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Revive

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Revive

Revive
Information
Effects Instantly revives your champion at your team's summoner platform and grants a 125% movement speed increase which decays over 12 seconds.
Cooldown 540
Cast range Self
Breaks stealth? N/A
Level 1
Related mastery Summoner's Insight
Mastery effect Increases your champion's maximum health by 220-560 (200 + 20*lvl) for 2 minutes upon revival.
Example
Revive in action

Revive is a 'Non-Target' Summoner spell that instantly brings a dead player back to life and gives them a moderate speed boost for a short duration. It becomes available for use only when the player's champion has been slain.

Contents

Strategy Edit

Revive can make a slain champion's return to the fray much faster than if they had waited to respawn. This sudden burst of recovery from the grave can bolster a team with the stamina needed to turn the tide of battle.

On Summoner's Rift, Revive's speed boost is powerful enough to allow players to intercept fights and objectives that are close to their home base. This effect is even more prominent on smaller maps like The Crystal Scar and Twisted Treeline, as it can allow a once-dead player to quickly approach almost any map objective with ease. Its long-distance mobility as a summoner spell is rivaled only by Summoner Teleport.

The bonus health granted from Revive's companion mastery Summoner's Insight brings added weight to a champion's return, increasing Revive's effectiveness for fighters, tanks, and aggressive assassins alike.

In later game phases, longer death timers serve to further increase the impact of this spell. For example, if a late-game team fight ends with multiple players on both sides dead, Revive can greatly shift the balance of power toward the user's team for as much as 70 seconds or more.

While the effects of Revive are dramatic and potentially game-altering, the spell has a very long cooldown timer. This challenges players to carefully coordinate the use of Revive with other high-profile game events like Turret fights and neutral monster objectives such as Baron Nashor.

Notes Edit

  • Revive synergizes well with champions that have an 'on-death' innate like Karthus and Kog'Maw.
  • Other movement speed and mobility effects can be combined with Revive, allowing players to traverse even greater distances with breakneck speed and initiative.
    • The boots enchantment Homeguard pairs exceedingly well with Revive, as a revived player will almost always trigger Homeguard's otherwise uncommon condition - being at the summoner's platform.

Trivia Edit

  • At 9 minutes, Revive has the longest cooldown of any and all effects within League of Legends.

Patch History Edit

V1.0.0.152:
  • Now always increases your movement speed after reviving.
  • Improved Revive now grants bonus health after reviving instead of a temporary speed boost.

V1.0.0.129:

  • Health bonus upon reviving is now innate to the spell (as opposed to requiring Improved Revive).
  • Improved Revive now grants a 125% movement speed increase upon revival (Improved Revive no longer grants a 225% movement speed increase).

V1.0.0.97:

  • Revive can be used without breaking stealth.

V1.0.0.96:

  • Now increases your movement speed by 225%, diminishing to normal over 12 seconds.

V1.0.0.86:

  • Now gives greatly increased movement speed after use.

V0.9.25.34:

  • Cooldown reduced to 510 seconds from 540 seconds.
  • Preservation (mastery):
    • Cooldown reduction increased to 30 seconds from 20 seconds.
    • Health increase duration increased to 120 seconds from 90 seconds.

June 26, 2009 Patch:

  • Preservation (mastery) – Reduces Revive's cooldown by 20 seconds, and upon resurrection, the revived player has their health increased by 400 temporarily.

June 12, 2009 Patch:

  • Cooldown increased to 9 minutes from 8 minutes.

May 29, 2009 Patch:

  • Cooldown increased to 7 minutes from 5 minutes.

Alpha Week 4:

  • Cooldown reduced to 5 minutes from 8 minutes.
  • Fixed a tooltip error.
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