Spell vamp
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Spell vamp is a magic stat that works as a counterpart of life steal. However, instead of regenerating health based on basic attacks, the regeneration of health is based on damage done by champion abilities. It works off of activated item effects, summoner spells, and abilities, regardless of the type of damage done. Spell vamp is calculated from the damage dealt to the enemy after reductions such as magic resistance, armor or effects like
Unbreakable Will. See also: list of effects that apply or don't apply spell vamp.
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Increasing spell vamp
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Items
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Guinsoo's Rageblade: 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. +40 ability power, +30 attack damage. Passive: Your basic attacks or spellcasts grant you 4% attack speed and 4 ability power for 8 seconds. This bonus stacks up to 8 times. 2600 gold.
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Hextech Revolver: Unique Passive: +12% spell vamp. +40 ability power. 1200 gold.
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Hextech Gunblade: Unique Passive: +20% spell vamp, +45 attack damage, +65 ability power, +12% life steal. Unique Passive: Your basic attacks and single target spells against champions reduce the cooldown of this item by 3 seconds. Unique Active: Deals 150 + 40% of your ability power as magic damage and slows target champion's movement speed by 40% for 2 seconds. 60 second cooldown. 3400 gold.
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Spirit of the Spectral Wraith: Unique Passive: +20% Spell Vamp. +50 ability power, +10 Mana regeneration per 5 seconds. Unique Passive: +10% cooldown reduction. Unique Passive - Butcher: Damage dealt to monsters increased by 25%.Unique Passive: Reduces the cooldown on Smite by 20%. 2000 gold.
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Will of the Ancients: Unique Aura: Grants nearby allied champions +30 ability power and +20% spell vamp.+50 ability power. 2500 gold.
Champion abilities
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Note: Only the effect regarding the spell vamp of this abilities is shown. For full description and detail visit each champion page
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Ahri's
Essence Theft grants 35% spell vamp for the next spell upon reaching 9 charges of Essence Theft.
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Akali's
Twin Disciplines grants 6% spell vamp, increasing by an additional 1% for every 6 bonus attack damage gained thereafter.
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Lee Sin's
Iron Will grants 5 / 10 / 15 / 20 / 25% spell vamp.
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Morgana's
Soul Siphon grants 10 / 15 / 20% spell vamp.
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Olaf's
Vicious Strikes grants him 9 / 12 / 15 / 18 / 21% spell vamp for 6 seconds.
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Ryze's
Desperate Power grants 15 / 20 / 25% spell vamp.
Masteries
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Vampirism grants 1 / 2 / 3% spell vamp and life steal.
Runes
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- Quintessences of Spell Vamp grant 1.12 / 1.56 / 2% spell vamp.
Ability Drain
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Note: These abilities will heal the champion by a percentage of the damage dealt from their ability. These act similar to how spell vamp works.
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Fiddlesticks's
Drain heals for 60 / 65 / 70 / 75 / 80% of the damage dealt.
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Hecarim's
Spirit of Dread heals for 20% of all damage dealt to enemies, from any source, within the ability's radius.
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Irelia's
Transcendent Blades heals for 10% (25% against champions) of the damage dealt.
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Mordekaiser's
Children of the Grave heals for 100% of the damage dealt.
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Renekton's
Cull the Meek heals for 5% of the damage dealt. The heal from this ability is capped at 50 / 75 / 100 / 125 / 150. The healing is doubled and the cap is tripled if he has more than 50 fury.
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Swain's
Ravenous Flock heals for 25% (75% against champions) of the damage dealt.
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Trundle's
Subjugate heals for 100% of the damage dealt.
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Warwick's
Hungering Strike heals for 80% of the damage dealt.
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Vladimir's
Sanguine Pool heals for 12% of the damage dealt.
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Yorick's
Omen of Famine heals for 40% of the damage dealt.
Notes
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Spirit Visage passive effect will increase spell vamp effectiveness.
- Abilities with natural spell vamp have their own spell vamp fully stacking with items, runes and masteries that provide spell vamp.
- Spell vamp applies to all types of damage: magic, physical and true.
- There's a common misconception it only applies to magic damage, which is not true.
- Spell vamp applies to everything that isn't classified as an auto-attack. This is most abilities, but also includes items (e.g.
Hextech Gunblade) and summoner spells (e.g.
Smite).
- On-hit damage modifiers (e.g.
Siphoning Strike, aka "bonus" or "additional" damage), on-hit damage over time (e.g.
Seastone Trident and
Toxic Shot) and abilities that apply on-hit effects (e.g.
Parrrley and
Mystic Shot) are classified as auto-attacks, and will not apply spell vamp.
- They will instead apply life steal, permitting they deal physical damage.
- Life steal only applies to the physical portion of basic attacks. For example,
Siphoning Strike will apply life steal but
Toxic Shot and
Nashor's Tooth will not.
- Nothing replenishes health for true damage dealt by auto-attacks.
- A list of champion abilities on-hit effects that trigger spell vamp can be found here.
- On-hit damage modifiers (e.g.
- Area of effect (AoE) spells only apply 33% of the listed spell vamp.
- Some abilities as
Fox-Fire are classified as multiple single-target projectiles, and will apply 100% of your spell vamp. Whether an ability is classified as such is case-by-case. For example,
Hextech Micro-Rockets is classified as AoE despite being similar to
Fox-Fire.
- Abilities with both single-target and multi-target effects, such as
Mace of Spades and
Lay Waste, will apply spell vamp depending on which effect occurs. In that, full spell vamp against a single target; or 33% against multiple targets.
- Single target abilities that apply splash damage will apply full spell vamp to the original target, and 33% to the splash damage. For example,
Conflagration with
Blaze and
Desperate Power.
- Some abilities as
- Damage over time abilities (DoT) apply full spell vamp. (e.g.
Brand's
Blaze and
Malzahar's
Malefic Visions).
- Does not work with the reflected damage of
Thornmail. It does, however, work with the reflected damage of
Molten Shield and
Defensive Ball Curl.
- Healing reduction effects like
Ignite,
Executioner's Calling and
Morellonomicon reduce the health restored by spell vamp. See healing reduction for more information.
Calculations
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The amount of health restored with Spell Vamp follows the following formula:
- Health restored = total spell damage × spell vamp × vamp coefficient
where
- Total spell damage is the the mitigated spell damage done to every target affected, and
- Vamp coefficient is 1 for single target spells and 1/3 for multi-target spells.
Examples
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Assuming targets with 0 pertinent resistance (armor for physical damage or magic resistance for magic damage):
- 25% spell vamp on a single-target spell that does 100 damage will return 100 × 0.25 × 1 = 25 health.
- 25% spell vamp on an AoE spell that does 100 AoE damage to each of 4 targets will return 4 × 100 × 0.25 × (1 / 3) = 33.3 health.
Trivia
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The highest spell vamp value currently possible is attainable on
Akali using her
Discipline of Might on Twisted Treeline. This requires:
- Attack Damage sources
- 95 AD -
Sanguine Blade (fully stacked)
- 94 AD -
Maw of Malmortius While at 2.5% hp or less
- 45 AD -
Hextech Gunblade
- 20 AD - nearby allied
Zeke's Herald (aura)
- 40 AD -
Crest of Crushing Wrath
- 42 AD -
Ichor of Rage
- 50 AD -
Eye Of The Storm
- 35 AD -
Radiance
- 5 AD -
Ignite with
Summoner's Wrath
- 35.64 AD - Marks of Might, Seals of Might and Glyphs of Might
- 3 AD -
Brute Force
- 12.24 AD -
Deadliness
- 95 AD -
- Total AD: 476.88 AD +10% for owning both alters (including her base of 110.6) = 535.628
- Conversion: (535.628-9.5)/6 = x + 6
- Total: 93% (decimal of .688 dropped)
- Spell Vamp sources
- 20% -
Hextech Gunblade
- 20% -
Will of the Ancients
- 20% - nearby allied
Will of the Ancients (aura)
- 20% -
Spirit of the Spectral Wraith
- 6% - Quintessences of Transmutation
- 3% -
Vampirism
- 20% -
- Total: 89%
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Spirit Visage increases the given spell vamp, increasing the subtotal of 182% by 20%. Making the maximum spell vamp 218.4%.
See also
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| Champion statistics | |
|---|---|
| Offensive | |
| Defensive | |
| Magical | |