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Revive is a self-targeting Summoner spell that instantly respawns a dead champion at their home base and gives them a large speed boost that slowly decays over a set duration. Accordingly, this spell is usable only while the summoner's champion is dead.

Strategy

When game pressures become tense, Revive's Revive's sudden burst of recovery from the grave can turn the tide of battle in all but hopeless situations. Similarly, this spike of champion presence can be used to seize an opportunity that might otherwise be out of reach.

Revive's Revive's speed boost allows players to quickly intercept any objective close to their home base, including an ongoing fight. This effect is even more prominent on smaller maps like Twisted Treeline, where even objectives on the opposing side of the map become easy to approach. Indeed, Revive's Revive's long-distance mobility as a summoner spell is rivaled only by Summoner Teleport Teleport.

The bonus health granted from Revive's Revive's companion mastery, Summoner's Insight (Season Three Mastery), brought added weight to a champion's return, especially when coupled with champion roles that benefit particularly from health, e.g. fighters, tanks, and aggressive assassins.

In later game phases, longer death timers increase the impact of Revive Revive even further. For example, if a late-game team fight ends with multiple players on both sides slain, a revived champion can attack objectives that the opposing team, now suffering from death recovery, can not defend or counterattack against.

Notes

  • Revive Revive synergizes well with champions that have an 'on-death' effect such as Karthus Karthus and Kog'Maw Kog'Maw.
    • Note that a champion under the effect of an on-death ability is considered alive until the ability ends; only after entering into death does Revive Revive become usable.
  • Other movement speed and mobility effects can be combined with Revive Revive, allowing players to traverse even greater distances with breakneck speed and initiative.
    • The boots enchantment Homeguard Homeguard pairs exceedingly well with Revive Revive, as a revived player will almost always trigger Homeguard's Homeguard's otherwise uncommon condition - being at the summoner's platform.

Trivia

  • Revive Revive was disabled on Summoner's Rift during the special Ultra Rapid Fire game mode in 2014, then disabled on the Crystal Scar with patch V4.7. It was however reenabled on Summoner's Rift shortly after.
  • At 9 minutes, Revive Revive has the longest cooldown of any spell or ability in League of Legends.
    • This cooldown is one of the longest timed effects in the entirety of the game, second only to Baron Nashor's Baron Nashor's and Vilemaw's Vilemaw's initial spawn timers of 15 and 10 minutes, respectively.


Patch History

V4.7:

  • Undocumented: disabled on Crystal Scar.

April 1, 2014

  • Disabled on Summoner's Rift.

V4.2:

  • New particles.

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

June 26, 2009 Patch:

  • Preservation (mastery) – Reduces Revive's 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 540 seconds from 480.

May 29, 2009 Patch:

  • Cooldown increased to 420 seconds from 300.

Alpha Week 4:

  • Cooldown reduced to 300 seconds from 480.
  • Fixed a tooltip error.

Template:Spells

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