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フリートフットワーク
Keystone

Fleet Footwork

FLEET FOOTWORK
Heal powerMobilityHeal

Energized attacks heal and grant MS

Effect

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 40% Attack Speed. Heal: 15 - 110 + 15% bonus Attack Damage + 10% 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.

Gold Equivalent

Priced at item unit costs
542Gequivalent (match average)* estimate

Heal at 100 stacks (assumed interval) makes up 72%

02505007501,000542
  • This rune
  • Other keystones
  • Flash 971

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

BreakdownMatch average per effect
  • Heal at 100 stacks (assumed interval)388G72%Lv1 141 → Lv15 545
  • Mana restore153G28%Lv1 130 → Lv15 173
By LevelThe headline is the mean of levels 1–15
  • Gold eq.
  • Match average 542
  • Flash 971
Lv1Lv5Lv10Lv15
Gold eq.271482609718
Heal1542.176.1110

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
Heal at 100 stacks (assumed interval) 15–110141〜545G

BasisIn-game text (captured 2026-09-23): Heal 15-110 spread over an assumed 10s refill interval (the stack-fill rate isn't stated anywhere, so this is a placeholder pending confirmation) with the Heal formula; the 15% bonus AD / 10% AP ratios are counted against the reference build (higher of AD / AP type only); the one-time 40% attack speed, the 1s 20% move speed, and the 8% mana/energy restore are not counted; 50% for the combat-only proc

  1. 115–110 ÷ 10s interval × 5 × 50% uptime = 3.75–27.5 per 5s. 3.75–27.5 ÷ median base regen 8–19 = 47–145%. 47–145 × 3G= 141–434G
  2. 2Ratio: reference build bonus AD 0–180 × 15%= 0–27 (not counted: the AP type is higher)
  3. 3Ratio: reference build AP 0–280 × 10%= 0–28
  4. 4Same formula for 0–28= 0–111G
  5. 5Total 141–434G + 0–111G= 141–545G
Mana restore: 16–43130〜173G

BasisIn-game text (captured 2026-09-23): 8% of missing mana on champion procs; assumes half is missing; same interval and uptime as the heal

  1. 116–43 ÷ 10s interval × 5 × 50% uptime = 3.9–10.8 per 5s. 3.9–10.8 ÷ median mana regen 12–25 = 33–43%. 33–43 × 4G= 130–173G
  • Total 271–718G (level 1–15)
  • Match average: mean of levels 1–15 = 542G

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