PHYSICAL DAMAGE ITEMS

Bloodthirster
Gain shields, Armor and Magic Resist at low Health +45 Attack Damage
+25% Critical Rate
+15% Attack Speed
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 220-530 damage (
), 20 Armor and 20 Magic Resist for 5s. (90s Cooldown)
Bloody: +8% Physical Vamp, Attacks that Critically Strike gain an additional 4% Physical Vamp.
3000
Bloodthirster TIPS: This item is a core pick for auto‑attackers who value both damage and durability. It greatly boosts your attack power, critical chance, and attack speed, turning every hit into self‑heal, and at low health provides a powerful shield with extra defensive bonuses. — Perfect for marksmen and auto‑attack fighters who need to dish out damage and survive clutch moments.

Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.

Magnetic Blaster
Increases attack range and damage +25% Critical Rate
+35% Attack Speed
Fervor: +5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 50-120 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 20-50% bonus damage against minions.) 2900
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.

Blade of the Ruined King
Attacks deal bonus damage +25 Attack Damage
+35% Attack Speed
Thirst:+10% Physical Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7% of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a great source of sustain with its lifesteal, but it is mostly picked for its ability to cut through tanks or champions who heavily stack health, like Dr. Mundo. "Ruined Strikes" deals bonus physical damage based on the enemy's current health, which helps break through high health pools. The "Drain" effect reduces the enemy's movement speed, deals bonus magic damage, and steals part of their speed, making it useful for maneuvering in fights and reducing the mobility of enemies.

Yordle Runaan's Hurricane
Ranged Attacks hit 3 targets +35% Attack Speed
Wind’s Favor: Gain 15 Attack Damage or 30 Ability Power
(Adaptive).
Wind's Fury: Attacks strike 2 additional nearby enemies, each dealing 55%. These strikes can Critically Strike and trigger on-hit effects.
Wind Blade: Attacks deal 15 bonus physical damage on-hit against targets.
Razorwind: Every 2 attacks, your next attack fires 1 additional bolts at targets, each dealing 10% as physical damage and applying on-hit effects.
This item cannot only be used by melee champions. 3000
Yordle Runaan's Hurricane TIPS: This item empowers your attacks to hit multiple targets at once while augmenting each strike with bonus magic or physical damage. As you stack its passive, your auto‑attacks unleash extra bolts that spread your on‑hit effects to nearby foes. — Perfect for marksmen and auto‑attack bruisers who need sustained multi‑target damage and want to fully leverage their on‑hit abilities.

Youmuu's Ghostblade
Increases Movement Speed +55 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed and 3-6 at 100 stacks. (
) Attacks removes all Momentum, but
Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 3200
Youmuu's Ghostblade TIPS: This item is perfect for assassins and champions who need to get in and out of fights quickly. It provides bonuses to attack damage and ability haste, along with armor penetration, helping you deal more damage to enemies. The Momentum effect increases your movement speed and armor penetration as you move, giving you an advantage in mobility during fights. When Momentum is fully stacked, attacks grant bonus attack speed, making the item a great choice for champions who need to quickly deal damage and escape from fights.

Yordle Duskblade of Draktharr
Attacks deal bonus damage +50 Attack Damage
+10 Ability Haste
Razor: +18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown duration.
Nightfall: Become invisible for 1s upon getting a kill. While invisible, gain 60% Movement Speed. (5s cooldown) 3000
Yordle Duskblade of Draktharr TIPS: This item is best purchased on AD assassins who can attack quickly and decisively after being spotted. The large lethality boost this item provides makes it especially effective against squishy targets like mages or marksmen. The Nightstalker effect allows you to deal significant bonus damage with the first attack on a champion, slowing them briefly, giving you time to follow up with additional attacks. This item excels against targets with low defense, but if the enemy is building more tanky or brawler-oriented champions, you may want to consider a different core item.

Infinity Edge
Increases Critical Strike Damage +60 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%.
Limit Break: When your totalgain from items exceeds 100%, every 1% excess
grants 0.6 bonus Critical Damage.
3400
Infinity Edge TIPS: This item greatly amplifies your auto‑attack power by boosting the base damage of critical strikes and granting extra critical damage when your total crit chance from items is capped. — Perfect for marksmen and auto‑attack fighters looking to maximize their crit damage and squeeze even more value out of high crit chance builds.

Mortal Reminder
Armor Penetration (%) and reduced enemy healing +25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper: +30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.

Black Cleaver
Physical Damage reduces Armor +400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values. 3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.

Manamune
Converts Mana to Attack Damage +25 Attack Damage
+300 Max Mana
+20 Ability Haste
Awe: Grants Attack Damage equal to 1.5% of max Mana and refunds 15%
of all Mana spent.
Mana Charge: Increases max Mana by 15 every attack or when Mana is spent. Caps at 700, bonus Mana, transforming Manamune into Muramana. Triggers up to 3 times every 12 seconds. You may only carry one Tear of the Goddess item at a time. 2700
Manamune TIPS: This item is perfect for AD champions who rely on mana and abilities to deal damage. It provides bonuses to attack damage, maximum mana, and ability haste, allowing you to use your abilities effectively. The "Mana Charge" effect increases your mana with each attack or mana usage, which significantly boosts your damage once the item is completed. After reaching the maximum bonus mana, the item transforms into Muramana, greatly enhancing your attacks. It’s an excellent choice for champions who use mana to activate their abilities, such as Ezreal or Twitch.

Muramana
Converts Mana to Attack Damage +25 Attack Damage
+1000 Max Mana
+20 Ability Haste
Awe: Grants Attack Damage equal to 2% of max Mana and refunds 15%
of all Mana spent.
Shock: When you hit an enemy champion with auto attack, it drains 2.5% of current Mana and deals bonus physical damage equal to the amount consumed. When dealing ability damage to enemy champion drains 4% of current mana and deals an additional physical damage equal to the amount consumed + 6%. This effect only triggers when remaining mana is above 20%. A single attack or ability will only trigger this effect once on the same champion.
2700
Muramana TIPS: This item is perfect for AD champions who rely on mana to activate their abilities and auto-attacks. It provides bonuses to attack damage, maximum mana, and ability haste, significantly enhancing your attacks and abilities. The "Shock" effect allows you to deal bonus physical damage by consuming mana with each auto-attack or ability. This is especially useful for champions like Ezreal, who actively use mana to deal damage. The effect doesn't trigger if your mana is below 20%, so it's important to manage your resources carefully. Overall, this item provides a huge power spike once completed and is ideal for champions who rely on mana and physical attacks.

Trinity Force
Well-Rounded +250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3333
Trinity Force TIPS: This item is perfect for champions who frequently use both abilities and auto-attacks in combat. It provides bonuses to health, attack damage, attack speed, and ability haste, making it a versatile choice for fighters who are in the thick of the action. The "Spellblade" effect allows you to deal bonus physical damage after using an ability, enhancing your auto-attacks. The "Valor" effect grants bonus movement speed after attacks, making you more mobile in fights. This item is especially useful for champions who frequently use their abilities but also rely on auto-attacks to deal damage.

Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.

Yordle Death's Dance
Delays damage taken +35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 4 seconds as true damage instead. 3000
Yordle Death's Dance TIPS: This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.

Phantom Dancer
Movement speed and attack speed +20 Attack Damage
+25% Critical Rate
+40% Attack Speed
Shadowwalk: +5% Movement Speed.
Spectral Waltz: Gain 25% Attack Speed and +7% Movement Speedfor 3s when your attack hits a champion. Attacks that Critically Strike while the bonuses are active extend their duration by 1s. Bonuses do not stack. (20s cooldown, reduced by 1s per attack).
2800
Phantom Dancer TIPS: This item provides great attack and movement speed, enabling you to kite enemies effectively. Hitting a champion grants a burst of attack and movement speed, and critical strikes while the buff is active extend its duration, helping you stay in fights longer and dodge threats. — Perfect for marksmen and auto‑attack bruisers who need mobility and speed to dominate duels.

Nashor's Tooth
Attacks deal bonus damage +45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 30 Attack Damage or 60 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus+ 30% bonus
) on hit.
3000
Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility. With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.

Wit's End
Basic Attack deals Bonus Damage +45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 10-55 bonus magic damage. While below 50%Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2800
Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.

Essence Reaver
Attacks grant Mana Regen, and damage amplification +35 Attack Damage
+25% Critical Rate
+20 Ability Haste
Spellblade: Casting an ability generates a Spellblade charge (max 3 charges) that lasts up to 10 second(s). Hitting an enemy with an attack consumes a charge, dealing 90 bonusas physical damage and granting 40 Movement Speed for 2 second(s). This bonus damage can Critically Strike. Each ability generates only one charge per 2 second(s).
Mana Siphon: Attacks restore 3% missingMana on-hit.
3000
Essence Reaver TIPS: This item is perfect for hybrid auto‑attack champions who need mana sustain and enhanced damage after casting abilities. It boosts ability haste, and after using a skill, your next basic attack hits harder and grants a burst of movement speed. Additionally, auto‑attacks restore a portion of your missing mana, keeping you in fights longer. — A great pick for marksmen and fighters who weave spells into their auto‑attack rotations for maximum DPS and mana sustainability.

Yordle Serylda’s Grudge
Armor Penetration (%) and apply slows +40 Attack Damage
+15 Ability Haste
Last Whisper: Gain +33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (25 + 5-75 () + 70% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Yordle Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.

Navori Quickblades
Abilities grant damage amplification and cooldown reduction +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
Deft Strikes: Critical Attacks reduce your non-ultimate ability cooldowns by 15% of their remaining cooldown.
Impermanence: Your abilities deal up to 12% increased damage based on.
3000
Navori Quickblades TIPS: This item is perfect for auto‑attackers who aim to amplify their ability damage and reduce cooldowns. Critical strikes accelerate your non‑ultimate abilities, while your skills hit harder based on your crit chance. — A top pick for marksmen and assassins who weave auto‑attacks with spells to swiftly eliminate targets and maintain combat momentum.

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) 3150
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.

Divine Sunderer
Anti-Health attacks +425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item. 3400
Divine Sunderer TIPS: This item is perfect for champions who actively use their abilities and auto-attacks to deal damage, such as fighters. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve survivability and increase damage. The "Spellblade" effect allows you to deal bonus physical damage based on the target’s maximum health after using an ability, and also heal when attacking enemy champions. This item helps you deal damage and sustain in fights, making it especially useful for extended engagements.

Serpent's Fang
Anti-Shielding +50 Attack Damage
+10 Ability Haste
Stab: +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.

Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.

The Collector
Execute low health champions +45 Attack Damage
+25% Critical Rate
Killer: +10 Armor Penetration.
Death and Taxes: Dealing damage that would leave an enemy champion below (4% + 2% Critical Rate) of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector. 2900
The Collector TIPS: This item turns your auto‑attacks into a finisher: it boosts your penetration for shredding armor and automatically executes low‑health enemies, rewarding you with extra gold. — Perfect for marksmen and assassins who need reliable executes on vulnerable targets while snowballing their gold income.

Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Spear of Shojin
Casting Ultimates increases Ability Haste of basic abilities +300 Max Health
+45 Attack Damage
+20 Ability Haste
Rising Dragon: +5% Move Speed.
Dragon Awakening: Increases Ability Haste of basic abilities by 25% for 10 second(s) after casting an Ultimate, and grants 25% bonus Movement Speed that decays over 3 second(s). Scoring a takedown within 10 second(s) refreshes the ability's duration. (20s Cooldown) 3200
Spear of Shojin TIPS: This item is perfect for bruisers who rely on both their abilities and auto-attacks, especially champions who focus on split-pushing. It provides bonuses to maximum health, attack damage, and ability haste, helping you deal damage and use your abilities more frequently. The "Dragon Awakening" effect increases ability haste for basic abilities and grants bonus movement speed after casting an ultimate, allowing you to fight more effectively and maneuver better. This item is especially useful for fighters who can benefit from reduced ability cooldowns and sustain in extended duels.

Titanic Hydra
Attacks deal bonus damage in a area +450 Max Health
Colossus: Gain AD equal to 15 + 2.5% bonus
.
Cleave: Every 1.75 second(s), your next attack deals bonus physical damage equal to 25 + 3% bonus (also applies to turrets), creating a shockwave that deals physical damage equal to 80 + 10% bonus
to enemies behind the target. Ranged champions deal 75% of the damage.
3000
Titanic Hydra TIPS: This item is perfect for champions who are involved in frequent skirmishes and rely on physical damage and survivability. It provides bonuses to maximum health and attack damage, increasing your damage based on your health. The "Cleave" effect allows you to deal bonus physical damage with each attack, creating a shockwave that deals damage to enemies behind the target, making it effective for both dueling and turret damage. This item is especially useful for champions who engage in frequent skirmishes and can take advantage of the bonus damage to hit multiple targets.

Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist +35 Attack Damage
+30% Attack Speed
Shadow: Attacks deal 35 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist for 5 seconds on hit. Dark attacks grant
11% Armor Penetration and
11% Magic Penetration for 5 seconds on hit. Each on-hit effect stacks up to 3 times. The upper limit of armor and magic penetration rates is 40% when equipped with Terminus.
3400
Terminus TIPS: This item is perfect for champions who rely heavily on auto-attacks and can benefit from mixed penetration effects and stacking resistances. It provides bonuses to attack damage and attack speed, and adds bonus magic damage to your auto-attacks. The "Juxtaposition" effect alternates between Light and Dark on-hits, granting you bonuses to resistances or penetration depending on which effect is triggered. Light attacks grant armor and magic resist, while Dark attacks grant armor and magic penetration. This item is especially useful for champions who auto-attack frequently and can take advantage of the stacking resistances and penetration effects.

Sundered Sky
Periodically empowers attacks +300 Max Health
+40 Attack Damage
+15 Ability Haste
Lightshield Strike: The first attack against an enemy champion deals Critically Strikes (6s cooldown per target), dealing 160% damage and restores Health (equal to 125% base Attack Damage + 5% of missing Health
to you.
3000
Sundered Sky TIPS: This item is perfect for AD bruisers who deal physical damage and need sustain during fights. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve both survivability and damage output. The "Lightshield Strike" effect causes your first attack against an enemy champion to critically strike, dealing 160% damage and restoring health based on your base attack damage and a percentage of your missing health. This makes the item a great choice for AD bruisers who engage in fights and require both extra damage and sustain.

Eclipse
Gain a shield and deal bonus damage +65 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 7% of the target's max Health(3.5% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage
(70 + 18% bonus Attack Damage
for ranged champions) for 2s. (6s Cooldawn)
3000
Eclipse TIPS: This item is perfect for assassins who want to burst down enemies quickly. It provides bonuses to attack damage and ability haste, allowing you to deal more damage and use your abilities more frequently. The "Ever Rising Moon" effect activates when hitting an enemy champion with two separate attacks or abilities within 1.8 seconds, dealing bonus physical damage based on the target's max health and granting you a shield that absorbs damage. This makes the item a great choice for assassins who want to quickly eliminate targets and gain extra survivability.

Soul Transfer
Summon a clone that attacks alongside you +25 Attack Damage
+25% Critical Rate
+30% Attack Speed
Shadow Dance: When your attack Critically Strikes an enemy champion or a large monster, summon a clone that lasts 4 second(s) to attack nearby enemies. The clone inherits 25% of your Attack Damage and additionally gains 30% of your Critical Rate as Attack Speed. Up to two clones can exist at one time.
If a clone moves more than 600 units away from you, it will disappear early. 3200
Soul Transfer TIPS: This item is perfect for champions relying on critical strikes and auto-attacks, especially in extended teamfights. It grants bonus attack damage, critical strike chance, and attack speed. On a critical strike against a champion or large monster, you summon a clone that attacks nearby enemies— the clone inherits a portion of your AD and converts extra crit chance into attack speed. Ideal for marksmen who frequently land crits and need extra multi-target damage.

Hullbreaker
Split-pushing power +400 Max Health
+45 Attack Damage
Set Sail: Gain 4% Movement Speed.
Skipper: Every 5th attack against champions and epic monsters deals bonus physical damage equal to 160% base plus 5%
(ranged champions deal 40% of the damage), increased to 240% base
plus 9%
against structures (ranged champions deal 40% of the damage).
Boarding Party: Nearby allied siege and super minions gain 20-130 Armor (25% bonus if you're a ranged champion) and 10-120 Magic Resistance
(
) (25% bonus if you're a ranged champion).
3100
Hullbreaker TIPS: This item is the cornerstone of a powerful split‑push strategy. It provides significant health and attack damage, boosting both your survivability and tower‑breaking potential. The “Set Sail” passive steadily increases your movement speed, helping you rotate between lanes and avoid ganks. Every fifth attack on champions or epic monsters triggers “Skipper”, dealing hefty bonus physical damage—and even more against structures—making it indispensable for rapid turret takedowns. Additionally, “Boarding Party” buffs nearby allied siege and super minions with extra resistances, amplifying your split‑push threat. Perfect for solo laners who want to apply pressure on the map and force enemy responses without directly joining teamfights.
Magic Damage Items

Luden's Echo
Abilities deal bonus damage +85 Ability Power
+7% Magic Penetration
+300 Max Mana
+20 Ability Haste
Discordic Echo: Moving and casting abilities builds Discord. At 100 Discord your next damaging active ability or empowered attack deals 110 (+ 10% AP) bonus magic damage to your target and up to 3 nearby enemies.
3000
Luden's Echo TIPS: This item is perfect for mages who need to increase their damage and mobility on the battlefield. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Discordic Echo" effect builds Discord while moving and casting abilities, and upon reaching 100 Discord, your next damaging active ability or empowered attack deals bonus magic damage to your target and up to three nearby enemies. This makes the item a great choice for mages who want to deal damage to multiple targets and control the battlefield effectively.

Morellonomicon
Magic damage reduces enemy healing +150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2500
Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.

Crown of the Shattered Queen
Blocks an enemy ability +60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.

Rabadon's Deathcap
Boosts Ability Power +100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.

Rylai's Crystal Scepter
Abilities apply slows +300 Max Health
+65 Ability Power
+7% Magic Penetration
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 2700
Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.

Yorlde Liandry's Torment
Abilities deal bonus damage +250 Max Health
+75 Ability Power
+7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 0.6-2% () of the target's max Health as bonus magic damage over 3 seconds.
Infernal Agony: Every 4 seconds, Torment detonates, dealing true damage equal to 40 plus 5% to the target.
3000
Yorlde Liandry's Torment TIPS: This item enhances your abilities with a damage-over-time effect that scales off the target’s health, allowing you to wear down tanky opponents over an extended skirmish. Periodically, the torment detonates for a burst of true damage to finish off weakened foes. — Perfect for mages who want to drag out engagements, shred through frontline tanks, and execute them with true damage.

Rod of Ages
Stats grow over time +250 Max Health
+60 Ability Power
+7% Magic Penetration
+300 Max Mana
Eternity: Restore Mana equal to 15% of the damage taken from champions. Restore Health equal to 20% Mana spent. Capped at 25 Health per cast.
Veteran: Each stack provides 25 Health, 10 Mana and 6 Ability Power, stacking at a rate of 1 every 35 seconds. Max of 10 stacks, providing 250 Health, 100 Mana, and 60 Ability Power. 2800
Rod of Ages TIPS: This item is perfect for mages who need survivability and strong resource regeneration. It provides bonuses to maximum health, ability power, magic penetration, and maximum mana, enhancing both damage and durability. The "Eternity" effect restores mana based on damage taken from champions and health based on mana spent, allowing you to maintain resources in battle. The "Veteran" effect provides stacking bonuses to health, mana, and ability power, making the item useful for extended fights. It’s an excellent choice for mages who need additional defensive stats and sustainability throughout the game.

Lich Bane
Attacks deal bonus damage aster ability casts +80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP
. (1.5s Cooldown) Damage is reduced vs structures.
2950
Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.

Nashor's Tooth
Attacks deal bonus damage +45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 30 Attack Damage or 60 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus+ 30% bonus
) on hit.
3000
Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility. With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.

Archangel's Staff
Converts Mana to Ability Power +35 Ability Power
+7% Magic Penetration
+500 Max Mana
+20 Ability Haste
Awe: Grants Ability Power equal to 1% max Mana and refunds 25%
of all Mana spent.
Mana Charge: Increases max Mana by 15 every time Mana is spent. Caps at 700 bonus Mana, transforming Archangel's Staff into Seraph's Embrace. Triggers up to 3 times every 12 seconds. You may only carry one Tear of the Goddess item at a time. 2950
Archangel's Staff TIPS: This item is perfect for mages who rely on a large mana pool and need a significant boost to their ability power. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste, helping you deal damage and use your abilities frequently. The "Awe" effect increases your ability power based on your maximum mana and refunds a portion of mana spent, helping you sustain in fights. The "Mana Charge" effect increases your maximum mana every time you spend mana, eventually transforming the item into Seraph's Embrace, giving you additional bonuses. This item is ideal for champions who want to scale well into the late game with a large amount of AP and mana.

Seraph's Embrace
Converts Mana to Ability Power +35 Ability Power
+7% Magic Penetration
+1200 Max Mana
+20 Ability Haste
Awe: Grants Ability Power equal to 3% max Mana and refunds 25%
of all Mana spent.
Lifeline: Damage that puts you under 35% Health consumes 15% of your current Mana to grant a shield, equal to that amount +100 for 2 seconds. (90s cooldown).
2950
Seraph's Embrace TIPS: This item is perfect for mages who need a large mana pool and survivability in team fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste, helping you deal damage and use your abilities effectively. The "Awe" effect increases your ability power based on your maximum mana and refunds a portion of mana spent, allowing you to stay in fights longer. The "Lifeline" effect activates when your health drops below 35%, granting a shield that helps you survive the initial burst damage and prolong your presence in the fight. This item is ideal for champions who want to scale well into the late game with a large amount of AP and mana, while also gaining extra survivability.

Ardent Censer
Increases allies Attack Speed +250 Max Health
+35 Ability Power
+20 Ability Haste
+8% Heal and Shield Strength
Ardent: +5% Move Speed.
Censer: When you heal or shield, an allied champion other than yourself, they gain 15-40% Attack Speed and their attacks deal 16-30 bonus magic damage. for 6 seconds. This damage can Critically Strike. 2800
Ardent Censer TIPS: This item enhances your heals and shields, granting shielded allies increased attack speed and bonus magic damage on their attacks for a short duration. Perfect for enchanter supports who want to protect and empower their carries when it matters most.

Yordle Harmonic Echo
Abilities grant healing effects +100 Max Health
+40 Ability Power
+300 Max Mana
+10 Ability Haste
+8% Heal and Shield Strength
Harmonic Echo: Moving and casting abilities builds Harmony. At 100 Harmony your next healing or shielding ability on an ally restores Health equal to 100 + 10% AP to them. If the target has less than 30% Health, heal effectiveness is increased to 150% of the original.
Dancing Notes: After Harmonic Echo is applied to the main target, it bounces to a nearby allied champion, healing them for 50% of Harmonic Echo's effect. Harmonic Echo also revitalizes the main target, restoring 2% of their max Health per second over 3 seconds. 2600
Yordle Harmonic Echo TIPS: This item is designed for supports who want to maximize their healing impact. Moving and casting spells builds up energy, and your next shield or heal delivers a powerful burst of health to your primary ally—amplified if they’re low on HP. The effect then bounces to another nearby ally, while the initial target receives additional healing over time. — Perfect for enchanter supports aiming for strong multi‑target heals and sustained team survivability.

Soulstealer
Takedown increase Movement speed an reduce cooldowns +150 Max Health
+65 Ability Power
+7% Magic Penetration
+20 Ability Haste
Soul Hunt: +15% Magic Penetration.
Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks. 3000
Soulstealer TIPS: This item is perfect for champions who frequently secure kills or assists and want to increase their mobility and ability uptime. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Wandering Soul" effect reduces your ability cooldowns by 25% after taking down an enemy champion, and you steal 10% of their base movement speed and 50% of their ability haste until they respawn. The stolen ability haste stacks, making it especially useful for champions who are often involved in kills and want to improve their stats by taking down enemies.

Yordle Infinity Orb
Abilities deal bonus damage +80 Ability Power
+7% Magic Penetration
Destiny: +5% Move Speed.
Balanced: +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-85 () plus 20%
to nearby enemies.
2900
Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.

Crystalline Reflector
Reduce physical damage and deals magic damage back +200 Max Health
+45 Armor
+60 Ability Power
+7% Magic Penetration
Mirroed Force: Each ability cast grants a mirror shard that lasts 3 second(s). The shard blocks 8-25 incoming physical damage from enemy champions and deals magic damage equal to 10 + 3% AP
+ 1% bonus Health
to them. Shard durations do not stack.
3000
Crystalline Reflector TIPS: This item is perfect for mage assassins who need to enhance their survivability against champions dealing physical damage. It provides bonuses to maximum health, armor, ability power, and magic penetration, making it valuable for both defense and damage. The "Mirrored Force" effect creates a mirror shard with each ability cast, blocking incoming physical damage from enemy champions and reflecting it as magic damage back to the attacker. This item is ideal for champions facing physical attackers and wanting to increase their survivability while dealing damage in return.

Staff of Flowing Water
Enhance allies Ability Power and Ability Haste +100 Max Health
+45 Ability Power
+350 Max Mana
+10 Ability Haste
+8% Heal and Shield Strength
Rapids: Healing or shielding an ally grants you both +10 Ability Haste and 20-40
(based on target's level) Ability Power for 6 seconds.
2500
Staff of Flowing Water TIPS: This item is perfect for champions who rely on healing or shielding abilities to support their team. It provides bonuses to maximum health, ability power, maximum mana, ability haste, and amplifies healing and shielding effects. The "Rapids" effect activates when you heal or shield an ally, granting both you and your ally bonuses to ability haste and ability power for 6 seconds. This item is especially useful for champions who actively support their team, such as Soraka, Nami, or Lulu.

Oceanid's Trident
Anti-Shielding +200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.

Imperial Mandate
Crowd control grants additional ally damage +200 Max Health
+40 Ability Power
+20 Ability Haste
Coordinated Fire: Abilities that Slow or Immobilize a champion deal 47-75 bonus magic damage and marks them for 4 seconds (6 seconds cooldown per enemy champion). Allied champion damage detonates the mark, dealing an additional 94-150 magic damage (based on ally level) and granting you both 20% Move Speed, for 2 seconds. 2500
Imperial Mandate TIPS: This item is perfect for support champions who have abilities that slow or immobilize enemies, allowing you to activate effects for your team. It provides bonuses to maximum health, ability power, and ability haste, helping you deal damage while also enhancing teamwork with your allies. The "Coordinated Fire" effect activates when you slow or immobilize an enemy, dealing bonus magic damage and marking them for 4 seconds. When an allied champion damages the marked target, it detonates the mark, dealing additional magic damage and granting both you and your ally 20% bonus movement speed for 2 seconds. This item is especially useful for champions with crowd control abilities.

Cosmic Drive
Dealing ability damage grants movement speed +75 Ability Power
+7% Magic Penetration
+30 Ability Haste
Hyperdrive: +5% Move Speed.
Spellweaving: Active abilities and empowered attacks grant 30 +70% Ability Haste as Movement Speed after dealing damage to an enemy champion. This Movement Speed decays over 2 seconds.
Each source has an individual 1s cooldown for triggering Spellweaving.
Only Haste from items contributes to Spellweaving's movement speed. 2800
Cosmic Drive TIPS: This item is perfect for champions who rely on AP and movement speed to improve mobility and positioning in fights. It provides bonuses to ability power, magic penetration, and ability haste, helping you deal damage and use abilities more frequently. The "Spellweaving" effect grants bonus movement speed after using active abilities or empowered attacks, helping you dodge enemy abilities and position better in fights. This item is especially useful for champions who face enemies with low mobility or those vulnerable to crowd control.

Riftmaker
Ramping Damage +150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage. 3300
Riftmaker TIPS: This item is perfect for mages and champions who need to increase damage over time while fighting. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Void Corruption" effect allows you to gain stacks of Corruption every second while in combat with champions, increasing your damage with each stack. At maximum stacks, the additional damage becomes true damage, making this item very powerful in prolonged fights. This item is especially useful for champions who can sustain in long battles, dealing damage while healing.

Horizon Focus
Deals bonus damage to marked targets +90 Ability Power
+7% Magic Penetration
+20 Ability Haste
Hypershot: Damaging an enemy champion with an ability from 600 units away reveals them for 8 seconds and increases damage dealt to them by 12%.
Focus: When Hypershot is triggered, it reveals all enemy champions within 1,200 units of the target for 3s. (12s Cooldown) 3100
Horizon Focus TIPS: This item is perfect for mages who rely on long-range damage and want to increase their damage to enemies from a distance. It provides bonuses to ability power, magic penetration, and ability haste, helping you deal more damage and use your abilities more quickly. The "Hypershot" effect increases damage to enemies you damage from over 600 units away, while also revealing them for 8 seconds, giving you an advantage in combat. This item allows you to deal more damage from longer ranges or against immobilized enemies. It is especially effective against champions who rely on their mobility, such as Akali, Yasuo, and Zed, as well as those who poke from a distance, like Lux and Ziggs, as it helps you control their movements and increase your damage output.

Yordle Runaan's Hurricane
Ranged Attacks hit 3 targets +35% Attack Speed
Wind’s Favor: Gain 15 Attack Damage or 30 Ability Power
(Adaptive).
Wind's Fury: Attacks strike 2 additional nearby enemies, each dealing 55%. These strikes can Critically Strike and trigger on-hit effects.
Wind Blade: Attacks deal 15 bonus physical damage on-hit against targets.
Razorwind: Every 2 attacks, your next attack fires 1 additional bolts at targets, each dealing 10% as physical damage and applying on-hit effects.
This item cannot only be used by melee champions. 3000
Yordle Runaan's Hurricane TIPS: This item empowers your attacks to hit multiple targets at once while augmenting each strike with bonus magic or physical damage. As you stack its passive, your auto‑attacks unleash extra bolts that spread your on‑hit effects to nearby foes. — Perfect for marksmen and auto‑attack bruisers who need sustained multi‑target damage and want to fully leverage their on‑hit abilities.

Psychic Projector
Converts bonus Health into Ability Power +300 Max Health
+60 Ability Power
+7% Magic Penetration
+15 Ability Haste
Conversion: Gain Ability Power equal to 4% of bonus Health. Up to 60 Ability Power can be gained this way.
Projection: When taking champion damage, gain a non-tacking shield that absorbs damage equal to 30 + 10% AP+ 5% bonus HP
for 3 seconds (for ranged champions, the shield absorbs damage equal 60% of this value).
Triggered every 3 seconds. 3100
Psychic Projector TIPS: This item is perfect for champions who want to increase the damage of their abilities based on health while also gaining useful defensive characteristics to enhance survivability. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Conversion" effect grants ability power equal to 4% of bonus health, allowing you to deal more damage than with standard builds. The "Projection" effect generates a shield that absorbs damage based on your health and ability power, and it activates every time you take damage from an enemy champion. This item is especially useful for melee champions who can make effective use of the increased survivability and enhanced damage.

Bandle Fantasy
Additional Magic Damage +85 Ability Power
+7% Magic Penetration
+300 Max Mana
+20 Ability Haste
Flameblossom: Damaging an enemy champion with an active ability spawns a trap at their feet. After a brief delay, the trap deals magic damage equal to 105 plus 15% AP to enemies in it (8 second(s) cooldown per target). If a target is hit by more than one trap set by the same champion within a short duration, traps after the first deal only 20% damage.
3000
Bandle Fantasy TIPS: This item is perfect for mages who want to use their abilities to control the battlefield and deal damage through magical traps. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste, helping to increase damage and ability uptime. The "Flameblossom" effect creates traps when dealing damage to enemy champions with an active ability. After a brief delay, the trap explodes, dealing magic damage to enemies within its area. However, if a target is hit by more than one trap set by the same champion within a short duration, traps after the first will deal only 20% of their damage. This item is especially useful for champions who can hit multiple enemies and use traps for damage and crowd control.

Malignance
An item made for Ultimate-centric playstyles +80 Ability Power
+7% Magic Penetration
+400 Max Mana
+20 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.
3000
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.
Defense Items

Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.

Yordle Sunfire Aegis
Burns nearby emenies +500 Max Health
+15 Ability Haste
Immolate: While in combat, deal magic damage equal to 16-25 plus 0.8% bonus HP per second to nearby enemies. Damaging champions or epic monsters with Immolate increases its damage by 11% for 5s, stacking up to 4 times.
Flametouch: At max Immolate stacks, attacks burn enemies around you for 50% of Immolate's damage over 3 seconds.
Flametouch: At max Immolate stacks leave behind a burning trail that deals magic damage equal to 7-10 plus 0.3% bonus HP per second for up to 5 seconds. Immolate and Firepath deal 130% damage against monsters and 175-250% damage (
) against minions.
2900
Yordle Sunfire Aegis TIPS: This item provides a massive health boost and ability haste, turning you into a relentless inferno. While in combat, you emit burning flames that deal continuous magic damage to nearby enemies and intensify when you strike champions or epic monsters. At peak heat, your basic attacks leave a fiery trail, extending the burn for those dare to chase you. Perfect for tanks and bruisers who want to be both a living wall and a source of sustained AOE damage.

Spirit Visage
Increases healing and shielding received +350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%. 2800
Spirit Visage TIPS: This item greatly boosts your health, regeneration, magic resistance, and ability haste. Its “Blessed” passive amplifies all healing, regen, drain effects, and shields on you by 30%, allowing you to recover more quickly in fights. It’s an excellent choice against champions who deal sustained magic damage, like Vladimir and Swain, as well as burst mages like Syndra or Veigar, helping you survive initial bursts and heal up rapidly.

Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.

Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.

Warmog's Armor
Out of combat Heath Regen +700 Max Health
+200% Health Regen
+10 Ability Haste
Warmog's Heart: If you have at least 950 bonus Health, restore 4.5% Health per second if you haven't taken damage within the last 6 seconds. 2850
Warmog's Armor TIPS: This item grants a massive boost to health and greatly enhances out-of-combat regeneration, restoring 4.5% of your maximum health per second if you haven’t taken damage for 6 seconds. It also provides ability haste, allowing you to use your skills more often. This makes it an excellent late-game choice when you need high survivability and sustained healing, especially against teams and champions that deal damage over time, like Singed or Swain. It pairs exceptionally well with Spirit Visage: the healing amplification and increased regeneration from Spirit Visage stack with Warmog’s out-of-combat life regen, giving you an enormous health pool and unmatched sustain both in fights and while recovering between engagements.

Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.

Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second. 2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.

Zeke's Convergence
Boosts allies Attack Damage +40 Armor
+350 Max Health
+150 Max Mana
+15 Ability Haste
Harbinger: Casting your ultimate surrounds you with a blizzard and ignites a nearby ally's attacks for 10 seconds. Your blizzard deals a maximum of 480–900 damage, slows enemies by 25% and leaves a trail behind you. Allied champions on the trail gain 55 bonus Movement Speed for 1 second. (30s Cooldown) 2700
Zeke's Convergence TIPS: This item is perfect for tanky support champions who initiate fights and provide frontline crowd control. It grants armor, health, mana, and ability haste. When you cast your ultimate, an icy blizzard surrounds you, dealing damage and slowing enemies, while leaving a trail that grants bonus movement speed to allies. During the effect, the attacks of a nearby marked ally deal additional magic damage, giving your team a powerful advantage in teamfights.

Yordle Death's Dance
Delays damage taken +35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 4 seconds as true damage instead. 3000
Yordle Death's Dance TIPS: This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.

Protector's Vow
Protects allies +400 Max Health
+40 Armor
+10 Ability Haste
+5% Heal and Shield Strength
Protector: Raise your Guard when next to an allied champion. If you or your ally take damage from a champion, monster, or turret, both of you receive a 125 (125 + 30% bonus health) shield for 1.5 seconds. (20s Cooldown).
2700
Protector's Vow TIPS: This item is perfect for tanky support champions who stand beside their allies and protect them in fights. It grants a large boost to health, armor, ability haste, and enhances healing and shield strength. The “Protector” passive activates when you are near an ally: if either of you takes damage, both receive a shield based on your bonus health, helping you survive critical moments and continue safeguarding your team.

Winter's Approach
Converts Mana to Health +350 Max Health
+500 Max Mana
+15 Ability Haste
Awe: Grants bonus health equal to 8% of max Mana and refunds 15% of all Mana spent.
Mana Charge: Increases max Mana by 12 every attack, when Mana is spent or when taking damage from champions, epic monsters, or towers. Caps at 700 bonus Mana, transforming Winter's Approach into Fimbulwinter. Triggers up to 3 times every 12 seconds. You may only carry one Tear of the Goddess item at a time. 2600
Winter's Approach TIPS: This item is perfect for defensive champions, especially tanks who rely on frequent ability casts and auto-attacks. It provides bonuses to health, maximum mana, and ability haste, while also refunding a portion of mana spent, helping you stay in fights longer. The "Mana Charge" effect increases your maximum mana on each basic attack, mana expenditure, or when taking damage from champions, epic monsters, or turrets, allowing you to build a massive mana pool and eventually transform the item into a more powerful version. Combined with its health and defensive stats, this grants immense survivability and the ability to cast spells more often—ideal for spell-weaving tanks who can build huge shields and effectively control engagements.

Fimbulwinter
Converts Mana to Health +350 Max Health
+1200 Max Mana
+15 Ability Haste
Awe: Grants bonus health equal to 10% of max Mana and refunds 15% of all Mana spent.
Frozen Colossus: Immobilizing or slowing an enemy champion consumes 3% current mana and grants a shield for 3 seconds, absorbing 90-180 +4.5% current Mana, increased by 80% if there is more than 1 enemy champion nearby.
Only triggers when above 20% max Mana. (8s cooldown).
Shield is 50% effective for ranged champions. 2600
Fimbulwinter TIPS: This item provides massive mana, health, and ability haste, and its “Frozen Colossus” passive consumes mana when you slow or immobilize an enemy to grant a strong shield that scales with your mana pool and increases near multiple enemies. Perfect for spell-weaving tanks needing extra protection from their mana reserves.

Force of Nature
Stacking Magic Resist and Move Speed +350 Max Health
+55 Magic Resistance
Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%. 2750
Force of Nature TIPS: 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.

Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Dawnshroud
Immobilize effects damage and reveal around you +250 Max Health
+50 Armor
+30 Magic Resistance
Dawnbringer: If you are within 400 units of an enemy champion, and you immobilize a champion or are immobilized, reveal all nearby enemy champions for 3 seconds and deal 80 + 5% bonus as magic damage. (3s Cooldown)
2700
Dawnshroud TIPS: This item is perfect for tanky support champions and initiators who often find themselves in the thick of fights. It provides a substantial boost to health, armor, and magic resistance, enhancing your durability. The “Dawnbringer” passive triggers when you immobilize an enemy or are immobilized near foes, revealing all nearby enemies and dealing magic damage based on your bonus health. This helps you safely engage fights, control enemies, and deal extra damage upon initiating.

Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.

Mantle of the Twelfth Hour
Recover health when you are low on health +200 Max Health
+40 Armor
+40 Magic Resistance
Lifeline: Damage that puts you under 35%, grants bonus max Health equal to 180 + 45% bonus health
for 3 seconds, and provides 50% Slow Resistance and 30 Movement Speed for 3 seconds. (90 second cooldown)
2900
Mantle of the Twelfth Hour TIPS: This item is perfect for champions who find themselves on the brink of death and need an instant survivability boost. When you take damage that drops you below 35% health, you gain bonus maximum health, significant movement speed, and high slow resistance for a short duration. This gives you the chance to escape danger or stay in the fight. The item is especially effective for tanks and bruisers who need to endure critical moments while retaining mobility at low health.

Searing Crown
Attacks and damaging abilities burn enemies +300 Max Health
+50 Armor
Fiery Touch: After dealing damage with an attack or ability, burn target for 3 seconds, dealing 1.4% of the target’s maximum health as magic damage per second (damage reduced to 0.8% for ranged users).
Deals 150% damage to minions and monsters.
Maximum 125 damage to monsters. 2700
Searing Crown TIPS: This item is perfect for champions who want to combine high survivability with bonus health-percentage damage. It provides a substantial boost to health and armor, and its “Fiery Touch” passive burns targets on hit with attacks or abilities, dealing magic damage equal to a percentage of their maximum health. This makes it effective against tanks and high-health champions, while also speeding up waveclear and jungle clear. Ideal for tanks and bruisers who want to leave a mark in fights while staying durable.

Heartsteel
Increase Maximum Health +700 Max Health
+150% Health Regen
+20 Ability Haste
Colossal Consumption: While within 700 units of an enemy champion, charges for 2.5 seconds before dealing a huge strike against the enemy champion. This charged attack deals bonus physical damage equal to 140 + 3.5% of maximum Health, and grants maximum Health equal to 15% of the damage dealt. The charge for each target has a 20 second cooldown. 3000
Heartsteel TIPS: This item is perfect for tanks and bruisers who want to combine maximum survivability with massive burst damage against enemy champions. It provides a huge health pool, enhanced out-of-combat regeneration, and ability haste. The “Colossal Consumption” passive requires a 2.5-second charge when near an enemy champion, after which your next strike deals significant bonus physical damage based on your max health and grants you 15% of the damage dealt as bonus health. This allows you to both absorb damage and heal during skirmishes, making the item an excellent choice for extended fights and closing out teamfights. Excellent synergy with Spirit Visage: the healing amplification and regeneration boost from Spirit Visage further enhance the health restoration from this item’s passive, providing incredible survivability and sustain in combat.

Yordle Redeeming
Heal nearby allies periodically +400 Max Health
+300 Max Mana
+20 Ability Haste
Eternity: Restore Mana equal to 15% of the damage taken from champions. When consuming Mana, restore Health equal to 20% of Mana consumed. Capped at 15 Health per cast.
Salvation: Every 8 seconds, restore (40 + 7% bonus) Health to all allied champions within 350 units.
2600
Yordle Redeeming TIPS: This item is a must‑have for supports: it restores mana and health in fights and periodically heals all nearby allies. Perfect for enchanters who need to sustain their team, stay in lane, and keep everyone alive during extended skirmishes.

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.

Yordle Trap
Recommended for use with displacement abilities +350 Max Health
+40 Armor
+15 Ability Haste
Catcher: After applying crowd control effects that displace the enemy, gain 30% Movement Speed for 3 seconds and mark the target, reducing their Armor and Magic Resistance
by 5-12 for 5 seconds. If the target dies while they are marked, their death grants 200-300 bonus gold (
) that will be evenly shared among you and nearby allies. The bonus gold can only be obtained once every 10 seconds.
2500
Yordle Trap TIPS: This item is perfect for tanky support champions who frequently use displacement crowd control to initiate or protect their team. It provides a large boost to health, armor, and ability haste. The “Catcher” passive triggers when you apply displacement effects: you gain bonus movement speed and mark the target, reducing their armor and magic resistance. If the marked target dies under this effect, you and nearby allies receive bonus gold, helping to accelerate your team’s economic advantage.
Support Items

Talisman of Ascension
Kill enemy minions to earn bonus gold +125 Max Health
+15 Ability Haste
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom. 0
Talisman of Ascension TIPS: This item is designed for supports and grants bonus gold every 60 seconds along with Soulforce stacks that boost health, attack damage, or ability power. It reduces your gold income from killing minions and monsters but helps your team accumulate resources faster. The Soulforce effect stacks up to 10 times, adaptively granting either health, damage, or AP per stack. Additionally, it deals extra damage to revealed Sight Wards, making it easier to clear vision.

Bulwark of the Mountain
Kill minions to earn bonus gold +175 Max Health
+10 Ability Haste
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom. 0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.

Black Mist Scythe
Attack champions and structures to gain bonus gold +10 Ability Haste
Versatile: Gain 14 Attack Damage or 28 Ability Power (Adaptive).
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom. 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.

Morellonomicon
Magic damage reduces enemy healing +150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2500
Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.

Ardent Censer
Increases allies Attack Speed +250 Max Health
+35 Ability Power
+20 Ability Haste
+8% Heal and Shield Strength
Ardent: +5% Move Speed.
Censer: When you heal or shield, an allied champion other than yourself, they gain 15-40% Attack Speed and their attacks deal 16-30 bonus magic damage. for 6 seconds. This damage can Critically Strike. 2800
Ardent Censer TIPS: This item enhances your heals and shields, granting shielded allies increased attack speed and bonus magic damage on their attacks for a short duration. Perfect for enchanter supports who want to protect and empower their carries when it matters most.

Yordle Harmonic Echo
Abilities grant healing effects +100 Max Health
+40 Ability Power
+300 Max Mana
+10 Ability Haste
+8% Heal and Shield Strength
Harmonic Echo: Moving and casting abilities builds Harmony. At 100 Harmony your next healing or shielding ability on an ally restores Health equal to 100 + 10% AP to them. If the target has less than 30% Health, heal effectiveness is increased to 150% of the original.
Dancing Notes: After Harmonic Echo is applied to the main target, it bounces to a nearby allied champion, healing them for 50% of Harmonic Echo's effect. Harmonic Echo also revitalizes the main target, restoring 2% of their max Health per second over 3 seconds. 2600
Yordle Harmonic Echo TIPS: This item is designed for supports who want to maximize their healing impact. Moving and casting spells builds up energy, and your next shield or heal delivers a powerful burst of health to your primary ally—amplified if they’re low on HP. The effect then bounces to another nearby ally, while the initial target receives additional healing over time. — Perfect for enchanter supports aiming for strong multi‑target heals and sustained team survivability.

Staff of Flowing Water
Enhance allies Ability Power and Ability Haste +100 Max Health
+45 Ability Power
+350 Max Mana
+10 Ability Haste
+8% Heal and Shield Strength
Rapids: Healing or shielding an ally grants you both +10 Ability Haste and 20-40
(based on target's level) Ability Power for 6 seconds.
2500
Staff of Flowing Water TIPS: This item is perfect for champions who rely on healing or shielding abilities to support their team. It provides bonuses to maximum health, ability power, maximum mana, ability haste, and amplifies healing and shielding effects. The "Rapids" effect activates when you heal or shield an ally, granting both you and your ally bonuses to ability haste and ability power for 6 seconds. This item is especially useful for champions who actively support their team, such as Soraka, Nami, or Lulu.

Oceanid's Trident
Anti-Shielding +200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.

Imperial Mandate
Crowd control grants additional ally damage +200 Max Health
+40 Ability Power
+20 Ability Haste
Coordinated Fire: Abilities that Slow or Immobilize a champion deal 47-75 bonus magic damage and marks them for 4 seconds (6 seconds cooldown per enemy champion). Allied champion damage detonates the mark, dealing an additional 94-150 magic damage (based on ally level) and granting you both 20% Move Speed, for 2 seconds. 2500
Imperial Mandate TIPS: This item is perfect for support champions who have abilities that slow or immobilize enemies, allowing you to activate effects for your team. It provides bonuses to maximum health, ability power, and ability haste, helping you deal damage while also enhancing teamwork with your allies. The "Coordinated Fire" effect activates when you slow or immobilize an enemy, dealing bonus magic damage and marking them for 4 seconds. When an allied champion damages the marked target, it detonates the mark, dealing additional magic damage and granting both you and your ally 20% bonus movement speed for 2 seconds. This item is especially useful for champions with crowd control abilities.

Zeke's Convergence
Boosts allies Attack Damage +40 Armor
+350 Max Health
+150 Max Mana
+15 Ability Haste
Harbinger: Casting your ultimate surrounds you with a blizzard and ignites a nearby ally's attacks for 10 seconds. Your blizzard deals a maximum of 480–900 damage, slows enemies by 25% and leaves a trail behind you. Allied champions on the trail gain 55 bonus Movement Speed for 1 second. (30s Cooldown) 2700
Zeke's Convergence TIPS: This item is perfect for tanky support champions who initiate fights and provide frontline crowd control. It grants armor, health, mana, and ability haste. When you cast your ultimate, an icy blizzard surrounds you, dealing damage and slowing enemies, while leaving a trail that grants bonus movement speed to allies. During the effect, the attacks of a nearby marked ally deal additional magic damage, giving your team a powerful advantage in teamfights.

Protector's Vow
Protects allies +400 Max Health
+40 Armor
+10 Ability Haste
+5% Heal and Shield Strength
Protector: Raise your Guard when next to an allied champion. If you or your ally take damage from a champion, monster, or turret, both of you receive a 125 (125 + 30% bonus health) shield for 1.5 seconds. (20s Cooldown).
2700
Protector's Vow TIPS: This item is perfect for tanky support champions who stand beside their allies and protect them in fights. It grants a large boost to health, armor, ability haste, and enhances healing and shield strength. The “Protector” passive activates when you are near an ally: if either of you takes damage, both receive a shield based on your bonus health, helping you survive critical moments and continue safeguarding your team.

Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Dawnshroud
Immobilize effects damage and reveal around you +250 Max Health
+50 Armor
+30 Magic Resistance
Dawnbringer: If you are within 400 units of an enemy champion, and you immobilize a champion or are immobilized, reveal all nearby enemy champions for 3 seconds and deal 80 + 5% bonus as magic damage. (3s Cooldown)
2700
Dawnshroud TIPS: This item is perfect for tanky support champions and initiators who often find themselves in the thick of fights. It provides a substantial boost to health, armor, and magic resistance, enhancing your durability. The “Dawnbringer” passive triggers when you immobilize an enemy or are immobilized near foes, revealing all nearby enemies and dealing magic damage based on your bonus health. This helps you safely engage fights, control enemies, and deal extra damage upon initiating.

Yordle Redeeming
Heal nearby allies periodically +400 Max Health
+300 Max Mana
+20 Ability Haste
Eternity: Restore Mana equal to 15% of the damage taken from champions. When consuming Mana, restore Health equal to 20% of Mana consumed. Capped at 15 Health per cast.
Salvation: Every 8 seconds, restore (40 + 7% bonus) Health to all allied champions within 350 units.
2600
Yordle Redeeming TIPS: This item is a must‑have for supports: it restores mana and health in fights and periodically heals all nearby allies. Perfect for enchanters who need to sustain their team, stay in lane, and keep everyone alive during extended skirmishes.

Yordle Trap
Recommended for use with displacement abilities +350 Max Health
+40 Armor
+15 Ability Haste
Catcher: After applying crowd control effects that displace the enemy, gain 30% Movement Speed for 3 seconds and mark the target, reducing their Armor and Magic Resistance
by 5-12 for 5 seconds. If the target dies while they are marked, their death grants 200-300 bonus gold (
) that will be evenly shared among you and nearby allies. The bonus gold can only be obtained once every 10 seconds.
2500
Yordle Trap TIPS: This item is perfect for tanky support champions who frequently use displacement crowd control to initiate or protect their team. It provides a large boost to health, armor, and ability haste. The “Catcher” passive triggers when you apply displacement effects: you gain bonus movement speed and mark the target, reducing their armor and magic resistance. If the marked target dies under this effect, you and nearby allies receive bonus gold, helping to accelerate your team’s economic advantage.
Boots and Enchantments

Gluttonous Greaves
Attack Damage, Omnivamp +35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Gluttonous Greaves TIPS: These boots are perfect for champions who rely on auto-attacks and need constant sustain. They provide bonuses to attack damage and movement speed, while the “Conversion” passive turns a portion of your damage into omnivamp, allowing you to stay in fights longer. Especially useful for marksmen, fighters, and junglers who frequently skirmish and require extra healing from their attacks.

Berserker's Greaves
Attack Speed +20 Attack Damage
+35% Attack Speed
+45 Move Speed.
Blessed Blade: Reduces Attacks restore 8 Health on hit. 1400
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.

Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken from champions by 7-12% ().
1350
Mercury's Treads TIPS: These boots provide solid magic damage reduction, enhanced regeneration, and movement speed, with a passive that further lessens incoming magic damage. — The perfect pick for tanks, bruisers, and supports who need to withstand heavy AP threats while maintaining mobility.

Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 7-10% ().
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.

Ionian Boots of Lucidity
Cooldown +150 Max Health
+150% Mana Regen
+30 Ability Haste.
+45 Move Speed.
Summoned: Reduces spell cooldowns by 15%.
Equilibrium: Champions without Mana gain 75% bonus health Regen. 1400
Ionian Boots of Lucidity TIPS: These boots speed up your ability and mana regeneration while boosting durability and movement. They reduce spell cooldowns, enabling more frequent ability use, and grant champions without mana a strong health regeneration boost. — Perfect for mages, supports, and assassins who rely on rapid cooldown refreshes and sustained presence in fights.

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration +55 Ability Power
+150% Mana Regeneration
+45 Move Speed.
Magic Break: +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions. 1400
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.

Boots of Dynamism
Attack Damage, Armor Penetration +30 Attack Damage
+45 Move Speed.
Strike: +10 Armor Penetration.
1400
Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.

Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-330 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds. 500
Locket Enchant TIPS: This enchant grants a magic shield to you and nearby allies, absorbing damage for a brief duration. The shield is ideal in large teamfights, providing extra protection and opportunities for counterplay. Perfect for tanks who frequently stand in the thick of battle and want to safeguard their team during critical moments.

Glorious Enchant
Increases Movement Speed
Glory (Active): Gain +30% Move Speed. After 4s or when near an enemy champion, emit a shockwave that slows enemy champions hit by 60% for 2s. Also gain 20% Tenacity an 20% slow Resist for 4s. (45s Cooldown) 500
Glorious Enchant TIPS: This boot enchant grants a hefty boost in movement speed, then emits a shockwave that significantly slows nearby enemies and briefly increases your tenacity and slow resistance. Perfect for initiators and tanks to engage swiftly and hold the frontline.

Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. and reducing the target's Magic Resistance by 15% for 3s. After cast, gain 20% Movement Speed thatdecays over 3s. (50s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage. 500
Protobelt Enchant TIPS: This enchant grants a forward dash followed by a burst of missiles that deal magic damage and briefly weaken the target’s magic resistance. After casting, you gain a temporary movement speed boost for continued pursuit or escape.

Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After 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. 800
Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.

Stoneplate Enchant
Shield
Stoneplate (Active): Gain a base shield that absorbs damage equal to 20% of max Health. Every 1 bonus Armor or Magic Resistance
you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor
or Magic Resistance
you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.
500
Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.

Magnetron Enchant
Quick dash
Magnetron (Active): Cast in a target direction. if you hit an allied minion allied champion, or wall, you dash to them and gain 30% Movement Speed for 1.5s. If no target is hit, 50% of cooldown is refunded. (50s Cooldown) 500
Magnetron Enchant TIPS: This enchant lets you dash to an allied minion, champion, or wall for a swift reposition and a movement speed boost. If you miss, half the cooldown is refunded, allowing more frequent use.

Repulsor Enchant
Knock back nearby enemies and gain Movement Speed
Repulsor (Active): Knock back and stun nearby enemies after a delay. If an enemy is knocked back, gain 30% Movement Speed for 3 second(s). (40s Cooldown) 500
Repulsor Enchant TIPS: This enchant knocks back nearby enemies and grants a burst of movement speed, letting you create space or chase down targets in fight setups.

Veil Enchant
Block an ability for an ally
Veil (Active): Remove disables and crowd control effects from a target allied champion. If the ally is not affected by any such effects, they gain a 3-second spell shield that blocks the next hostile ability instead. (60s Cooldown) 500
Veil Enchant TIPS: This enchant instantly removes all crowd control effects from an ally or, if none are present, grants them a spell shield that blocks the next hostile ability. — Perfect for supports and tanks looking to safeguard key teammates at clutch moments.

Ravenous Hydra
Attacks deal bonus damage in a area
Ravenous Crescent (Active): When activated, your attcks over the 9s deal physical damage equal to 14 AD as splash damage to nearby enemies. Melee attacks deal splash damage in a bigger area than ranged attacks. (30s Cooldown)
500
Ravenous Hydra TIPS: This enchant turns your boots into a deadly whirlwind: after activation, your attacks briefly explode, dealing physical damage to nearby enemies. Melee hits cover a larger area, but ranged champions benefit too. — Perfect for bruisers and tanks who want to make every strike an AOE threat in skirmishes.

Dream Maker
Empowers your teammates next hit and grants them Movement Speed
Dreamer: Gain two Dream Bubbles every 6 seconds. Granting an ally active heals or shields blows both Dream Bubbles to them, empowering hem for 3 seconds.
The two bubbles grant their nest hit 15-90 bonus outgoing magic damage () and a 15-30% Movement Speed bonus for 3 seconds.
500
Dream Maker TIPS: This boot enchant generates two “dream bubbles” at regular intervals. When you heal or shield an ally, both bubbles burst on them, empowering their next hit with bonus magic damage and granting a temporary movement speed boost. — Perfect for enchanter supports who want to both protect their team and empower their carries with extra damage and mobility at critical moments.

GLP-800
Damage and slows targets on hit
Frost Bolt (Active): Fire a spray of icy bolts that explode on first enemy hit, dealing magic damage equal to 40–75 plus 20% AP. (30s Cooldown)
Enemies hit are slowed by 90%, decaying to 30% plus 0.035% AP over 2s.
500
GLP-800 TIPS: This enchant fires icy bolts that explode on first contact, dealing magic damage and heavily slowing the target before the slow decays. Ideal for mages and supports who need to peel and control enemy mobility.

Goredrinker
Deal damage in an area
Thirsting Slash (Active): Deal 280% base as physical damage to nearby enemies. Restore Health equal to 20%
plus 12% missing
for each enemy champion hit. (15s cooldown)
500
Goredrinker TIPS: This enchant turns your boots into a deadly blade: on activation, you deal burst AOE damage to all nearby enemies and instantly heal yourself based on your missing health. Perfect for bruisers and tanks who need to dive in, deal area damage, and stay in the fight thanks to the immediate sustain.

Galeforce
Grants a dash and damage bonus
Cloudburst (Active): Dash in a target direction and fire 3 missile(s) at the lowest Health enemy near your destination, prioritizing champions. Deal physical damage equal to 50-150 () plus 45% bonus
. (50s cooldown)
500
Galeforce TIPS: This enchant is perfect for marksmen and assassins who need both mobility and execution damage. The active dash closes gaps instantly, then a volley of missiles locks onto the lowest-health target, securing kills or enabling a swift escape.

Stridebreaker
Slows enemies nearby after a short dash
Breaking Shockwave (Active): Activate to dash a short distance, dealing 150% Attack Damage as Physical Damage to nearby enemies and slowing them by 30% for 3s (35s cooldown) 500
Stridebreaker TIPS: This enchant grants a dash that deals AOE physical damage and applies a 30% slow for 3 seconds, perfect for engaging or chasing down targets.
Mid Tier Items

Vampiric Scepter +20 Attack Damage
+8% Physical Vamp
1200

Zeal
Increases Movement Speed +15% Critical Rate
+15% Attack Speed
Fervor: +5% Move Speed.
1400

Kircheis Shard
Attacks deal bonus damage +15 Attack Damage
Energized: Moving and attacking will generates Energy Attack.
Jolt: Energy Attacks gain 50 bonus magic damage.
Item passives that add effects to or enhance the damage of Energy Attacks stack and trigger in the same attack. 900

Serrated Dirk +20 Attack Damage
Sharp: +8 Armor Penetration.
1000

Recurve Bow
Attack deal bonus damage +30% Attack Speed
Reinforced: Attacks deal 15 bonus physical damage on-hit against targets. 1400

B. F. Sword +40 Attack Damage
1500

Cloak of Agility +20% Critical Rate
1000

Last Whisper
Armor Penetration (%)
Last Whisper: +12% Armor Penetration.
800

Executioner's Calling
Physical Damage reduces enemy healing +15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 800

Phage
Attacks increases Movement Speed +150 Max Health
+15 Attack Damage
Rage: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 1000

Stinger +30% Attack Speed
+10 Ability Haste
1200

Caulfield's Warhammer +25 Attack Damage
+10 Ability Haste
1200

Jaurim's Fist +175 Max Health
+15 Attack Damage
1100

Tear of the Goddess
Increases Mana +300 Max Mana
+10 Ability Haste
Awe: 10% of Mana spent is refunded.
Mana Charge: Increases max Mana by 7 every time Mana is spent. Caps at 700 bonus Mana. Triggers up to 3 times every 12 seconds. You may only carry one Tear of the Goddess item at a time. 900

Aether Wisp
Increases Movement Speed +35 Ability Power
Wisp: +5% Move Speed.
950

Lost Chapter +30 Ability Power
+200 Max Mana
900

Fiendish Codex +35 Ability Power
+10 Ability Haste
1000

Blasting Wand +40 Ability Power
900

Needlessly Large Rod +60 Ability Power
1500

Haunting Guise +100 Max Health
+30 Ability Power
900

Sheen
Attacks deal bonus damage after ability casts +10 Ability Haste
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 100% base attack damage . (1.5s Cooldown) Damage is reduced vs structures.
800

Oblivion Orb
Magic damage reduces enemy healing +30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 800

Prophet's Pendant
Magic Penetration (%) +30 Ability Power
Doomsayer: +12% Magic Penetration.
1000

Bami's Cinder
Burns nearby emenies +250 Max Health
Immolate: Deals 10-20 magic damage per second to nearby enemies. Deals 15% bonus damage to minions and monsters. 1300

Spectre's Cowl
Boosts Health Regen when tacking damage +175 Max Health
+20 Magic Resistance
Spectral Visit: Grants 150% Health Regen for 10 seconds after taking damage from an enemy champion. 1100

Kindlegem +175 Max Health
+10 Ability Haste
1000

Giant's Belt +300 Max Health
1000

Warden's Mail
Reduces enemy's Attack Speed +35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack. 1050

Catalyst of Aeons
Consumes Mana to heal +200 Max Health
+300 Max Mana
Eternity: Restore Mana equal to 15% of the damage taken from champions. Regen Health equal to 20% of Mana spent. Capped at 15 Health per cast. 1100

Chain Vest +40 Armor
900

Bramble Vest
Reflects damage and reduces enemy healing +30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 1000

Hexdrinker +20 Attack Damage
+20 Magic Resistance
1100

Negatron Cloak +40 Magic Resistance
900

Glacial Shroud +20 Armor
+150 Max Mana
+10 Ability Haste
1000

Winged Moonplate
Increaces Move Speed +150 Max Health
Flight: +5% Move Speed.
900

Seeker's Armguard +30 Armor
+25 Ability Power
1200

Nashor's Talon
Gain Attack Damage or Ability Power
Magic Needle: Gain 15 Attack Damage or 30 Ability Power (adaptive). 800

Noonquiver +25 Attack Damage
+15% Attack Speed
1350

Hextech Alternator
Abilities deal bonus damage +150 Max Health
+25 Ability Power
Revved: Damaging abilities and empowered attacks against champions deal 25-60 bonus magic damage. (20s Cooldown) 1400

Mejai's Soulstealer
Takedowns increase AP +70 Max Health
+25 Ability Power
+7% Magic Penetration
Glory: Gain up to 30 stacks of Glory after a champion takedown. Melee champions gain 3 stack(s) for each kill and 2 stack(s) for each assist; ranged champions gain 4 stack(s) for each kill and 2 stack(s) for each assist. You lose 10 stack(s) on death.
Fear: Gain 5 AP for every stack of Glory you have. At 10 stack(s) of Glory and above, gain 10% bonus Movement Speed.
1800

Surging Scales
In-combat Slow Resist +40 Armor
Surge: Gain 20% Slow Resist while in combat with an enemy champion. 1300

Forbidden Idol
Increase heal and shield strength +100 Max Health
+10 Ability Haste
+5% Heal and Shield Strength
900
Basic Items

Boots of Speed +25 Move Speed.
400

Long Sword +12 Attack Damage
500

Brawler's Gloves +10% Critical Rate
500

Dagger +15% Attack Speed
500

Shimmering Spark
Burns nearby enemies +50 Max Health
Immolate: Deals 5-10 magic damage per second to nearby enemies. 500

Sapphire Crystal +100 Max Mana
+5 Ability Haste
Mana Charge: Increases max Mana by 5 every time Mana is spent. Caps at 250 bonus mana. Triggers up to 3 times every 12 seconds. You may only carry one Tear of the Goddess item at a time. 500

Amplifying Tome +25 Ability Power
500

Ruby Crystal +150 Max Health
500

Cloth Armor +20 Armor
500

Null-Magic Mantle +20 Magic Resistance
500

Ring of Revelation
Reduces ability cooldowns +10 Ability Haste
400

Ancient Coin
Kill enemy minions to earn 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.
Offering: Gains 1 charge(s) every 30 seconds (up to 3 times). When a teammate is nearby, each surrounding minion defeated consumes 1 charges to grant 65 gold and restore 20-80 Health.
You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. Gold generated from your minion kills will be given to nearby allies instead.
Also reduces monster bounties by 50%.
Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom.
Mission: This item upgrades to Talisman of Ascension After obtaining Earn 750 gold. 500

Relic Shield
Kill minions to earn bonus gold +100 Max Health
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.
Spoils of War: Gains 1 charge(s) every 30 seconds (up to 3 times). Attacking enemy minions consumes 1 charge(s) and executes minions whose Health are below 65%, granting your teammates the entire bounty, while granting you 65 bonus gold and restoring your Health by 15-65.
While you will not participate in the resulting minion bounty sharing, you will personally receive gold equal to 50% of the bounty. Your share of the bounty from the minion kill will be entirely given to nearby teammates.
Also reduces monster bounties by 50%.
Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom.
Quest: Earn 750 gold with this item to transform it into Bulwark of the Mountain. 500

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: Gains 1 charge(s) every 30 seconds (up to 3 times). When a teammate is nearby, using abilities or attacks to deal damage to enemy champions or structures consumes 1 charges to grant 65 gold and restore 20-80 Health.
While you will not participate in the resulting minion bounty sharing, you will personally receive gold equal to 50% of the bounty. Your share of the bounty from the minion kill will be entirely given to nearby teammates.
Also reduces monster bounties by 50%.
Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom.
Quest: Earn 750 gold with this item to transform it into Black Mist Scythe. 500
KEYSTONE

Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-194 () + 40% extra
+ 25%
Cooldown: 20-13s ()

Aery
Poke, Protect
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Damage: 10-60 () + 20% bonus
+ 10%
.
Shield: 20-120 () + 40% bonus
+ 20%
.
Aery cannot be sent out again until she returns to you.

Phase Rush
Mobility, Ability Haste
Using basic attacks or abilities on an enemy champion 3 time(s) within 4s grants Movement Speed and reduces the remaining cooldown of basic abilities by 20%.
Duration: 3s.
Movement Speed bonus: Melee - 40%-60% () | Ranged - 30-50% (
).
Ability Haste: 25.
Cooldown: 12s

Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 3-7 bonus or 4-11
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp .

Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 100%
Health Restore: 15-85 () + 30% bonus
+ 30%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana or 8% missing energy
.
When attacking minions or monsters, heals for 60% (Melee champions) or 20% (Ranged champions) of the original heal amount.

Empowerment
Burst, Damage Amplification
Hitting an enemy champion with 3 consecutive attacks deals bonus adaptive damage and makes them Vulnerable, increasing all damage they take by 9% for 6 second(s). Once Vulnerable, your attacks to the target deal bonus true damage.
When Vulnerability ends, the target goes into Vulnerability cooldown for 4 second(s).
Adaptive Damage: 40-180 ()
True Damage: 8-24 ()

Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 2%
Heal: 2.5%
Permanently health increase: 10
On Ranged champions, the effects are reduced by 60%.

Aftershock
Control, Offense
After immobilizing an enemy champion, gain defenses and later deal a burst of magic damage around you.
Defenses: 35 + 80% bonus
and 35
+ 80% bonus
for 2.5s.
Damage: 25~125 () + 3% max
, magic damage.
Cooldown: 20s

Lethal Tempo
Attack Speed
Gain stacks of Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed the Attack Speed cap.
Each stack: increase 10-18% (Melee) or 4-13% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 50 (Melee) or 75 (Ranged) Attack Distance.

First Strike
Bonus Gold, Bonus Damage
0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 8% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100% /ranged: 85%) during the effect.
Cooldown: 20s

Glacial Augment
Applies Slow
Landing an attack on an enemy champion reduces their Movement Speed by 20% for 1.5s. This effect only affects each champion up to a maximum of 1 time(s) within 10s. Immobilizing an enemy champion triggers 3 glacial rays that radiate toward you, creating a frozen region that lasts for 3s. The region slows enemies within it by (1.5% of your bonus Health + 20%). and reduces the damage that they deal by 12%. The slow effect will persist for 1.5s even after they leave the frozen region.
Cooldown: 20s

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: (23 to 100) + (3 x total hits on enemy champions) + 35% bonus + 20%
.
Cooldown: 16-8s ()
DOMINATION

Scorch
Poke
Damaging an enemy champion with an ability burns them, dealing 28-42 bonus magic damage () after 1 seconds.
Cooldown: 8s

Shield Bash
Bonus Damage
After receiving a healing or shielding effect, your next attack against an enemy champion will be empowered, dealing bonus 15 - 50 () + 15% bonus
+ 10%
adaptive damage.
Cooldown: 7s

Sudden Impact
Bonus Damage
Damaging an enemy champion deals a bonus 10-80 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 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s

Psychic Wave
Bonus Damage
The next attack within 4s of damaging an enemy champion with an ability, or the next ability used within 4s of damaging an enemy champion with an attack, creates an explosion that deals adaptive damage (22 - 50 () + 15% bonus
+ 7.5%
) in a small area.
Ranged champions deal 70% of the damage.
Cooldown: 7s

Empowered Attack
Bonus Damage
Every 8 seconds, the next attack will be empowered, dealing 35-50 bonus adaptive damage () to anemy champions.

Cheap Shot
Bonus Damage
Deals 10-45 bonus true damage to enemies whose movement is impaired.
Cooldown: 7s

Mark of the Weak
Increase damage taken
Using abilities to deal damage to enemy champions will mark them as weak, increasing damage taken by them by 4-7% (). The mark disappears after they take ability damage 3 times, or after 7s have passed.
Cooldown: 15s

Eyeball Collector
Adaptive Force
Gains 1 or 2
after each unique enemy champion takedown, stacking up to 10 times.
At 10 stacks, gain bonus 10 or 20
.

Ingenious Hunter
Item Ability Haste, Charge Speed
Gains 20 Item Ability Haste. Gains a bonus 5 Item Ability Haste after each unique enemy champion takedown. Stacks up to 5 times.

Zombie Ward
Vision, Adaptive Force
Removing an enemy ward spawns a Zombie Ward in its place, granting vision of the surrounding area for 120 seconds. Also gains 3 or 6
. Stacks up to 5 times.
Gains a bonus 10 or 20
upon reaching 5 stacks.
PRECISION

Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.

Triumph
Execute, Heal
Champion takedowns restore 10% of lost health and 10% of maximum mana and energy.

Gathering Storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive or
. Totaling: 2/5/9/14
or 4/10/18/28
based on game time.

Last Stand
Bonus Damage
When health is lower than 60%, attacks launched at enemy champions deal 5-11% bonus adaptive damage.
Grants maximum bonus damage when Health is lower than 30%.

Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.

Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.

Legend: Alacrity
Bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 20% Attack Speed.

Legend: Tenacity
Tenacity, Slow Resist
Gains 3% Tenacity and 3% Slow Resist. Takedown monsters, enemy champions, or minions to gain up to an additional 15% Tenacity and 20% Slow Resist.

Legend: Bloodline
Omnivamp
Gains 1% Omnivamp . Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
RESOLVE

Font of Life
Team Heal
Hitting an enemy champion with an attack or ability marks them. When allies or you damage marked champions, heal those allies and yourself. Each ally can trigger this healing once per mark.
Ally Heal: 3% of your max + 15% of your
.
Self Heal: 1% of your max + 5% of your
.
Mark duration: 3s
Cooldown: 15s for Melee champions, 20s for Ranged champions.
Subsequent heals from other ally's marks are reduced to 25%.

Courage of the Colossus
Shield
Gains a shield that absorbs up to 25-45 () + 1% of max Health
for 3s when immobilizing an enemy champion.
Cooldown: 10s

Nullifying Orb
Shield when low health
If you would take damage from a champion that causes you to fall below 35% of your maximum health, grants a shield that absorbs up to 60-190 () damage for 4s.
Cooldown: 60s

Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Loyalty
Shared Bonus AR/MR
You gain 2 and 5
. Your closest ally champion gains 5
and 2
.

Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s

Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.

Revitalize
Buff Heal, Shield
Gains a 5% amplification effect when casting Heal or Shield. If the target's Health is lower than 40%, amplifies its effect by an additional 10%.
Increases healing and shielding effects.

Perseverance
Armor and Magic Resistance, Tenacity
Gain 10% Tenacity. When immobilized, gain 16-30 Armor and Magic Resistance () for 1.5 seconds. Refresh duration time when immobilized multiple times.

Onslaught
Tenacity
Gain 5% Tenacity plus up to 20% bonus Tenacity based on the number of surviving enemy champions nearby.
INSPIRATION

Sweet Tooth
Honeyfruit, Gold
Increases Honeyfruit healing by 20%. Whenever you eat a Honeyfruit gain 15 gold.

Hextech Flashtraption
Dash
Replaces this item with Hexflash while Flash is still on cooldown. You can blink to a new location after channeling for 2s. When channeled for less than 1s, you will dash the distance as if you channeled for 1s.
Cooldown: 25s

Item Crafting
Purchase Items
Gains an opportunity to buy 1 item(s) outside of the Fountain every 3 minutes, but it will cost 50 extra gold.

Transcendence
CDR
Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 10% the ability's cooldown time.
Cooldown: 8s

Future's Market
Purchase Items
You can purchase items on credit. Credit limit: 145 +7/minute. Credit purchases are available 2 minutes into the game.

Pathfinder
Mobility, Restore Health, Restore Mana
Gain 50 bonus movement speed in the river. When in the river while out of combat, restore 2% missing Health or 2% missing Mana (whichever is lower) every 1 seconds.

Nimbus Cloak
Movement Speed
After casting a Summoner Spell, gain 10% - 40% movement bonus for 3 seconds. The speedup effectiveness depends onthe Summoner Spell's cooldown.

Demolish
Destroy Turrets
When within 5.5 range of the enemy turret, gain a charge every 0.5 seconds, up to 6 times. When fully charged, your next basic attack against the turret deals an additional (200 + 30% max ) Physical Damage.
Cooldown: 30s

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

Ixtali Seedjar
Pick up seeds and grow plants
Plants hit by you or your allies drop seeds. When picked up, the seed replaces your trinket for 60 seconds and grants you Movement Speed. The seed takes 1 second to mature after it is planted at a target location. Seeds can be picked up 2 minutes after the game starts.
Bonus Movement Speed: 40% (decays over 2.5 seconds).
Cooldown: Each plant has a unique 45s
Spells

Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s

Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s

Heal
Restore 110 Health (110–400 ) to you and the most wounded nearby ally champion, and grants both of you 30% bonus Movement Speed for 2 second(s).
Healing is halved for champions recently affected by Heal.
Cooldown: 100s

Barrier
Gain a shield that absorbs 120 (120–560 ) damage for 2.5 seconds.
Cooldown: 100s

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

Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s

Smite
Deal 600 true damage to monsters, epic monsters or enemy minions. Smiting a monster restore 127 Health (70 + 10%). Smite upgrades to Chilling Smite after 3 uses.
Jungle Expertise:
Earn 20% bonus gold and 20% bonus XP from monsters kills, but temporarily earn 60% less gold and XP from minions kills.
Deal 15% more attack damage and 30% more ability damage against monsters.
Restore 40 Health over 5 seconds after dealing damage to monsters.
Restore 4 Mana every second while in the jungle or river.
From 7:30 onward, monster kills will no longer grant bonus gold.
At 2:00, the attack damage bonus against monsters will start to decay.
At 5:00, it will be removed.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s

Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s

Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s

Teleport
After channeling for 3.5 seconds, teleport your champion to an allied champion, structure, or ward (excludes areas in range of enemy inhibitors). You can only teleport to structures during the first 6 minutes of the game.
Cooldown: 150s