At combat start, grant the ally who died first the previous combat 450 to 800 Shield, based on the current Stage.
At combat start, grant the ally who died first the previous combat 500 to 900 Shield, based on the current Stage.
The first time you fall to null health, gain 18 gold.
The first time you fall to null health, gain 21 gold.
Attacks hit the target and all adjacent enemies for 30% of Basic Attack Damage. Omnivamp applies 150% to this damage.
Attacks hit the target and all adjacent enemies for 30% of Basic Attack Damage. Omnivamp applies 150% to this damage.
Every attack, fire 3 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage.
Recommended Role: Attack Marksman
Every attack, fire 3 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage.
Recommended Role: Attack Marksman
For every 20 mana spent, fire a projectile at a nearby enemy, dealing
Damage increases based on Stage.
Burn: Deals a percent of the target's max Health as true damage every second
Wound: Reduces healing received
Recommended Role: Magic Caster
For every 20 mana spent, fire a projectile at a nearby enemy, dealing
Damage increases based on Stage.
Burn: Deals a percent of the target's max Health as true damage every second
Wound: Reduces healing received
Recommended Role: Magic Caster
Every 3 seconds, fire a bolt at a random enemy in Attack Range, dealing null magic damage.
Damage increases based on Stage.
Every 3 seconds, fire a bolt at a random enemy in Attack Range, dealing null magic damage.
Damage increases based on Stage.
Every 30 Mana spent, fire a barrage of 4 rockets at the target, each dealing 30%
physical damage.
Every 30 Mana spent, fire a barrage of 4 rockets at the target, each dealing 30%
physical damage.
Store 20% of damage dealt. On death or after 16 seconds in combat, deal the stored damage as true damage to all enemies, reduced by 15% for each hex they are away from the epicenter.
Recommended Roles: Attack or Magic Caster
Store 25% of damage dealt. On death or after 16 seconds in combat, deal the stored damage as true damage to all enemies, reduced by 15% for each hex they are away from the epicenter.
Recommended Roles: Attack or Magic Caster
For every 15 mana spent, fire a projectile at a nearby enemy dealing
Each projectile leaves a lingering field that deals
Damage increases based on Stage.
Burn: Deals a percent of the target's max Health as true damage every second
Wound: Reduces healing received
Recommended Roles: Magic Caster
For every 15 mana spent, fire a projectile at a nearby enemy dealing
Each projectile leaves a lingering field that deals
Damage increases based on Stage.
Burn: Deals a percent of the target's max Health as true damage every second
Wound: Reduces healing received
Recommended Roles: Magic Caster
It's witnessed - and unleashed - miracles and calamities both.
?
It's witnessed - and unleashed - miracles and calamities both.
?
Grants 1 Armor, 1 Magic Resist, and 8 Health when taking damage, stacking up to 35 times.
At full stacks, grant 1 gold and continue gaining
1 gold every 11 seconds.
Gold generated this game: ?
[Unique - only 1 per champion]
Grants 1 Armor, 1 Magic Resist, and 5 Health when taking damage, stacking up to 35 times.
At full stacks, grant 1 gold and continue gaining
1 gold every 11 seconds.
Gold generated this game: ?
[Unique - only 1 per champion]
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions have a 33% chance to drop 1 gold.
[Unique - only 1 per champion]
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions have a 33% chance to drop 1 gold.
[Unique - only 1 per champion]