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エアリー
Keystone

Aery

AERY
PhysicalMagicAdaptiveShield

Damage enemies or shield allies

Effect

PASSIVE: Basic attacks and abilities against an enemy champion signals Aery to dash to them, dealing 15 - 70 (based on level) (+10% bonus AD) (+5% AP) Adaptive damage. Healing, shielding, or buffing an ally signals Aery to dash to them, shielding them for 25 - 120 (based on level) (+10% bonus AD) (+5% 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.

Gold Equivalent

Priced at item unit costs
432Gequivalent (match average)* estimate

Ally shield makes up 62%

02505007501,000432
  • This rune
  • Other keystones
  • Flash 971

#10 of 13 keystones. Lowest: First Strike 171G; highest: Empowerment 891G

BreakdownMatch average per effect
  • Bonus damage to an enemy166G38%Lv1 88 → Lv15 217
  • Ally shield266G62%Lv1 146 → Lv15 340
By LevelThe headline is the mean of levels 1–15
  • Gold eq.
  • Match average 432
  • Flash 971
Lv1Lv5Lv10Lv15
Gold eq.234391483558
Damage1530.750.470
Shield2552.186.1120

Effect values split the description range evenly by level

Assumptions Behind This ValueTap for details
Combat only: 50%

Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.

At most once per 8s

Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.

Damage valued like healing

Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.

Ratios use a reference build

Build-dependent ratios such as 10% bonus AD are counted against a reference build (an assumption): 0 / 1 / 2 / 4 finished items at levels 1 / 5 / 10 / 15 (linear in between), each worth the median of the finished items that have that stat (AD 45 / AP 70 / health 350 / armor 40 / magic resist 40). Effects with ratios of two or more types (AD / AP / tank: health, armor, magic resist) count only the highest type (items use their own type), since four finished items can't be four of each type. In the Build Lab's combat power, the ratios use your actual build instead.

Full Calculation
Bonus damage to an enemy 15–7088〜217G

BasisIn-game text (captured 2026-09-23): 15-70 adaptive damage on hit; the recast interval is only described as "until Aery returns" with no seconds given, so this assumes 2s to match the ally shield's linger; priced with the Heal formula, the 10% bonus AD / 5% AP ratios counted against the reference build; only the higher of the AD-type and AP-type values is added; 50% for the combat-only proc

  1. 115–70 ÷ 8s interval × 5 × 50% uptime × 50% (half the sends go to enemies) = 2.34–10.94 per 5s. 2.34–10.94 ÷ median base regen 8–19 = 29–58%. 29–58 × 3G= 88–173G
  2. 2Ratio: reference build bonus AD 0–180 × 10%= 0–18
  3. 3Same formula for 0–18= 0–44G
  4. 4Ratio: reference build AP 0–280 × 5%= 0–14 (not counted: the AD type is higher)
  5. 5Total 88–173G + 0–44G= 88–217G
Ally shield 25–120146〜340G

BasisIn-game text (captured 2026-09-23): 25-120 shield when sent to an ally; same 2s send interval assumption as the damage. A shield is valued like healing; the 10% bonus AD / 5% AP ratios counted against the reference build; only the higher of the AD-type and AP-type values is added

  1. 125–120 ÷ 8s interval × 5 × 50% uptime × 50% (half the sends go to allies) × 1 = 3.91–18.75 per 5s. 3.91–18.75 ÷ median base regen 8–19 = 49–99%. 49–99 × 3G= 146–296G
  2. 2Ratio: reference build bonus AD 0–180 × 10%= 0–18
  3. 3Same formula for 0–18= 0–44G
  4. 4Ratio: reference build AP 0–280 × 5%= 0–14 (not counted: the AD type is higher)
  5. 5Total 146–296G + 0–44G= 146–340G
  • Total 234–558G (level 1–15)
  • Match average: mean of levels 1–15 = 432G

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