gains 50% bonus attack speed and deals 75% base AD (+ 45% AP) bonus magic damage on-hit (1.5 (begins after using the empowered attack) second cooldown). : Passive:
- Unique – Spellblade: After using an ability, your next basic attack within 10 seconds deals 100% base AD bonus physical damage on-hit (1.5 (begins after using the empowered attack) second cooldown). : Passive:
- Unique – Spellblade: After using an ability, your next basic attack within 10 seconds deals 200% base AD bonus physical damage on-hit (1.5 (begins after using the empowered attack) second cooldown). : Passive:
Notes:
- In the event you own multiple spellblade items, only one attack bonus applies, to which the order of priority is:
- , , , and .
- For channeled abilities (such as ), the buff effect timer will start at the beginning of the cast, not after the ability successfully cast off or ended. Leaving the player with less time to proc the effect.
- The area of effect slow is not considered part of the "Spellblade" effect, and is instead classified as Icy. If you own both and a higher priority Spellblade item (i.e. and ), you will trigger the higher priority's damage component while still triggering the area of effect slow.
- Abilities that apply on-hit effects such as and can trigger the damage and slow effects when the ability hits.
Spoils of War
Spoils of War: Melee autoattacks execute minions below a certain amount of health. Killing a minion by any means heals yourself and the nearest allied champion and grants them kill gold. These effects require a nearby allied champion and consume a charge.
The following items grant Spoils of War:
- Unique – Spoils of War: Grants a charge every 35 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions below ( 50% / 30%) of their maximum health. Killing a minion by any means with a charge grants you and the nearest allied champion kill gold. These effects require an allied champion to be nearby. Receive diminishing gold from excessive minion kills. : Passive:
- Unique – Spoils of War: Grants a charge every 30 seconds, up to 3 charges. Melee basic attacks can consume one charge to execute minions below 215 − 470 (based on level) (+ 100% AD) health. Killing a minion by any means with a charge heals you and the nearest allied champion for 10 − 60 (based on missing health), reduced by 50% if the user is ranged, and grants them kill gold. These effects require an allied champion within 1050 units of the user. : Passive:
- Unique – Spoils of War: Melee basic attacks execute minions below 340 − 680 (based on level) health. Attacks that trigger Spoils of War gain 150 bonus range and slightly increased attack speed. Killing a minion by any means heals you and the nearest allied champion for 50 (+ 2% of missing health) and grants them the kill gold. These effects require an allied champion within 1050 units of the user (20 seconds recharge time; 4 charges). : Passive:
- Unique – Spoils of War: Melee basic attacks execute minions below 340 − 680 (based on level) health. Attacks that trigger Spoils of War gain 150 bonus range and slightly increased attack speed. Killing a minion by any means heals you and the nearest allied champion for 50 (+ 2% of missing health) and grants them the kill gold. These effects require an allied champion within 1050 units of the user (20 seconds recharge time; 4 charges). : Passive:
Stasis
Stasis is an active ability that puts your champion into Template:Cctip, making yourself invulnerable and untargetable, but also renders you unable to perform any actions for 2.5 seconds.
The following items grant Stasis:
- Unique – Time Stop: Put yourself in stasis for 2.5 seconds, rendering you untargetable and invulnerable for the duration but also unable to move, declare basic attacks, cast abilities, use summoner spells, or activate items (120 second cooldown). : Active:
- Unique – Stasis: Put yourself in stasis for 2.5 seconds, rendering you untargetable and invulnerable for the duration but also unable to move, declare basic attacks, cast abilities, use summoner spells, or activate items (20 second cooldown).
- (shares the same effect, but it is not specified in the description)
: Active:
Sterak's Fury
The following item grants Sterak's Fury:
- Unique – Lifeline: If you would take damage that would reduce you below 30% of your maximum health, you first gain a shield that absorbs damage equal to 80% of bonus health which decays over 4.5 seconds, as well as 10% increased size for 8 seconds (60 second cooldown). : Passive:
Tenacity
- Main article: Crowd control reduction
Tenacity reduces the duration of all crowd control effects (except for Template:Cctip, Template:Cctip, and Template:Cctip)
The following items grant Tenacity:
- :
- Unique – Tenacity: Grants 35% Tenacity. : Passive:
- 300 bonus health, 25% Tenacity, and 15% increased size for 180 seconds. While active, moving leaves behind a path briefly that grants 15% bonus movement speed to allied champions within. Can be used while dead.
Recipe: 500- (Consumable, lasts 3 minutes)
: Consume: Grants
Notes:
- Crowd control reduction stacks multiplicatively.
- Until patch V1.0.0.118, Tenacity was an unnamed effect unique to . In the aforementioned patch, the effect was promoted into a champion statistic and three additional items were added: (removed item), (removed item) and . Tenacity from multiple sources did not stack, similar to Enhanced Movement. With the Season Three item overhaul and the introduction of named item effects, Tenacity was reverted to an item effect. In V3.01, all sources of crowd control reduction were changed to say "Tenacity" and Tenacity was reintroduced as a champion statistic.
- Tenacity DOES NOT reduce the strength of slows, only the duration.
- Tenacity does not reduce the duration of suppression, knockups or knockbacks. also ignores Tenacity when taunting enemies.
- Until Season Three, Tenacity's in-game icon was the same as the icon used for Tenacious mastery. As of V3.01, it no longer has an icon in the buff bar. and passive. Between the introduction of season 3 changes and V3.01, it shared the same icon as the
Tooth and Nail
- Tooth allows the user to deal magic damage over 5 seconds while restoring as much as health while damaging a monster.
- Nail grants bonus damage on-hit versus monsters.
- Tooth and Nail grants bonus on-hit damage and applies Health Drain, which deals magic damage over 5 seconds while restoring as much as health.
The following items grant Tooth:
- Unique – Tooth: Damaging a monster by most means sets it aflame, dealing an additional 60 magic damage over 5 seconds while causing you to heal for 6 per second for every enemy being burned. Healing provided by this item is increased by 50% when below 30% maximum health. While in the jungle or river, regenerate 0 − 8 (based on missing mana) mana per second. : Passive:
The following items grant Nail:
- Unique – Nail: Basic attacks against monsters deal 35 bonus physical damage on-hit. Healing provided by this item is increased by 50% while below 30% maximum health. : Passive:
The following items grant Tooth and Nail:
- Unique – Challenging Smite: Upgrades to .
Challenging Smite can be cast on enemy champions to mark them for 4 seconds, reducing their damage against you by 20%, and empowering your basic attacks to deal 48 − 125 (based on level) true damage to them over 2.5 seconds.
: Passive: - Unique – Monster Hunter: Killing large or epic monsters grants 60 bonus experience. The first large monster killed grants an additional 150 bonus experience, for a total of 210. If your gold from minions is greater than 40% your gold from monsters, a lane minion will grant 13 less gold and 50% reduced experience. This penalty is removed at 20 minutes. : Passive:
- :
Tribute
Tribute: Damaging an enemy champion or structure deals additional damage and grants the wielder gold. Tribute can be triggered up to three times every 30 seconds.
The following items grant Tribute:
- Unique – Tribute: Grants a charge every 12 seconds, up to 3 charges. If an allied champion is nearby, damaging basic attacks and abilities against champions and structures consume a charge, up to one per attack or cast. Consuming a charge grants 20. Receive diminishing gold from excessive minion kills. : Passive:
- Unique – Tribute: Grants a charge every 12 seconds, up to 3 charges. If an allied champion is nearby, damaging basic attacks and abilities against champions and structures consume a charge, up to one per attack or cast. Consuming a charge grants 20. Receive diminishing gold from excessive minion kills. : Passive:
- Unique – Tribute: Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them 18 bonus magic damageand grants 15. : Passive:
- Unique – Tribute: Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them 18 bonus magic damage, and if an allied champion is nearby, also grants 22. Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain. : Passive:
Warding
Warding grants the user a number of charges, which are refreshed by upon returning to the fountain. You can consume a charge to place a map at one time.
at the target location. A player may only have 3 Stealth Wards on theBoth Sightstone items share the same counter for the number of charges and active wards.
The following items grant Warding:
- Unique – Warding: Consumes a charge to place a Stealth Ward at the target location, which grants sight of the surrounding area. Charges refill upon visiting the shop (4 charges; 600 range). : Active:
- Unique – Warding: Consumes a charge to place a Stealth Ward at the target location, which grants sight of the surrounding area. Charges refill upon visiting the shop (4 charges; 600 range). : Active:
- Unique – Warding: Consumes a charge to place a Stealth Ward at the target location, which grants sight of the surrounding area. Charges refill upon visiting the shop (4 charges; 600 range). : Active:
- Unique – Warding: Consumes a charge to place a Stealth Ward at the target location, which grants sight of the surrounding area. Charges refill upon visiting the shop (4 charges; 600 range). : Active:
- Unique – Warding: Consumes a charge to place a Stealth Ward at the target location, which grants sight of the surrounding area. Charges refill upon visiting the shop (3 charges; 600 range). : Active:
- Unique – Warding: Consumes a charge to place a Stealth Ward at the target location, which grants sight of the surrounding area. Charges refill upon visiting the shop (2 charges; 600 range). : Active:
Warmog's Heart
Warmog's Heart restores health per second if the champion hasn't taken damage within 8 seconds.
The following items grant Warmog's Heart:
- Unique: Grants Warmog's Heart if you have at least 1300 bonus health. Passive: Unique – Warmog's Heart: Regenerate「 2.5% maximum health every 0.5 seconds 」「 25% maximum health every 5 seconds 」and gain 10% bonus movement speed if damage has not been taken in the last 6 seconds (3 seconds for damage from non-champions). : Passive:
Wind's Fury
Wind's Fury causes basic attacks to fire bolts at up to 2 enemies near (~500) the target, each dealing physical damage.
The following items grant Wind's Fury:
- Unique – Wind's Fury: Basic attacks on-attack fire additional bolts at up to 2 enemies in front of you, each dealing 40% AD physical damage. Bolts apply on-hit effects at 100% effectiveness and are affected by critical strike modifiers.
The bolts will target the closest enemies to you that are not the main target. : Passive:
Archive
- Archive (Removed named effects)