Runes

53 runes — Patch 7.1d

Keystone

Keystone

Electrocute

Effects

PASSIVE: Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 40 - 194 (based on level) (+35% bonus AD) (+20% AP) Adaptive damage. ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect. Cooldown: 20-13 seconds

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Keystone

Dark Harvest

Effects

Damaging a champion below 50% Health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 10. (20 second cooldown. Resets to 1 second on takedown.) Dark Harvest Damage: 40 + 10 per soul (+25% bonus AD +15% bonus AP)

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Keystone

Empowerment

Effects

Hitting an enemy champion with 3 consecutive attacks deals 60 - 200 bonus adaptive damage (based on level) and increases your damage dealt by 9%, lasting until you exit combat with champions.

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Keystone

Lethal Tempo

Effects

Gain stackable Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed your Attack Speed cap. Each stack increases Attack Speed by 8 – 16% (melee) or 3 – 10% (ranged) for 6 seconds. At max stacks, gain 50 (melee) or 75 (ranged) Attack Distance.

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Keystone

Fleet Footwork

Effects

Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you, grants increased Movement Speed, and restores mana or energy if you attack a champion. At 100 Energy stacks, your next attack gains 100% Attack Speed. Heal: 15 - 85 + 30% bonus Attack Damage + 30% Ability Power Movement Speed bonus: 20% for 1 second. When attacking a champion, restore 8% missing mana or 8% missing energy. Heals for 35% (Melee) / 15% (Ranged) when attacking minions or monsters.

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Keystone

Conqueror

Effects

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive). While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

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Keystone

Grasp of Undying

Effects

Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 2% of your maximum health in bonus magic damage, restore 2.5% of your maximum health, and permanently grant 10 bonus health. The empowered attack duration refreshes whenever going in combat. On ranged champions, all effects are reduced by 40%.

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Keystone

Guardian

Effects

Guard allies within 350 units of you and allies you target with abilities for 2.5s. While guarding, if you or the ally take more than a certain amount of damage, both of you gain a shield of (45 - 180 + 5% bonus Health + 15% Ability Power) for 2s, cooldown: 40s - 20s.

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Keystone

Aery

Effects

PASSIVE: Basic attacks and abilities against an enemy champion signals Aery to dash to them, dealing 15 - 70 (based on level) (+20% bonus AD) (+10% AP) Adaptive damage. Healing, shielding, or buffing an ally signals Aery to dash to them, shielding them for 30 - 140 (based on level) (+40% bonus AD) (+20% AP) for 2 seconds. Aery lingers on the target for 2 seconds before flying back to the user, and cannot be sent out again until she returns. Aery is initially very slow, but gradually accelerates, and can be picked up by moving near her.

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Keystone

Arcane Comet

Effects

Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases. Damage: 18 - 95 + (3 x total hits on enemy champions) + 35% bonus Attack Damage + 20% Ability Power. Cooldown: 16-8 seconds.

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Keystone

Phase Rush

Effects

Hitting a champion with 3 separate attacks or abilities within 3 seconds grants (Melee 40% / 60% / Ranged 30% / 50%) Movement speed, 25 Ability Haste and reduces your current basic ability cooldowns by 20%. Cooldown: 12s

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Keystone

First Strike

Effects

In 0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 7% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100%/ranged: 85%) during the effect. (20-13s cooldown)

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Keystone

Ice Overlord

Effects

Immobilizing an enemy champion causes 3 beams to form around them, creating ice beneath them for 3s and slowing enemies inside by (20% + 1.5% Bonus Health). The slow lingers on enemies for 1.5s after they've left the ice zone. Gain a protective layer of ice around yourself, increasing your Armor and Magic Resistance by 35+80% Bonus Armor and Magic Resistance. After a delay of 2.5s, the ice explodes, dealing 25-125 + 5% Bonus Health magic damage around you.

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Domination

Slot 1

Domination

Cheap Shot

Effects

Deals 10 - 45 bonus true damage to enemies whose movement is impaired. (7 seconds cooldown).

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Domination

Sudden Impact

Effects

Damaging an enemy champion deals a bonus 10–80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s. (10s cooldown) The damaging attack/ability gains bonuses at higher levels: Level 5: Deal an additional 10 true damage. Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

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Domination

Empowered Attack

Effects

Every 8 seconds, the next attack will be empowered, dealing 35 - 50 bonus adaptive damage. Ranged champions deal 80% damage.

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Slot 2

Domination

Chain Assault

Effects

Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal 20 - 35 (+5% bonus AD +2.5% bonus AP) bonus adaptive damage. (15 second cooldown)

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Domination

Tyrant

Effects

When damaging a champion below 50% Health, deal 30 - 50 (+7.5% bonus AD +3.5% AP) bonus adaptive damage. (10 second cooldown)

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Domination

Hubris

Effects

Scoring a takedown against an enemy champion within 3s of damaging them grants (5 + 1 per champion kill you've scored) Adaptive Force for 30s.

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Slot 3

Domination

Eyeball Collection

Effects

Gain 2 Attack Damage or 4 Ability Power after scoring a champion or epic monster takedown, stacking up to 8 times.

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Domination

Ingenious Hunter

Effects

Gain 20 Item Ability Haste. For each champion or epic monster takedown you score, gain an additional 5 Item Ability Haste. Stacks up to 5 times.

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Domination

Relentless Hunter

Effects

Gain 10 out-of-combat Movement Speed. For each champion or epic monster takedown you score, gain 2 out-of-combat Movement Speed. Stacks up to 5 times.

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Domination

Zombie Ward

Effects

Takedowns on enemy wards spawn a Zombie Ward in its place, granting vision of the surrounding area for 120 seconds. Additionally gain 4 Attack Damage or 8 Ability Power (max 5 stacks). (Assists on enemy wards also grant stacks and spawn Zombie Wards.)

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Resolve

Slot 1

Resolve

Demolish

Effects

When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times. When fully charged, your next attack against the turret deals an additional 200 + 30% Max HP physical damage. (35s cooldown)

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Resolve

Font of Life

Effects

When your attacks or abilities hit an enemy champion, heal yourself and the lowest Health allied champion nearby. Ally: Heals for 3% of your max Health + 15% of your Ability Power. You: Heal for 1% of your max Health + 5% of your Ability Power. Cooldown: 20s. Melee Champion gain 130% effectiveness from this effect.

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Resolve

Courage of the Colossus

Effects

Gains a shield that absorbs up to 25-45+1% max health for 3 seconds when immobilizing an enemy. (10 seconds cooldown)

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Resolve

Unshakeable

Effects

Gain 4% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 3% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

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Slot 2

Resolve

Second Wind

Effects

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

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Resolve

Nullifying Orb

Effects

If you take damage from a champion that causes your health to fall below 35%, gain a shield that absorbs 60 - 180 (with level up) for 4 seconds. (60 second cooldown)

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Resolve

Bone Plating

Effects

Blocks damage from the next triggering champion attack and 2 more attacks.

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Slot 3

Resolve

Overgrowth

Effects

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

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Resolve

Revitalize

Effects

Gain a 5% amplification effect when healing or granting shields. If the target's Health is lower than 40%, the effect is amplified by an additional 10%

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Resolve

Perseverance

Effects

Gain 10% tenacity. While immobilized, gain 15 - 25 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

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Precision

Slot 1

Precision

Brutal

Effects

Attacks deal 6 (+ 8% Bonus Attack Damage) bonus adaptive damage to enemy champions.

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Precision

Triumph

Effects

Champion takedowns restore 10% of missing Health and 10% of max Mana and Energy and grant 35 Movement Speed for 2s.

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Precision

Battle Zeal

Effects

While in combat with an enemy champion, gain 2% basic ability damage amplification against them every 1s, up to a maximum of 6%.

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Slot 2

Precision

Last Stand

Effects

When health is lower that 60%, attacks launched at enemy champions deal 5-11% bonus adaptive damage.

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Precision

Cut Down

Effects

Your attacks deal 8% bonus adaptive damage to enemy champions with more than 60% Health.

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Precision

Coup de Grace

Effects

When an enemy has less than 40% health, deals 8% bonus adaptive damage.

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Slot 3

Precision

Legend Alacrity

Effects

Gain 3% bonus attack speed when engaging in taking down monsters, enemy champions and minions, up to 20% at maximum stacks.

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Precision

Legend Tenacity

Effects

Gain 3% tenacity and 3% slow resist, up to bonus 15% tenacity and 20% slow resist when engaging in taking down monsters, enemy champions and minions.

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Precision

Legend Bloodline

Effects

Gain 1% omnivamp, up to bonus 7% of omnivamp when engaging in taking down monsters, enemy champions and minions.

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Sorcery

Slot 1

Sorcery

Axiom arcanist

Effects

Your ultimate ability has 10% increased damage, healing, and shielding. (AoE damage is reduced to a 5% increase) Scoring a takedown on an enemy champion reduces your ultimate ability's remaining cooldown by 7%.

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Sorcery

Manaflow Band

Effects

Hitting an enemy champion with an ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

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Sorcery

Botanist

Effects

When you destroy a plant, gain 25 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses. Soulflowers: Grant 100% bonus gold. Honeyfruit: Heal is increased by 20% when consumed. Scryer's Bloom: Vision granted lasts 20% longer when destroyed. Blast Cone: Gain 40% Movement Speed for 2.5 seconds after the knockback.

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Sorcery

Hextech Flashtraption

Effects

Replaces this item with Hex Flash when Flash is still on cooldown. You can blink to a new location after channeling for 2 seconds. When channeled for less than 1s, you will dash the distance as if you channeled for 1s. (25 seconds of cooldown)

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Slot 2

Sorcery

Transcendence

Effects

Gain a bonus when reaching the following levels: -Level 1: Gain 6 Ability Haste. - Level 5: Gain an additional 6 Ability Haste. - Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)

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Sorcery

Celerity

Effects

Gain 2% Movement Speed. All Movement Speed bonuses on you are also increased by 7%.

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Sorcery

Absolute Focus

Effects

While above 65% Health, gain a bonus 2 - 20 Attack Damage or 2 - 30 Ability Power (Adaptive).

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Slot 3

Sorcery

Scorch

Effects

Dealing ability damage to a champion deals an additional 21-49 magic damage after 1 second. Cooldown: 8s

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Sorcery

Nimbus Cloak

Effects

Casting a Summoner Spell grants 10% - 40% (based on Summoner Spell cooldown) bonus movement speed for 3 seconds.

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Sorcery

Gathering Storm

Effects

Starting from 6 minutes into the game, gain Attack Damage or Ability Power (Adaptive) every 3 minutes. Bonuses increase over time, totaling 2/5/9/14/etc. or 4/10/18/28/etc. (based on game time)

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Sorcery

Ixtali Seedjar

Effects

After destroying a plant, immediately gain a seed that replaces your trinket for 60 seconds. The seed matures and self-destructs shortly after it is planted at a target location. Seeds you can pick up will also drop when an ally destroys a plant. Seeds become obtainable 2 minutes after the game starts. Each plant has a unique 30 second cooldown.

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NameEffectPathSlotBuild
ElectrocutePASSIVE: Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 40 - 194 (based on level) (+35% bonus AD) (+20% AP) Adaptive damage. ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect. Cooldown: 20-13 secondsKeystoneKeystone+ Try
Dark HarvestDamaging a champion below 50% Health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 10. (20 second cooldown. Resets to 1 second on takedown.) Dark Harvest Damage: 40 + 10 per soul (+25% bonus AD +15% bonus AP)KeystoneKeystone+ Try
EmpowermentHitting an enemy champion with 3 consecutive attacks deals 60 - 200 bonus adaptive damage (based on level) and increases your damage dealt by 9%, lasting until you exit combat with champions.KeystoneKeystone+ Try
Lethal TempoGain stackable Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed your Attack Speed cap. Each stack increases Attack Speed by 8 – 16% (melee) or 3 – 10% (ranged) for 6 seconds. At max stacks, gain 50 (melee) or 75 (ranged) Attack Distance.KeystoneKeystone+ Try
Fleet FootworkMoving, attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you, grants increased Movement Speed, and restores mana or energy if you attack a champion. At 100 Energy stacks, your next attack gains 100% Attack Speed. Heal: 15 - 85 + 30% bonus Attack Damage + 30% Ability Power Movement Speed bonus: 20% for 1 second. When attacking a champion, restore 8% missing mana or 8% missing energy. Heals for 35% (Melee) / 15% (Ranged) when attacking minions or monsters.KeystoneKeystone+ Try
ConquerorBasic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive). While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.KeystoneKeystone+ Try
Grasp of UndyingEntering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 2% of your maximum health in bonus magic damage, restore 2.5% of your maximum health, and permanently grant 10 bonus health. The empowered attack duration refreshes whenever going in combat. On ranged champions, all effects are reduced by 40%.KeystoneKeystone+ Try
GuardianGuard allies within 350 units of you and allies you target with abilities for 2.5s. While guarding, if you or the ally take more than a certain amount of damage, both of you gain a shield of (45 - 180 + 5% bonus Health + 15% Ability Power) for 2s, cooldown: 40s - 20s.KeystoneKeystone+ Try
AeryPASSIVE: Basic attacks and abilities against an enemy champion signals Aery to dash to them, dealing 15 - 70 (based on level) (+20% bonus AD) (+10% AP) Adaptive damage. Healing, shielding, or buffing an ally signals Aery to dash to them, shielding them for 30 - 140 (based on level) (+40% bonus AD) (+20% AP) for 2 seconds. Aery lingers on the target for 2 seconds before flying back to the user, and cannot be sent out again until she returns. Aery is initially very slow, but gradually accelerates, and can be picked up by moving near her.KeystoneKeystone+ Try
Arcane CometDamaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases. Damage: 18 - 95 + (3 x total hits on enemy champions) + 35% bonus Attack Damage + 20% Ability Power. Cooldown: 16-8 seconds.KeystoneKeystone+ Try
Phase RushHitting a champion with 3 separate attacks or abilities within 3 seconds grants (Melee 40% / 60% / Ranged 30% / 50%) Movement speed, 25 Ability Haste and reduces your current basic ability cooldowns by 20%. Cooldown: 12sKeystoneKeystone+ Try
First StrikeIn 0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 7% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100%/ranged: 85%) during the effect. (20-13s cooldown)KeystoneKeystone+ Try
Ice OverlordImmobilizing an enemy champion causes 3 beams to form around them, creating ice beneath them for 3s and slowing enemies inside by (20% + 1.5% Bonus Health). The slow lingers on enemies for 1.5s after they've left the ice zone. Gain a protective layer of ice around yourself, increasing your Armor and Magic Resistance by 35+80% Bonus Armor and Magic Resistance. After a delay of 2.5s, the ice explodes, dealing 25-125 + 5% Bonus Health magic damage around you.KeystoneKeystone+ Try
Cheap ShotDeals 10 - 45 bonus true damage to enemies whose movement is impaired. (7 seconds cooldown).Domination1+ Try
Sudden ImpactDamaging an enemy champion deals a bonus 10–80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s. (10s cooldown) The damaging attack/ability gains bonuses at higher levels: Level 5: Deal an additional 10 true damage. Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.Domination1+ Try
Empowered AttackEvery 8 seconds, the next attack will be empowered, dealing 35 - 50 bonus adaptive damage. Ranged champions deal 80% damage.Domination1+ Try
Chain AssaultHitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal 20 - 35 (+5% bonus AD +2.5% bonus AP) bonus adaptive damage. (15 second cooldown)Domination2+ Try
TyrantWhen damaging a champion below 50% Health, deal 30 - 50 (+7.5% bonus AD +3.5% AP) bonus adaptive damage. (10 second cooldown)Domination2+ Try
HubrisScoring a takedown against an enemy champion within 3s of damaging them grants (5 + 1 per champion kill you've scored) Adaptive Force for 30s.Domination2+ Try
Eyeball CollectionGain 2 Attack Damage or 4 Ability Power after scoring a champion or epic monster takedown, stacking up to 8 times.Domination3+ Try
Ingenious HunterGain 20 Item Ability Haste. For each champion or epic monster takedown you score, gain an additional 5 Item Ability Haste. Stacks up to 5 times.Domination3+ Try
Relentless HunterGain 10 out-of-combat Movement Speed. For each champion or epic monster takedown you score, gain 2 out-of-combat Movement Speed. Stacks up to 5 times.Domination3+ Try
Zombie WardTakedowns on enemy wards spawn a Zombie Ward in its place, granting vision of the surrounding area for 120 seconds. Additionally gain 4 Attack Damage or 8 Ability Power (max 5 stacks). (Assists on enemy wards also grant stacks and spawn Zombie Wards.)Domination3+ Try
DemolishWhen within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times. When fully charged, your next attack against the turret deals an additional 200 + 30% Max HP physical damage. (35s cooldown)Resolve1+ Try
Font of LifeWhen your attacks or abilities hit an enemy champion, heal yourself and the lowest Health allied champion nearby. Ally: Heals for 3% of your max Health + 15% of your Ability Power. You: Heal for 1% of your max Health + 5% of your Ability Power. Cooldown: 20s. Melee Champion gain 130% effectiveness from this effect.Resolve1+ Try
Courage of the ColossusGains a shield that absorbs up to 25-45+1% max health for 3 seconds when immobilizing an enemy. (10 seconds cooldown)Resolve1+ Try
UnshakeableGain 4% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 3% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.Resolve1+ Try
Second WindGain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.Resolve2+ Try
Nullifying OrbIf you take damage from a champion that causes your health to fall below 35%, gain a shield that absorbs 60 - 180 (with level up) for 4 seconds. (60 second cooldown)Resolve2+ Try
Bone PlatingBlocks damage from the next triggering champion attack and 2 more attacks.Resolve2+ Try
OvergrowthWhen 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.Resolve3+ Try
RevitalizeGain a 5% amplification effect when healing or granting shields. If the target's Health is lower than 40%, the effect is amplified by an additional 10%Resolve3+ Try
PerseveranceGain 10% tenacity. While immobilized, gain 15 - 25 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.Resolve3+ Try
BrutalAttacks deal 6 (+ 8% Bonus Attack Damage) bonus adaptive damage to enemy champions.Precision1+ Try
TriumphChampion takedowns restore 10% of missing Health and 10% of max Mana and Energy and grant 35 Movement Speed for 2s.Precision1+ Try
Battle ZealWhile in combat with an enemy champion, gain 2% basic ability damage amplification against them every 1s, up to a maximum of 6%.Precision1+ Try
Last StandWhen health is lower that 60%, attacks launched at enemy champions deal 5-11% bonus adaptive damage.Precision2+ Try
Cut DownYour attacks deal 8% bonus adaptive damage to enemy champions with more than 60% Health.Precision2+ Try
Coup de GraceWhen an enemy has less than 40% health, deals 8% bonus adaptive damage.Precision2+ Try
Legend AlacrityGain 3% bonus attack speed when engaging in taking down monsters, enemy champions and minions, up to 20% at maximum stacks.Precision3+ Try
Legend TenacityGain 3% tenacity and 3% slow resist, up to bonus 15% tenacity and 20% slow resist when engaging in taking down monsters, enemy champions and minions.Precision3+ Try
Legend BloodlineGain 1% omnivamp, up to bonus 7% of omnivamp when engaging in taking down monsters, enemy champions and minions.Precision3+ Try
Axiom arcanistYour ultimate ability has 10% increased damage, healing, and shielding. (AoE damage is reduced to a 5% increase) Scoring a takedown on an enemy champion reduces your ultimate ability's remaining cooldown by 7%.Sorcery1+ Try
Manaflow BandHitting an enemy champion with an ability or empowered attack permanently increases your max mana by 30, up to 300 mana.Sorcery1+ Try
BotanistWhen you destroy a plant, gain 25 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses. Soulflowers: Grant 100% bonus gold. Honeyfruit: Heal is increased by 20% when consumed. Scryer's Bloom: Vision granted lasts 20% longer when destroyed. Blast Cone: Gain 40% Movement Speed for 2.5 seconds after the knockback.Sorcery1+ Try
Hextech FlashtraptionReplaces this item with Hex Flash when Flash is still on cooldown. You can blink to a new location after channeling for 2 seconds. When channeled for less than 1s, you will dash the distance as if you channeled for 1s. (25 seconds of cooldown)Sorcery1+ Try
TranscendenceGain a bonus when reaching the following levels: -Level 1: Gain 6 Ability Haste. - Level 5: Gain an additional 6 Ability Haste. - Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)Sorcery2+ Try
CelerityGain 2% Movement Speed. All Movement Speed bonuses on you are also increased by 7%.Sorcery2+ Try
Absolute FocusWhile above 65% Health, gain a bonus 2 - 20 Attack Damage or 2 - 30 Ability Power (Adaptive).Sorcery2+ Try
ScorchDealing ability damage to a champion deals an additional 21-49 magic damage after 1 second. Cooldown: 8sSorcery3+ Try
Nimbus CloakCasting a Summoner Spell grants 10% - 40% (based on Summoner Spell cooldown) bonus movement speed for 3 seconds.Sorcery3+ Try
Gathering StormStarting from 6 minutes into the game, gain Attack Damage or Ability Power (Adaptive) every 3 minutes. Bonuses increase over time, totaling 2/5/9/14/etc. or 4/10/18/28/etc. (based on game time)Sorcery3+ Try
Ixtali SeedjarAfter destroying a plant, immediately gain a seed that replaces your trinket for 60 seconds. The seed matures and self-destructs shortly after it is planted at a target location. Seeds you can pick up will also drop when an ally destroys a plant. Seeds become obtainable 2 minutes after the game starts. Each plant has a unique 30 second cooldown.Sorcery3+ Try

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