 | Electrocute | 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 | Keystone | Keystone | + Try |
 | Dark Harvest | 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) | Keystone | Keystone | + Try |
 | Empowerment | 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. | Keystone | Keystone | + Try |
 | Lethal Tempo | 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. | Keystone | Keystone | + Try |
 | Fleet Footwork | 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. | Keystone | Keystone | + Try |
 | Conqueror | 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. | Keystone | Keystone | + Try |
 | Grasp of Undying | 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%. | Keystone | Keystone | + Try |
 | Guardian | 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. | Keystone | Keystone | + Try |
 | Aery | 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. | Keystone | Keystone | + Try |
 | Arcane Comet | 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. | Keystone | Keystone | + Try |
 | Phase Rush | 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 | Keystone | Keystone | + Try |
 | First Strike | 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) | Keystone | Keystone | + Try |
 | Ice Overlord | 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. | Keystone | Keystone | + Try |
 | Cheap Shot | Deals 10 - 45 bonus true damage to enemies whose movement is impaired. (7 seconds cooldown). | Domination | 1 | + Try |
 | Sudden Impact | 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. | Domination | 1 | + Try |
 | Empowered Attack | Every 8 seconds, the next attack will be empowered, dealing 35 - 50 bonus adaptive damage. Ranged champions deal 80% damage. | Domination | 1 | + Try |
 | Chain Assault | 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) | Domination | 2 | + Try |
 | Tyrant | When damaging a champion below 50% Health, deal 30 - 50 (+7.5% bonus AD +3.5% AP) bonus adaptive damage. (10 second cooldown) | Domination | 2 | + Try |
 | Hubris | 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. | Domination | 2 | + Try |
 | Eyeball Collection | Gain 2 Attack Damage or 4 Ability Power after scoring a champion or epic monster takedown, stacking up to 8 times. | Domination | 3 | + Try |
 | Ingenious Hunter | 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. | Domination | 3 | + Try |
 | Relentless Hunter | 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. | Domination | 3 | + Try |
 | Zombie Ward | 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.) | Domination | 3 | + Try |
 | Demolish | 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) | Resolve | 1 | + Try |
 | Font of Life | 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. | Resolve | 1 | + Try |
 | Courage of the Colossus | Gains a shield that absorbs up to 25-45+1% max health for 3 seconds when immobilizing an enemy. (10 seconds cooldown) | Resolve | 1 | + Try |
 | Unshakeable | 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. | Resolve | 1 | + Try |
 | Second Wind | 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. | Resolve | 2 | + Try |
 | Nullifying Orb | 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) | Resolve | 2 | + Try |
 | Bone Plating | Blocks damage from the next triggering champion attack and 2 more attacks. | Resolve | 2 | + Try |
 | Overgrowth | 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. | Resolve | 3 | + Try |
 | Revitalize | 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% | Resolve | 3 | + Try |
 | Perseverance | Gain 10% tenacity. While immobilized, gain 15 - 25 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times. | Resolve | 3 | + Try |
 | Brutal | Attacks deal 6 (+ 8% Bonus Attack Damage) bonus adaptive damage to enemy champions. | Precision | 1 | + Try |
 | Triumph | Champion takedowns restore 10% of missing Health and 10% of max Mana and Energy and grant 35 Movement Speed for 2s. | Precision | 1 | + Try |
 | Battle Zeal | While in combat with an enemy champion, gain 2% basic ability damage amplification against them every 1s, up to a maximum of 6%. | Precision | 1 | + Try |
 | Last Stand | When health is lower that 60%, attacks launched at enemy champions deal 5-11% bonus adaptive damage. | Precision | 2 | + Try |
 | Cut Down | Your attacks deal 8% bonus adaptive damage to enemy champions with more than 60% Health. | Precision | 2 | + Try |
 | Coup de Grace | When an enemy has less than 40% health, deals 8% bonus adaptive damage. | Precision | 2 | + Try |
 | Legend Alacrity | Gain 3% bonus attack speed when engaging in taking down monsters, enemy champions and minions, up to 20% at maximum stacks. | Precision | 3 | + Try |
 | Legend Tenacity | 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. | Precision | 3 | + Try |
 | Legend Bloodline | Gain 1% omnivamp, up to bonus 7% of omnivamp when engaging in taking down monsters, enemy champions and minions. | Precision | 3 | + Try |
 | Axiom arcanist | 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%. | Sorcery | 1 | + Try |
 | Manaflow Band | Hitting an enemy champion with an ability or empowered attack permanently increases your max mana by 30, up to 300 mana. | Sorcery | 1 | + Try |
 | Botanist | 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. | Sorcery | 1 | + Try |
 | Hextech Flashtraption | 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) | Sorcery | 1 | + Try |
 | Transcendence | 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) | Sorcery | 2 | + Try |
 | Celerity | Gain 2% Movement Speed. All Movement Speed bonuses on you are also increased by 7%. | Sorcery | 2 | + Try |
 | Absolute Focus | While above 65% Health, gain a bonus 2 - 20 Attack Damage or 2 - 30 Ability Power (Adaptive). | Sorcery | 2 | + Try |
 | Scorch | Dealing ability damage to a champion deals an additional 21-49 magic damage after 1 second.
Cooldown: 8s | Sorcery | 3 | + Try |
 | Nimbus Cloak | Casting a Summoner Spell grants 10% - 40% (based on Summoner Spell cooldown) bonus movement speed for 3 seconds. | Sorcery | 3 | + Try |
 | Gathering Storm | 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) | Sorcery | 3 | + Try |
 | Ixtali Seedjar | 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. | Sorcery | 3 | + Try |