Wild Rift: NORRA Build Guide (7.2A)

LoL Wild Rift NORRA
NERFED
29
36 625
11 Jul 2026
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift NORRA, role - Mage. Use the guidelines to take your NORRA Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position NORRA is in the rating table, go to the - Tier List page.

attackdamage 54 (3.5) 
heal 630 (120)
healthregeneration 10 (0.72)
attackspeed 0.75 (0)
mana 460 (50)
mpreg 14 (1)
movementspeed 350 (0)
armor 34 (4)
magicresistance 36 (1)
criticalstrike 175 (0)


BELOVED TRINKETS
P

(PASSIVE) BELOVED TRINKETS

cooldownreduction 12s

Trinket: Every 12 seconds (perlevel), your next ability cast leaves a Trinket on the battlefield for 4 seconds.

When touched by enemy champion, the Trinket activates and fires a magic energy at the target, dealing 90 magic damage (15 + 5 per perlevel + 20% abilitypower).

Hitting champion with a basic abilities, reduces this ability's cooldown by 20% of the maximum cooldown.

MEMORY SURGE
Q

(Q) MEMORY SURGE

7.5/6.5/5.5/4.5s 50/55/60/65

Passive: Deals 1–2.5% of the target’s max Health as bonus magic damage to enemies enlarged by Threads.

Hold (Active): Gathers memories, slowing herself by 20%. If she continues charging after reaching full charge, the slow increases to 30% and she teleports backward for a short distance after firing.

Release (Active): Unleashes the memories she gathered, charging and firing a magic bolt in the target direction. The magic bolt stops when it hits an enemy champion, dealing 55 magic damage (55/110/165/220 + 60% abilitypower) to them and enemies nearby.

While charging:
- Norra can choose a direction to fire the bolt in.
- The bolt’s range increases with charge duration.
- The bolt’s damage increases with charge duration, up to a 140% bonus (deals max 84 damage).
- When fully charged, Norra activates all nearby Trinkets to fire at the first champion hit by the bolt.

JOURNEY TO NOWHERE
W

(W) JOURNEY TO NOWHERE

23/22/21/20s 75/80/85/90

Creates a circular magic portal in a target location, dealing 65 magic damage (65/105/145/185 + 40% abilitypower) to all enemies within and sending them to another dimension for 2.25 second(s).

Enemies in the other dimension:
- Cannot attack or use abilities, but can move.
- Are slowed by 80%.

Enemies are returned to their original location after 1.5 second(s).

THREAD OF HOMECOMING
E

(E) THREAD OF HOMECOMING

12/10.5/9/7.5s 65

Passive: When a Trinket damages its target, it applies a Thread.

Active: Conjures a portal on each end of a horizontal target area. After a delay, the portals fire interweaving Threads, dealing 70 magic damage (70/120/170/220 + 60% abilitypower) and applying Threads to all enemies caught in between.

Targets marked with Threads:
- Are slowed by 20% for 2 second(s).
- Have their hitbox size increased for 4 second(s).

POETALPALOOZA!
R

(R) POETALPALOOZA!

105/95/85s 100

Creates a large teleportation magic circle, encircling all units caught within.

Swiping from one edge of the circle to another conjures a portal at both ends, firing a magic bolt from end to end. Norra can do this up to 4 times. The magic bolt slows the first enemy champion hit by 80% for 0.5 second(s) and deals 100 magic damage (100/140/180 + 55% abilitypower) to all enemies along its path.

The fourth magic bolt deals 20% bonus magic damage.

Deals 115% damage to monsters and minions.

NORRA Meta Overview — Ranks & Performance Analytics

This meta overview presents NORRA’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where NORRA performs best and how her impact changes in the evolving Wild Rift meta.

Updated: 21 JUL 2026 UTC 00:00
Last 7 days analytics
Build Counters Counter Items Tips Con Game Plan Power Spikes

Mid NORRA Build items and runes

The information below will help you get familiar with the game on the Mid Line NORRA. 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.

Key items

TIPS: Start your build with Amplifying Tome Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Wild Rift Items: Amplifying Tome
Amplifying Tome

Amplifying Tome

+20 Ability Power

500

Core
Wild Rift Items: Luden's Echo
Luden's Echo

Luden's Echo
Abilities deal bonus damage

+100 Ability Power
+500 Max Mana
+10 Ability Haste

Echo: Your next damaging ability or empowered attack deals an additional 110 + 10% magic damage to the target and up to 3 nearby enemies. (10s Cooldown)

2800

Luden's Echo TIPS: This item greatly enhances your burst damage by empowering your next damaging ability or empowered attack with an additional magic explosion that also strikes nearby enemies. It is an excellent choice for mages who excel at wave clearing, poking multiple targets, and dominating short trades with high burst potential.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Infinity Orb
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+110 Ability Power
+15 Magic Penetration

Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

3100

Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.

Boots
Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Spellslinger's Shoes
Spellslinger's Shoes

Spellslinger's Shoes
Deal bonus damage to minions

+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.

2200

Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.

T3
TIPS: Finally, for your items, you should build Luden's Echo Luden's Echo (Abilities deal bonus damage) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Infinity Orb Infinity Orb (Abilities deal bonus damage).

Maybe now it's time to think about upgrading your boot, invest in Spellslinger's Shoes Spellslinger's Shoes (Deal bonus damage to minions).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Luden's Echo
Luden's Echo

Luden's Echo
Abilities deal bonus damage

+100 Ability Power
+500 Max Mana
+10 Ability Haste

Echo: Your next damaging ability or empowered attack deals an additional 110 + 10% magic damage to the target and up to 3 nearby enemies. (10s Cooldown)

2800

Luden's Echo TIPS: This item greatly enhances your burst damage by empowering your next damaging ability or empowered attack with an additional magic explosion that also strikes nearby enemies. It is an excellent choice for mages who excel at wave clearing, poking multiple targets, and dominating short trades with high burst potential.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Infinity Orb
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+110 Ability Power
+15 Magic Penetration

Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

3100

Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.

Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Malignance
Malignance

Malignance
An item made for Ultimate-centric playstyles

+90 Ability Power
+500 Max Mana
+15 Ability Haste

Scorn: Your Ultimate abilities gain 20 Ability Haste.
Hatefog: Damaging a champion with your Ultimate burns the ground beneath them for 3 second(s), dealing magic damage equal to 60 plus 5% AP per second and reducing their Magic Resist by 10. Burn radius increases with damage, reaching maximum radius at 800 damage.

2700

Malignance TIPS: This item is perfect for champions who focus on their ultimate abilities and want to maximize their effectiveness in fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Scorn" effect reduces the cooldown of your ultimate ability, enhancing its efficiency and uptime. The "Hatefog" effect deals magic damage to enemies in the area after using your ultimate, creating a scorched earth effect. Enemies within this area take damage and have their magic resistance reduced, making this item ideal for champions who want to weaken their opponents and increase their damage. It’s especially useful against enemies with high magic resistance.

Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Zhonya's Hourglass
Wild Rift Items: Banshee's Veil
Wild Rift Items: Morellonomicon
Wild Rift Items: Oceanid's Trident
Turn invulnerable
Wild Rift Items: Malignance
Malignance

Malignance
An item made for Ultimate-centric playstyles

+90 Ability Power
+500 Max Mana
+15 Ability Haste

Scorn: Your Ultimate abilities gain 20 Ability Haste.
Hatefog: Damaging a champion with your Ultimate burns the ground beneath them for 3 second(s), dealing magic damage equal to 60 plus 5% AP per second and reducing their Magic Resist by 10. Burn radius increases with damage, reaching maximum radius at 800 damage.

2700

Malignance TIPS: This item is perfect for champions who focus on their ultimate abilities and want to maximize their effectiveness in fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Scorn" effect reduces the cooldown of your ultimate ability, enhancing its efficiency and uptime. The "Hatefog" effect deals magic damage to enemies in the area after using your ultimate, creating a scorched earth effect. Enemies within this area take damage and have their magic resistance reduced, making this item ideal for champions who want to weaken their opponents and increase their damage. It’s especially useful against enemies with high magic resistance.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Zhonya's Hourglass Zhonya's Hourglass — This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Blocks an enemy ability
Wild Rift Items: Malignance
Malignance

Malignance
An item made for Ultimate-centric playstyles

+90 Ability Power
+500 Max Mana
+15 Ability Haste

Scorn: Your Ultimate abilities gain 20 Ability Haste.
Hatefog: Damaging a champion with your Ultimate burns the ground beneath them for 3 second(s), dealing magic damage equal to 60 plus 5% AP per second and reducing their Magic Resist by 10. Burn radius increases with damage, reaching maximum radius at 800 damage.

2700

Malignance TIPS: This item is perfect for champions who focus on their ultimate abilities and want to maximize their effectiveness in fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Scorn" effect reduces the cooldown of your ultimate ability, enhancing its efficiency and uptime. The "Hatefog" effect deals magic damage to enemies in the area after using your ultimate, creating a scorched earth effect. Enemies within this area take damage and have their magic resistance reduced, making this item ideal for champions who want to weaken their opponents and increase their damage. It’s especially useful against enemies with high magic resistance.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Banshee's Veil Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Magic damage reduces enemy healing
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Morellonomicon
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+300 Max Health
+75 Ability Power
+15 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.

2650

Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.

Morellonomicon Morellonomicon — This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Anti-Shielding
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+80 Ability Power
+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: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Oceanid's Trident Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Summoner Spells

If you want to use this NORRA Mid build, you should take Flash Flash (Teleport a short distance) and Ghost Ghost (Gain a large burst of movement speed) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Ghost Wild Rift
Ghost

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

Ignite Wild Rift
Ignite

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

Runes BUILD

For runes, you should pick Arcane Comet 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.) as your keystone, followed by Botanist Botanist (When you destroy a plant, gain gold and empowered plant effects.), Transcendence Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) and Scorch Scorch (Deals bonus damage to champions on ability hit.) in the primary tree, as well as Bone Plating Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: Arcane Comet

Arcane Comet
Poke, Stack Amplification

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: (15 to 100) + (2 x total hits on enemy champions) + 10% bonus + 5%.

Cooldown: 16-8s ()

Arcane Comet
Poke, Stack Amplification
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.
Wild Rift Inspiration Runes: Botanist

Botanist
Empowered plant effects

When you destroy a plant, gain 30 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses.

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 second(s) after the knockback.

Botanist
Empowered plant effects
When you destroy a plant, gain gold and empowered plant effects.
Wild Rift Inspiration Runes: Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Transcendence
Reduces ability cooldowns
Grants more Ability Haste the higher your level is and also returns ability cooldown duration.
Wild Rift Inspiration Runes: Scorch

Scorch
Abilities deal bonus damage

Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage () after 1 seconds.

Cooldown: 8s

Scorch
Abilities deal bonus damage
Deals bonus damage to champions on ability hit.
Wild Rift Resolve Runes: Bone Plating

Bone Plating
Anti-Burst 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: 40s

Bone Plating
Anti-Burst Damage
Reduces incoming damage.

Situational Runes

Сhange
Manaflow Band
Sudden Impact
Arcane Comet
Arcane Comet

Arcane Comet
Poke, Stack Amplification

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: (15 to 100) + (2 x total hits on enemy champions) + 10% bonus + 5%.

Cooldown: 16-8s ()

Increase Mana
Botanist
Botanist

Botanist
Empowered plant effects

When you destroy a plant, gain 30 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses.

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 second(s) after the knockback.

Manaflow Band
Manaflow Band

Manaflow Band
Increase Mana

Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

Manaflow Band Manaflow Band — The rune permanently increases your maximum mana with each hit on an enemy champion using an ability or empowered attack, up to a maximum of 300 mana. This rune is perfect for champions who frequently use their abilities and need more mana for efficient combat, such as mages or champions with high mana consumption.
Triggers when in stealth or dashing
Bone Plating
Bone Plating

Bone Plating
Anti-Burst 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: 40s

Sudden Impact
Sudden Impact

Sudden Impact
Triggers when in stealth or dashing

Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.

The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Cooldown: 10s

Sudden Impact Sudden Impact — The rune that activates after using dashes, teleports, leaps, or exiting stealth deals bonus true damage to the enemy. This mechanic enhances aggressive play by allowing fast movement across the map and delivering powerful strikes. At higher levels, it provides additional damage and movement speed bonuses, increasing mobility and effectiveness in fights. This makes it a great choice for champions who rely on mobility and want to enhance their attacks after quick movements or stealth.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
MEMORY SURGE

(Q) MEMORY SURGE

7.5/6.5/5.5/4.5s 50/55/60/65

Passive: Deals 1–2.5% of the target’s max Health as bonus magic damage to enemies enlarged by Threads.

Hold (Active): Gathers memories, slowing herself by 20%. If she continues charging after reaching full charge, the slow increases to 30% and she teleports backward for a short distance after firing.

Release (Active): Unleashes the memories she gathered, charging and firing a magic bolt in the target direction. The magic bolt stops when it hits an enemy champion, dealing 55 magic damage (55/110/165/220 + 60% abilitypower) to them and enemies nearby.

While charging:
- Norra can choose a direction to fire the bolt in.
- The bolt’s range increases with charge duration.
- The bolt’s damage increases with charge duration, up to a 140% bonus (deals max 84 damage).
- When fully charged, Norra activates all nearby Trinkets to fire at the first champion hit by the bolt.

(Q) MEMORY SURGE
















JOURNEY TO NOWHERE

(W) JOURNEY TO NOWHERE

23/22/21/20s 75/80/85/90

Creates a circular magic portal in a target location, dealing 65 magic damage (65/105/145/185 + 40% abilitypower) to all enemies within and sending them to another dimension for 2.25 second(s).

Enemies in the other dimension:
- Cannot attack or use abilities, but can move.
- Are slowed by 80%.

Enemies are returned to their original location after 1.5 second(s).

(W) JOURNEY TO NOWHERE
















THREAD OF HOMECOMING

(E) THREAD OF HOMECOMING

12/10.5/9/7.5s 65

Passive: When a Trinket damages its target, it applies a Thread.

Active: Conjures a portal on each end of a horizontal target area. After a delay, the portals fire interweaving Threads, dealing 70 magic damage (70/120/170/220 + 60% abilitypower) and applying Threads to all enemies caught in between.

Targets marked with Threads:
- Are slowed by 20% for 2 second(s).
- Have their hitbox size increased for 4 second(s).

(E) THREAD OF HOMECOMING
















POETALPALOOZA!

(R) POETALPALOOZA!

105/95/85s 100

Creates a large teleportation magic circle, encircling all units caught within.

Swiping from one edge of the circle to another conjures a portal at both ends, firing a magic bolt from end to end. Norra can do this up to 4 times. The magic bolt slows the first enemy champion hit by 80% for 0.5 second(s) and deals 100 magic damage (100/140/180 + 55% abilitypower) to all enemies along its path.

The fourth magic bolt deals 20% bonus magic damage.

Deals 115% damage to monsters and minions.

(R) POETALPALOOZA!
















Mid NORRA Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Mid NORRA. 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!

LoL Wild Rift NORRA

Threats

Extreme
[0]
Major
[0]
Even
[0]
Minor
[0]
Information

There are no champions in this section that threaten {title}.

Information

There are no champions in this section that threaten {title}.

Information

There are no champions in this section that threaten {title}.

Information

There are no champions in this section that threaten {title}.

Synergies

Ideal
[0]
Strong
[0]
Ok
[0]
Low
[0]
Information

There are no champions in this section that synergies with {title}.

Information

There are no champions in this section that synergies with {title}.

Information

There are no champions in this section that synergies with {title}.

Information

There are no champions in this section that synergies with {title}.

Mid NORRA Counter Items

We have prepared a list of items and spells that will help counter Mid NORRA in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against NORRA combo.
Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Increases Magic resist

+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed

1200

Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+60 Magic Resistance
+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 20%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Wild Rift Items: Kaenic Rookern
Kaenic Rookern

Kaenic Rookern
Gains a magic shield when out of combat

+350 Max Health
+100% Health Regen
+75 Magic Resistance

Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health.

2800

Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.

Wild Rift Items: Abyssal Mask
Abyssal Mask

Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours

+400 Max Health
+55 Magic Resistance
+10 Ability Haste

Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.

3000

Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.

Wild Rift Items: Hollow Radiance
Hollow Radiance

Hollow Radiance
Deals damage in an area

+400 Max Health
+40 Magic Resistance
+15 Ability Haste

Immolate: While in combat, deal magic damage equal to 20–30 plus 1% of bonus per second for 5 second(s) to nearby enemies. Deals 125% damage against monsters and 200% damage against minions.
Desolate: Killing a neutral monster or an enemy deals magic damage equal to 30 plus 2% of bonus in an area around them.

2800

Hollow Radiance TIPS: This item turns you into a steady source of pressure in fights: while engaged, it emits an area magic damage aura that helps clear waves and punish nearby small targets. On killing a neutral or enemy, it detonates for area damage, making it great for fast clears and threat creation when entering skirmishes. Perfect for tanks and frontline bruisers who need to hold the center of fights and force opponents into mistakes.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Wild Rift Items: Quicksilver Sash
Quicksilver Sash

Quicksilver Sash
Dispels crowd control

Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

1100

Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.

LoL Wild Rift Seeker's Armguard
Seeker's Armguard

Seeker's Armguard
Turn invulnerable

+20 Armor
+35 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1200

Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Mercurial Scimitar
Mercurial Scimitar

Mercurial Scimitar
Dispels crowd control

+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance

Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

3100

Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.

Wild Rift Items: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3000

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.

Cooldown: 110s

Gain a Shield

Gives you a shield that increases your chances of survival against NORRA.
Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Locket of the Iron Solari
Locket of the Iron Solari

Locket of the Iron Solari
Team shield

+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste

Locket (Active):  Grants a shield to yourself and nearby allied champions that each absorbs 250-370 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.

2600

Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.

Wild Rift Items: Gargoyle Stoneplate
Gargoyle Stoneplate

Gargoyle Stoneplate
Shield

+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste

Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonusand gain size, decayng over 2.5s. (60s Cooldown)

2900

Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Mid NORRA Tips

Only for Premium members.
Join our community and unlock the all premium content!

Mid NORRA Strengths and Weaknesses

Only for Premium members.
Join our community and unlock the all premium content!

Mid NORRA Strategy and Tactics

Only for Premium members.
Join our community and unlock the all premium content!

Mid NORRA Power Spikes

Only for Premium members.
Join our community and unlock the all premium content!

Build Counters Counter Items Tips Con Game Plan Power Spikes

Support NORRA Build items and runes

The information below will help you get familiar with the game on the Support Line NORRA. 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.

Key items

TIPS: Start your build with Spectral Sickle Spectral Sickle (Attack champions and structures to gain bonus gold). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Wild Rift Items: Spectral Sickle
Spectral Sickle

Spectral Sickle
Attack champions and structures to gain bonus gold

This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time.

Versatile: Gain 10 Attack Damage or 20 Ability Power (Adaptive).
Tribute: Gain 1 encircling energy orb(s) every 30 seconds (max 3 orbs). While near an ally, the actions below will trigger Tribute, consuming 1 energy orb(s) to grant you 65 gold and restore your Health 20-80:

1. Using abilities or attacks to damage enemy champions or structures.
2. Attacking minions below 65% Health. This also executes them, and the gold generated from the minion kills is given to the ally nearest to you. 3. A nearby minion is killed while you have 3 orbs. Upon triggering Tribute, the ally nearest to you gains Tribute stacks.
Sentry: Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom.
Restraint: You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. The gold generated from your minion kills will be given to the ally nearest to you. Gold earned from monster kills is reduced by 50%.

Quest: Earn 750 gold with this item to transform it into Black Mist Scythe and bind you and the ally with the most Tribute stacks as Perfect Partners.

500

Core
Wild Rift Items: Black Mist Scythe
Black Mist Scythe

Black Mist Scythe
Attack champions and structures to gain bonus gold

+10 Ability Haste

Versatile: Gain 14 Attack Damage or 28 Ability Power (Adaptive).
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage, or 40 Ability Power (Adaptive).

Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.

0

Black Mist Scythe TIPS: This item is designed for support players, granting passive bonuses to gold and stats. It reduces your gold from killing minions and monsters but provides 75 gold and 1 Soulforce stack every 60 seconds. Each Soulforce stack adaptively grants health, attack damage, or ability power, and at 10 stacks you gain a significant bonus to one of these stats. The item also increases your effectiveness in clearing vision by dealing extra damage to revealed enemy wards. Ideal for map-control–focused supports who want to help their team without worrying about farming; you’ll steadily generate resources and strengthen your utility for both protect and peel.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Liandry's Torment
Liandry's Torment

Liandry's Torment
Abilities deal bonus damage

+300 Max Health
+70 Ability Power

Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.

3000

Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.

Boots
Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Spellslinger's Shoes
Spellslinger's Shoes

Spellslinger's Shoes
Deal bonus damage to minions

+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.

2200

Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.

T3
TIPS: Finally, for your items, you should build Black Mist Scythe Black Mist Scythe (Attack champions and structures to gain bonus gold) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Liandry's Torment Liandry's Torment (Abilities deal bonus damage).

Maybe now it's time to think about upgrading your boot, invest in Spellslinger's Shoes Spellslinger's Shoes (Deal bonus damage to minions).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Black Mist Scythe
Black Mist Scythe

Black Mist Scythe
Attack champions and structures to gain bonus gold

+10 Ability Haste

Versatile: Gain 14 Attack Damage or 28 Ability Power (Adaptive).
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage, or 40 Ability Power (Adaptive).

Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.

0

Black Mist Scythe TIPS: This item is designed for support players, granting passive bonuses to gold and stats. It reduces your gold from killing minions and monsters but provides 75 gold and 1 Soulforce stack every 60 seconds. Each Soulforce stack adaptively grants health, attack damage, or ability power, and at 10 stacks you gain a significant bonus to one of these stats. The item also increases your effectiveness in clearing vision by dealing extra damage to revealed enemy wards. Ideal for map-control–focused supports who want to help their team without worrying about farming; you’ll steadily generate resources and strengthen your utility for both protect and peel.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Liandry's Torment
Liandry's Torment

Liandry's Torment
Abilities deal bonus damage

+300 Max Health
+70 Ability Power

Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.

3000

Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.

Wild Rift Items: Rylai's Crystal Scepter
Rylai's Crystal Scepter

Rylai's Crystal Scepter
Abilities apply slows

+350 Max Health
+65 Ability Power

Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.

2700

Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Zhonya's Hourglass
Wild Rift Items: Morellonomicon
Wild Rift Items: Oceanid's Trident
Wild Rift Items: Void Staff
Turn invulnerable
Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Zhonya's Hourglass Zhonya's Hourglass — This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Magic damage reduces enemy healing
Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Morellonomicon
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+300 Max Health
+75 Ability Power
+15 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.

2650

Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.

Morellonomicon Morellonomicon — This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Anti-Shielding
Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+80 Ability Power
+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: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Oceanid's Trident Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Magic Penetration (%)
Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Void Staff Void Staff — This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Summoner Spells

If you want to use this NORRA Support build, you should take Flash Flash (Teleport a short distance) and Ignite Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Ignite Wild Rift
Ignite

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

Runes BUILD

For runes, you should pick Arcane Comet 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.) as your keystone, followed by Sudden Impact Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.), Chain Assault Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and Eyeball Collection Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as Transcendence Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: Arcane Comet

Arcane Comet
Poke, Stack Amplification

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: (15 to 100) + (2 x total hits on enemy champions) + 10% bonus + 5%.

Cooldown: 16-8s ()

Arcane Comet
Poke, Stack Amplification
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.
Wild Rift Domination Runes: Sudden Impact

Sudden Impact
Triggers when in stealth or dashing

Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.

The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Cooldown: 10s

Sudden Impact
Triggers when in stealth or dashing
After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.
Wild Rift Domination Runes: Chain Assault

Chain Assault
Triggers on attack after hitting a target with an ability

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 bonus adaptive damage equal to (12-38 () + 3% bonus + 1.5%).

Cooldown: 15s

Chain Assault
Triggers on attack after hitting a target with an ability
Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.
Wild Rift Domination Runes: Eyeball Collection

Eyeball Collection
Kills increase Attack Damage/Ability Power

Gains 1.5 or 3 after scoring a champion or epic monster takedown, stacking up to 8 times.

Eyeball Collection
Kills increase Attack Damage/Ability Power
Gain Adaptive Force after scoring champion or epic monster takedowns.
Wild Rift Inspiration Runes: Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Transcendence
Reduces ability cooldowns
Grants more Ability Haste the higher your level is and also returns ability cooldown duration.

Situational Runes

Сhange
First Strike
Bone Plating
Manaflow Band
Initiate, Damage Amplification, Bonus Gold
Arcane Comet
Arcane Comet

Arcane Comet
Poke, Stack Amplification

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: (15 to 100) + (2 x total hits on enemy champions) + 10% bonus + 5%.

Cooldown: 16-8s ()

First Strike
First Strike

First Strike
Initiate, Damage Amplification, Bonus Gold

Initiating combat with an enemy champion or dealing damage to them within 0.25s of engaging them in combat grants 10 gold and First Strike for 3s, allowing you to deal 7% bonus true damage to them. After the effect ends, gain bonus gold based on the bonus damage dealt for its duration.
If you do not deal damage to the enemy champion within 0.25s of engaging them in combat, First Strike will go into a 10-second cooldown.

Bonus gold:
Melee: 65% of bonus damage.
Ranged: 45% of bonus damage.

Cooldown: 20-30s

First Strike First Strike — The rune is perfect for aggressive champions like Zed or Twitch, who can quickly engage in combat. After dealing damage to an enemy, it activates an effect that allows you to deal bonus true damage and earn gold based on the damage dealt. This makes the rune useful for fast economy gains and increased damage in the early game. It works especially well when initiating fights, where it's crucial to gain an advantage quickly.
Anti-Burst Damage
Transcendence
Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Bone Plating
Bone Plating

Bone Plating
Anti-Burst 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: 40s

Bone Plating Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
Increase Mana
Transcendence
Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Manaflow Band
Manaflow Band

Manaflow Band
Increase Mana

Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

Manaflow Band Manaflow Band — The rune permanently increases your maximum mana with each hit on an enemy champion using an ability or empowered attack, up to a maximum of 300 mana. This rune is perfect for champions who frequently use their abilities and need more mana for efficient combat, such as mages or champions with high mana consumption.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
MEMORY SURGE

(Q) MEMORY SURGE

7.5/6.5/5.5/4.5s 50/55/60/65

Passive: Deals 1–2.5% of the target’s max Health as bonus magic damage to enemies enlarged by Threads.

Hold (Active): Gathers memories, slowing herself by 20%. If she continues charging after reaching full charge, the slow increases to 30% and she teleports backward for a short distance after firing.

Release (Active): Unleashes the memories she gathered, charging and firing a magic bolt in the target direction. The magic bolt stops when it hits an enemy champion, dealing 55 magic damage (55/110/165/220 + 60% abilitypower) to them and enemies nearby.

While charging:
- Norra can choose a direction to fire the bolt in.
- The bolt’s range increases with charge duration.
- The bolt’s damage increases with charge duration, up to a 140% bonus (deals max 84 damage).
- When fully charged, Norra activates all nearby Trinkets to fire at the first champion hit by the bolt.

(Q) MEMORY SURGE
















JOURNEY TO NOWHERE

(W) JOURNEY TO NOWHERE

23/22/21/20s 75/80/85/90

Creates a circular magic portal in a target location, dealing 65 magic damage (65/105/145/185 + 40% abilitypower) to all enemies within and sending them to another dimension for 2.25 second(s).

Enemies in the other dimension:
- Cannot attack or use abilities, but can move.
- Are slowed by 80%.

Enemies are returned to their original location after 1.5 second(s).

(W) JOURNEY TO NOWHERE
















THREAD OF HOMECOMING

(E) THREAD OF HOMECOMING

12/10.5/9/7.5s 65

Passive: When a Trinket damages its target, it applies a Thread.

Active: Conjures a portal on each end of a horizontal target area. After a delay, the portals fire interweaving Threads, dealing 70 magic damage (70/120/170/220 + 60% abilitypower) and applying Threads to all enemies caught in between.

Targets marked with Threads:
- Are slowed by 20% for 2 second(s).
- Have their hitbox size increased for 4 second(s).

(E) THREAD OF HOMECOMING
















POETALPALOOZA!

(R) POETALPALOOZA!

105/95/85s 100

Creates a large teleportation magic circle, encircling all units caught within.

Swiping from one edge of the circle to another conjures a portal at both ends, firing a magic bolt from end to end. Norra can do this up to 4 times. The magic bolt slows the first enemy champion hit by 80% for 0.5 second(s) and deals 100 magic damage (100/140/180 + 55% abilitypower) to all enemies along its path.

The fourth magic bolt deals 20% bonus magic damage.

Deals 115% damage to monsters and minions.

(R) POETALPALOOZA!
















Support NORRA Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Support NORRA. 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!

LoL Wild Rift NORRA

Threats

Extreme
[0]
Major
[0]
Even
[0]
Minor
[0]
Information

There are no champions in this section that threaten {title}.

Information

There are no champions in this section that threaten {title}.

Information

There are no champions in this section that threaten {title}.

Information

There are no champions in this section that threaten {title}.

Synergies

Ideal
[0]
Strong
[0]
Ok
[0]
Low
[0]
Information

There are no champions in this section that synergies with {title}.

Information

There are no champions in this section that synergies with {title}.

Information

There are no champions in this section that synergies with {title}.

Information

There are no champions in this section that synergies with {title}.

Support NORRA Counter Items

We have prepared a list of items and spells that will help counter Support NORRA in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against NORRA combo.
Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Increases Magic resist

+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed

1200

Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+60 Magic Resistance
+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 20%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Wild Rift Items: Kaenic Rookern
Kaenic Rookern

Kaenic Rookern
Gains a magic shield when out of combat

+350 Max Health
+100% Health Regen
+75 Magic Resistance

Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health.

2800

Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.

Wild Rift Items: Abyssal Mask
Abyssal Mask

Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours

+400 Max Health
+55 Magic Resistance
+10 Ability Haste

Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.

3000

Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.

Wild Rift Items: Hollow Radiance
Hollow Radiance

Hollow Radiance
Deals damage in an area

+400 Max Health
+40 Magic Resistance
+15 Ability Haste

Immolate: While in combat, deal magic damage equal to 20–30 plus 1% of bonus per second for 5 second(s) to nearby enemies. Deals 125% damage against monsters and 200% damage against minions.
Desolate: Killing a neutral monster or an enemy deals magic damage equal to 30 plus 2% of bonus in an area around them.

2800

Hollow Radiance TIPS: This item turns you into a steady source of pressure in fights: while engaged, it emits an area magic damage aura that helps clear waves and punish nearby small targets. On killing a neutral or enemy, it detonates for area damage, making it great for fast clears and threat creation when entering skirmishes. Perfect for tanks and frontline bruisers who need to hold the center of fights and force opponents into mistakes.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Wild Rift Items: Quicksilver Sash
Quicksilver Sash

Quicksilver Sash
Dispels crowd control

Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

1100

Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.

LoL Wild Rift Seeker's Armguard
Seeker's Armguard

Seeker's Armguard
Turn invulnerable

+20 Armor
+35 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1200

Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Mercurial Scimitar
Mercurial Scimitar

Mercurial Scimitar
Dispels crowd control

+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance

Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

3100

Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.

Wild Rift Items: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3000

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.

Cooldown: 110s

Gain a Shield

Gives you a shield that increases your chances of survival against NORRA.
Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Locket of the Iron Solari
Locket of the Iron Solari

Locket of the Iron Solari
Team shield

+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste

Locket (Active):  Grants a shield to yourself and nearby allied champions that each absorbs 250-370 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.

2600

Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.

Wild Rift Items: Gargoyle Stoneplate
Gargoyle Stoneplate

Gargoyle Stoneplate
Shield

+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste

Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonusand gain size, decayng over 2.5s. (60s Cooldown)

2900

Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Support NORRA Tips

Only for Premium members.
Join our community and unlock the all premium content!

Support NORRA Strengths and Weaknesses

Only for Premium members.
Join our community and unlock the all premium content!

Support NORRA Strategy and Tactics

Only for Premium members.
Join our community and unlock the all premium content!

Support NORRA Power Spikes

Only for Premium members.
Join our community and unlock the all premium content!

Wild Rift NORRA Ability and Tips

BELOVED TRINKETSBELOVED TRINKETS
P
MEMORY SURGEMEMORY SURGE
Q
JOURNEY TO NOWHEREJOURNEY TO NOWHERE
W
THREAD OF HOMECOMINGTHREAD OF HOMECOMING
E
POETALPALOOZA!POETALPALOOZA!
R

(PASSIVE) BELOVED TRINKETS

BELOVED TRINKETS

cooldownreduction 12s

Trinket: Every 12 seconds (perlevel), your next ability cast leaves a Trinket on the battlefield for 4 seconds.

When touched by enemy champion, the Trinket activates and fires a magic energy at the target, dealing 90 magic damage (15 + 5 per perlevel + 20% abilitypower).

Hitting champion with a basic abilities, reduces this ability's cooldown by 20% of the maximum cooldown.

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

(Q) MEMORY SURGE

MEMORY SURGE

7.5/6.5/5.5/4.5s 50/55/60/65

Passive: Deals 1–2.5% of the target’s max Health as bonus magic damage to enemies enlarged by Threads.

Hold (Active): Gathers memories, slowing herself by 20%. If she continues charging after reaching full charge, the slow increases to 30% and she teleports backward for a short distance after firing.

Release (Active): Unleashes the memories she gathered, charging and firing a magic bolt in the target direction. The magic bolt stops when it hits an enemy champion, dealing 55 magic damage (55/110/165/220 + 60% abilitypower) to them and enemies nearby.

While charging:
- Norra can choose a direction to fire the bolt in.
- The bolt’s range increases with charge duration.
- The bolt’s damage increases with charge duration, up to a 140% bonus (deals max 84 damage).
- When fully charged, Norra activates all nearby Trinkets to fire at the first champion hit by the bolt.

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

(W) JOURNEY TO NOWHERE

JOURNEY TO NOWHERE

23/22/21/20s 75/80/85/90

Creates a circular magic portal in a target location, dealing 65 magic damage (65/105/145/185 + 40% abilitypower) to all enemies within and sending them to another dimension for 2.25 second(s).

Enemies in the other dimension:
- Cannot attack or use abilities, but can move.
- Are slowed by 80%.

Enemies are returned to their original location after 1.5 second(s).

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

(E) THREAD OF HOMECOMING

THREAD OF HOMECOMING

12/10.5/9/7.5s 65

Passive: When a Trinket damages its target, it applies a Thread.

Active: Conjures a portal on each end of a horizontal target area. After a delay, the portals fire interweaving Threads, dealing 70 magic damage (70/120/170/220 + 60% abilitypower) and applying Threads to all enemies caught in between.

Targets marked with Threads:
- Are slowed by 20% for 2 second(s).
- Have their hitbox size increased for 4 second(s).

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

(R) POETALPALOOZA!

POETALPALOOZA!

105/95/85s 100

Creates a large teleportation magic circle, encircling all units caught within.

Swiping from one edge of the circle to another conjures a portal at both ends, firing a magic bolt from end to end. Norra can do this up to 4 times. The magic bolt slows the first enemy champion hit by 80% for 0.5 second(s) and deals 100 magic damage (100/140/180 + 55% abilitypower) to all enemies along its path.

The fourth magic bolt deals 20% bonus magic damage.

Deals 115% damage to monsters and minions.

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

Wild Rift NORRA Skills Combo

Coming soon..

This section is currently empty, but we assure you that we are working tirelessly to fill this section!

Wild Rift NORRA Video

Watch here!

Norra, the Portal Mistress, is a whimsical yordle enchantress from Bandle City. Once the beloved custodian of the Book of Thresholds, Norra’s curiosity got the best of her when she explored its mysterious final chapter, which whisked her away to unknown lands. Lost—and without her book to guide her—Norra tinkers with her own spellbinding portalwork, searching for a way home. She longs for respite amongst the Bandle City groves, and a cup of tea shared with her faithful cat companion, Yuumi.

NORRA Change history

NERFED 9 JUL 2026 (PATCH 7.2)

(W) JOURNEY TO NOWHERE
Banish Duration: 2.25s → 1.5s.
After banishment ends, the target is slowed by 80% for 0.75s.
NERFED 28 MAY 2026 (PATCH 7.1F)

(Q) MEMORY SURGE
Base Damage: 60/120/180/240 → 55/110/165/220.

(R) POETALPALOOZA!
Damage: 100/150/200 + 60% Ability Power → 100/140/180 + 55% Ability Power.
NERFED 19 MAR 2026 (PATCH 7.0F)

(W) JOURNEY TO NOWHERE
Cooldown: 18/17/16/15s → 23/22/21/20s.
NERFED 05 MAR 2026 (PATCH 7.0D)

(W) JOURNEY TO NOWHERE
Cooldown: 18/16.5/15/13.5s → 18/17/16/15s.
Damage: 75/115/155/195 → 65/105/145/185.
 ADJUSTED 11 FEB 2026 (PATCH 7.0C)

(PASSIVE) BELOVED TRINKETS
Cooldown reduction on hitting a champion: 1.5s → 20% of the maximum cooldown.

(Q) MEMORY SURGE
Slow when starting to charge: 25% → 20%.
Maximum slow while charging: 55% → 30%.
Cooldown: 8/7/6/5s → 7.5/6.5/5.5/4.5s.
Base damage: 60/110/160/210 → 60/120/180/240.

(W) JOURNEY TO NOWHERE
Optimized the duration calculation of the thread size increase effect during the ability, now when the target is in the other dimension, the size increase effect will pause its timer.

(E) THREAD OF HOMECOMING
[New] Deals 115% damage to monsters and minions.
See More

Comments (0)

  • archangels-staff seraphs-embrace ardent-censer cosmic-drive awakened-soulstealer harmonic-echo infinity-orb liandrys-torment
    lich-bane ludens-echo morellonomicon nashors-tooth rod-of-ages rylais-crystal-scepter crystalline-reflector rabadons-deathcap
    staff-of-flowing-water imperial-mandate riftmaker horizon-focus runaans-hurricane crown-of-the-shattered-queen oceanids-trident psychic-projector
    black-cleaver blade-of-the-ruined-king bloodthirster deaths-dance duskblade-of-draktharr infinity-edge manamune maw-of-malmortius
    mortal-reminder muramana phantom-dancer runaans-hurricane trinity-force serpents-fang divine-sunderer youmuus-ghostblade
    essence-reaver navori-quickblades seryldas-grudge solari-chargeblade stormrazor wits-end edge-of-night guardian-angel
    chempunk-chainsword immortal-shieldbow magnetic-blaster the-collector spear-of-shojin titanic-hydra terminus sundered-sky
    eclipse
    force-of-nature frozen-heart winters-approach fimbulwinter guardian-angel iceborn-gauntlet protectors-vow randuins-omen
    abyssal-mask spirit-visage steraks-gage sunfire-cape thornmail warmogs-armor zekes-convergence dead-mans-plate
    ixtali-seedjar dawnshroud amaranths-twinguard mantle-of-the-twelfth-hour searing-crown heartsteel
    boots-of-mana gluttonous-greaves ionian-boots-of-lucidity mercurys-treads ninja-tabi boots-of-dynamism berserkers-greaves quicksilver-enchant
    teleport-enchant gargoyle-enchant glorious-enchant locket-enchant protobelt-enchant magnetron-enchants repulser-enchants veil-enchants
    meteor-enchant revitalizing-grail redeeming-enchant stasis-enchant ravenous-hydra
    black-mist-scythe bulwark-of-the-mountain talisman-of-ascension
2+2+1=