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Domination

Chain Assault

CHAIN ASSAULT
PhysicalMagicAdaptive

Skills mark targets for follow-up damage

Effect

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 12 - 38 (+3% bonus AD +1.5% bonus AP) bonus adaptive damage. (15 second cooldown)

Gold Equivalent

Priced at item unit costs
198Gequivalent (match average)* estimate

Set by Bonus damage to a marked enemy alone

02505007501,000198
  • This rune
  • Other runes in this row
  • Flash 971

#2 of 3 runes in this row. Lowest: Hubris 133G; highest: Tyrant 268G

BreakdownMatch average per effect
  • Bonus damage to a marked enemy198G100%Lv1 150 → Lv15 228
By LevelThe headline is the mean of levels 1–15
  • Gold eq.
  • Match average 198
  • Flash 971
Lv1Lv5Lv10Lv15
Gold eq.150189209228
Damage1219.428.738

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.

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 a marked enemy 24–76150〜228G

BasisIn-game text (captured 2026-09-23): Marks on active-ability hit; each of the next 2 attacks or actives deals 12-38 bonus damage, 24-76 in total. Spread over a 15s cooldown with the Heal formula; the 3% bonus AD / 1.5% AP ratios are counted for both hits (6% / 3%) against the reference build; only the higher of the AD-type and AP-type values is added; 50% for the trigger condition

  1. 124–76 ÷ 15s interval × 5 × 50% uptime = 4–12.67 per 5s. 4–12.67 ÷ median base regen 8–19 = 50–67%. 50–67 × 3G= 150–200G
  2. 2Ratio: reference build bonus AD 0–180 × 6%= 0–10.8
  3. 3Same formula for 0–10.8= 0–28G
  4. 4Ratio: reference build AP 0–280 × 3%= 0–8.4 (not counted: the AD type is higher)
  5. 5Total 150–200G + 0–28G= 150–228G
  • Match average: mean of levels 1–15 = 198G

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