The information below will help you get familiar with the game on the Solo Baron Line GWEN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Amplifying Tome
+25 Ability Power
500
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item increases damage over time while fighting.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Nashor's Tooth
Attacks deal bonus damage
+45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 30 Attack Damage or 60 Ability Power (Adaptive).
Gnaw: When basic attack hits enemy champions, it will cause 15 + 25% bonus + 25% bonus Magic Damage.
3000
Nashor's Tooth TIPS: Effective on champions that rely on basic attacks for damage and have AP scaling, such as Diana or Kayle. It's also effective on AP split-pushers like Teemo.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage.
500
Protobelt Enchant TIPS: Buy this when you need to close the gap to get on to the enemy.
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item increases damage over time while fighting.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Nashor's Tooth
Attacks deal bonus damage
+45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 30 Attack Damage or 60 Ability Power (Adaptive).
Gnaw: When basic attack hits enemy champions, it will cause 15 + 25% bonus + 25% bonus Magic Damage.
3000
Nashor's Tooth TIPS: Effective on champions that rely on basic attacks for damage and have AP scaling, such as Diana or Kayle. It's also effective on AP split-pushers like Teemo.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.
Infinity Orb
Abilities deal bonus damage
+85 Ability Power
+7% Magic Penetration
Destiny: +5% Move Speed.
Balanced: +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3200
Infinity Orb TIPS: This item increases damage to enemies with low health. Indispensable for mages and assassins with magical damage type.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: If you're an mage-assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
Barrier
Gain a shield that absorbs 120 (120–560 ) damage for 2.5 seconds.
Cooldown: 100s
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9 for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Nullifying Orb
Shield when low health
If you would take damage from a champion that causes you to fall below 35% of your maximum health, grants a shield that absorbs up to 60-190 () damage for 4s.
Cooldown: 60s
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
Second Wind
Heal after taking damage
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.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Perseverance
Armor and Magic Resistance, Tenacity
Gain 10% Tenacity. When immobilized, gain 16-30 Armor and Magic Resistance () for 1.5 seconds. Refresh duration time when immobilized multiple times.
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9 for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3%.
Heal: 2.5%.
Permanently health increase: 10.
On Ranged champions, the effects are reduced by 60%.
(Q) SNIP SNIP!
6.5/5.5/4.5/3.5s 40
Passive: Gains 1 stack per attack hit (max 4, lasts 6 seconds).
Active: Snips her scissors twice, snipping an extra time for each stack consumed. Each snip deals 14 magic damage (14/18/22/26 + 6% ) with the final snip dealing 70 magic damage (70/90/110/130 + 30% ) instead.
The center of each strike deals true damage instead an applies Thousand Cuts.
Deals 80% damage to monsters.
(W) HALLOWED MIST
17/16/15/14s 60
Summons the Hallowed Mist, making Gwen unforgettable to enemies outside the zone while inside.
Gwen gains 14 (14/16/18/20 + 5% ) Amor and Magic Resist inside the Mist.
The Mist will move to Gwen the first time she attempts to leave.
(E) SKIP'N SLASH
13.5/12/10.5/9s 35
Dashes and enhances her attacks for 4 seconds. Enhance attacks gain 20/40/60/80% Attack Speed, 10 magic damage (10 + 15% ) on-hit and 100 Range.
The first enhanced attack to hit a champion or minion refunds 50% of this ability's cooldown.
(R) NEEDLEWORK
75/65/55s 100
First Cast: Hurl a needle that deals 30 magic damage (30/45/60 + 8% ), slows by 30/35/40% for 1.5 seconds, and applies Thousand Cuts to all enemies hit. Needlework can be re-cast 2 additional times.
Second Cast: Fires 3 needles, dealing a total of 90 magic damage (90 + 24% ).
Third Cast: Fires 5 needles, dealing a total of 150 magic damage (150 + 40% ).
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron GWEN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron GWEN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Spirit Visage
Increases healing and shielding received
+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.
2800
Spirit Visage TIPS: It is a strong item to amplify in-build sustain (to increase healing and health regeneration). It's good against magic damage champions who deal sustained damage like Vladimir and Swain; against burst mages like Syndra and Veigar to survive their initial burst and heal up quickly.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+55 Magic Resistance
Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.
2750
Force of Nature TIPS: Tank item which is recommended in situations where: 1) enemy team has a lot of magic damage; 2) you need increased movement speed. Effective against champions like Syndra, Brand, etc.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Wit's End
Basic Attack deals Bonus Damage
+45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 15-65 bonus magic damage. While below 50% Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2700
Wit's End TIPS: A good item to build if you want to deal sustained damage and have some defensive stats against magic damage threats. Most commonly bought on champions that can benefit from it’s on-hit damage like Vayne, Irelia or Master Yi.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-390 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
500
Locket Enchant TIPS: Is great on tanks who are good in team fights.
Gargoyle Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end.
500
The information below will help you get familiar with the game on the Jungle Line GWEN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Amplifying Tome
+25 Ability Power
500
Nashor's Tooth
Attacks deal bonus damage
+45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 30 Attack Damage or 60 Ability Power (Adaptive).
Gnaw: When basic attack hits enemy champions, it will cause 15 + 25% bonus + 25% bonus Magic Damage.
3000
Nashor's Tooth TIPS: Effective on champions that rely on basic attacks for damage and have AP scaling, such as Diana or Kayle. It's also effective on AP split-pushers like Teemo.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item increases damage over time while fighting.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage.
500
Protobelt Enchant TIPS: Buy this when you need to close the gap to get on to the enemy.
Nashor's Tooth
Attacks deal bonus damage
+45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 30 Attack Damage or 60 Ability Power (Adaptive).
Gnaw: When basic attack hits enemy champions, it will cause 15 + 25% bonus + 25% bonus Magic Damage.
3000
Nashor's Tooth TIPS: Effective on champions that rely on basic attacks for damage and have AP scaling, such as Diana or Kayle. It's also effective on AP split-pushers like Teemo.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item increases damage over time while fighting.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.
Infinity Orb
Abilities deal bonus damage
+85 Ability Power
+7% Magic Penetration
Destiny: +5% Move Speed.
Balanced: +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3200
Infinity Orb TIPS: This item increases damage to enemies with low health. Indispensable for mages and assassins with magical damage type.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: If you're an mage-assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.
Jungle Expertise:
+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.
+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.
Restore 40 Health over 5 seconds when dealing damage to jungle monsters.
Restore 4 Mana every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9 for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive or . Totaling: 2/5/9/14 or 4/10/18/28 based on game time.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Legend: Bloodline
Omnivamp
Gains 1% Omnivamp . Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp .
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
(Q) SNIP SNIP!
6.5/5.5/4.5/3.5s 40
Passive: Gains 1 stack per attack hit (max 4, lasts 6 seconds).
Active: Snips her scissors twice, snipping an extra time for each stack consumed. Each snip deals 14 magic damage (14/18/22/26 + 6% ) with the final snip dealing 70 magic damage (70/90/110/130 + 30% ) instead.
The center of each strike deals true damage instead an applies Thousand Cuts.
Deals 80% damage to monsters.
(W) HALLOWED MIST
17/16/15/14s 60
Summons the Hallowed Mist, making Gwen unforgettable to enemies outside the zone while inside.
Gwen gains 14 (14/16/18/20 + 5% ) Amor and Magic Resist inside the Mist.
The Mist will move to Gwen the first time she attempts to leave.
(E) SKIP'N SLASH
13.5/12/10.5/9s 35
Dashes and enhances her attacks for 4 seconds. Enhance attacks gain 20/40/60/80% Attack Speed, 10 magic damage (10 + 15% ) on-hit and 100 Range.
The first enhanced attack to hit a champion or minion refunds 50% of this ability's cooldown.
(R) NEEDLEWORK
75/65/55s 100
First Cast: Hurl a needle that deals 30 magic damage (30/45/60 + 8% ), slows by 30/35/40% for 1.5 seconds, and applies Thousand Cuts to all enemies hit. Needlework can be re-cast 2 additional times.
Second Cast: Fires 3 needles, dealing a total of 90 magic damage (90 + 24% ).
Third Cast: Fires 5 needles, dealing a total of 150 magic damage (150 + 40% ).
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle GWEN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Jungle GWEN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Spirit Visage
Increases healing and shielding received
+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.
2800
Spirit Visage TIPS: It is a strong item to amplify in-build sustain (to increase healing and health regeneration). It's good against magic damage champions who deal sustained damage like Vladimir and Swain; against burst mages like Syndra and Veigar to survive their initial burst and heal up quickly.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+55 Magic Resistance
Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.
2750
Force of Nature TIPS: Tank item which is recommended in situations where: 1) enemy team has a lot of magic damage; 2) you need increased movement speed. Effective against champions like Syndra, Brand, etc.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Wit's End
Basic Attack deals Bonus Damage
+45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 15-65 bonus magic damage. While below 50% Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2700
Wit's End TIPS: A good item to build if you want to deal sustained damage and have some defensive stats against magic damage threats. Most commonly bought on champions that can benefit from it’s on-hit damage like Vayne, Irelia or Master Yi.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-390 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
500
Locket Enchant TIPS: Is great on tanks who are good in team fights.
Gargoyle Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end.
500
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
The Pro Gwen Jungle Path features a full clear that starts on the Blue Buff. For the first skill you'll be unlocking (Q) SNIP SNIP! After killing the Blue Buff and reaching level two, unlock (E) SKIP'N SLASH as the second skill and clear the Gromp as well as the Murk Wolves camp. At this point you are level three, allowing you to upgrade (Q) SNIP SNIP! to level two as it increases the clear speed tremendously. Next up, clear the Raptors, Red Brambleback and Krugs as this grants you level four— unlocking (W) HALLOWED MIST. Being level four, and having (W) HALLOWED MIST allows you to fight for the Scuttler or easily go for a gank on one of the lanes. This Gwen Jungle Clear prioritizes scaling by utilizing her insanely fast clearing speed, allowing the player to finish a full jungle route and then pressure the lanes or counter-jungle.
Attacks deal bonus magic damage equal to 1% (1% + 0.005% ) of the target's maximum health. Heals for 70% of the damage this ability deals to champion, up to 12 (12 + 7% ).
Deals a max of 2 magic damage (2 + 3% ) against monsters.
6.5/5.5/4.5/3.5s 40
Passive: Gains 1 stack per attack hit (max 4, lasts 6 seconds).
Active: Snips her scissors twice, snipping an extra time for each stack consumed. Each snip deals 14 magic damage (14/18/22/26 + 6% ) with the final snip dealing 70 magic damage (70/90/110/130 + 30% ) instead.
The center of each strike deals true damage instead an applies Thousand Cuts.
Deals 80% damage to monsters.
17/16/15/14s 60
Summons the Hallowed Mist, making Gwen unforgettable to enemies outside the zone while inside.
Gwen gains 14 (14/16/18/20 + 5% ) Amor and Magic Resist inside the Mist.
The Mist will move to Gwen the first time she attempts to leave.
13.5/12/10.5/9s 35
Dashes and enhances her attacks for 4 seconds. Enhance attacks gain 20/40/60/80% Attack Speed, 10 magic damage (10 + 15% ) on-hit and 100 Range.
The first enhanced attack to hit a champion or minion refunds 50% of this ability's cooldown.
75/65/55s 100
First Cast: Hurl a needle that deals 30 magic damage (30/45/60 + 8% ), slows by 30/35/40% for 1.5 seconds, and applies Thousand Cuts to all enemies hit. Needlework can be re-cast 2 additional times.
Second Cast: Fires 3 needles, dealing a total of 90 magic damage (90 + 24% ).
Third Cast: Fires 5 needles, dealing a total of 150 magic damage (150 + 40% ).
Use this combo to deal maximum possible damage in an All-In.
AA the minions/monsters 4 times to build up your stacks. Use (R) NEEDLEWORK to slow then activate (W) HALLOWED MIST to avoid possible damage before going in. From there, use (Q) SNIP SNIP!, then immediately (E) SKIP'N SLASH to engage. Continue to AA and (R2) when it's available to stick to your target. Finish with (R3) and (Q) once it's fully stacked.
A former doll transformed and brought to life by magic, Gwen wields the very tools that once created her. She carries the weight of her maker's love with every step, taking nothing for granted. At her command is the Hallowed Mist, an ancient and protective magic that has blessed Gwen's scissors, needles, and sewing thread. So much is new to her, but Gwen remains joyfully determined to fight for the good that survives in a broken world.