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- Character concepts are school-aged adolescents in classic anime fashion (roughly high school). The setting is Valoran
- City, a metropolitan and magic-influenced city where a variety of species live together. Races present include humans,
- elves (typical tolkein or shadowrun style), and yordles (halflings with slight animalistic features), as well as other
- oddities such as kitsune and catgirls (animal-human mixtures are known collectively as faunus). Technology level is
- somewhat more advanced than modern day earth, but with a magical twist as well (comparable to RWBY but without the
- emphasis on robots or weird combi-weapons).
- Each of the characters will be of a chosen bloodline that makes them one of the few that are able to harness the light of
- the First Star, essentially dragging them into a magical girl (or similar) setting and storyline as they are the only ones
- able to see and bond with a familiar and fight against the invading creatures of the Void. Themes should be about coming
- of age, self discovery, developing personal relationships, and balancing supernatural, existential threats against the
- concerns of everyday life.
- ---------------------------------------------------------------------------------------------------------------------
- Combat Basics
- All PC champions start with a green turn marker
- Players collectively decide which champion will take a turn
- Selected champion completes their turn, then flips their turn marker to red
- Each player acts in desired order until all champion have acted
- Once all markers are red, monsters take a similar turn sequence
- Then all PC champions flip to green again
- Turn markers aren't exactly required, more just a method to track which PCs have taken their actions and which haven't
- Lots of attributes will end in fractions. Fractions are typically dropped or rounded down in play, although distances and
- movement rates will usually want to keep the fractions if possible, or at least keep tenths of a metre.
- ---------------------------------------------------------------------------------------------------------------------
- When a champion takes a turn, they receive 4 Actions to spend
- A turn represents ~4 seconds of time, with individual actions equal to about a second
- Actions can be spent on movement, attacks, spells, or other activities, in any order desired
- Actions that are spent on movement cannot be split - actions are converted into a set amount of movement each, and any
- movement that isn't spent by the start of the next action is lost
- Turns can be interrupted, explained in a later section
- ---------------------------------------------------------------------------------------------------------------------
- Dice rolling is almost always on a d100, rolling equal or less than a target number for success
- Further, the majority of attack and skill rolls are done as a dice pool of 3d100, checking each d100 individually for
- success against the target number, thus allowing up to 3 possible successes
- Depending on the ability, multiple dice with a result equal to or less than the target number may represent multiple hits
- or merely a single, highly effective hit, or critical success with a skill
- Most spells don't roll to hit, being an automatic hit unless the target dodges or counters with some kind of interrupt
- Some spells are listed as being unavoidable, meaning that no amount of evasive movement will avoid a homing projectile
- (not even getting out of range), forcing you to use other methods to avoid the attack such as shielding, interrupting to
- prevent the attack, or possibly hiding behind something else (see the individual spell description)
- ---------------------------------------------------------------------------------------------------------------------
- Player characters should select a race, although there is no mechanical difference between the races
- - Human
- - Elf
- - Yordle
- - Faunus
- Skills
- Characters receive the following skill values to distribute at generation:
- One skill at Superb (rating 70)
- Two skills at Great (rating 60)
- Three skills at Good (rating 50)
- Four skills at Fair (rating 40)
- Five skills at Average (rating 30)
- All skills that aren't taken are assumed to be Mediocre (rating 20), unless the skill is anathema to the character's
- concept, in which case it is Poor (rating 10) or even Terrible (rating 01). Even though there is no mechanical benefit to
- doing so, it is a common genre convention for magical girls to be hyper-competent in certain areas and absolute rubbish in
- others, so having one or two abilities at poor or terrible totally fits many character concepts.
- When a character attempts to do something requiring a skill check, roll 3d100 with the skill rating as the target number,
- with more successes (rolls equal or under) representing a more skillful or effective performance.
- Skills List:
- Arithmetic - algebra, geometry, trigonometry, calculus
- Art - typically artforms based on manual dexterity, drawing, painting, sculpting
- Assets - finances, sometimes a car or expensive toys, often provided by parents
- Awareness - noticing things around you, seeing through deceptions
- Charm - soft persuasion, convincing someone of a viewpoint without trickery or threat
- Deceit - lying or making others believe something that is untrue
- Drive - safely operating a motor vehicle
- Empathy - reading and identifying with the emotions of others
- English - foreign language study, culture
- Family - homemaking skills, cooking, basic finance, management
- Fighting - broad selection of martial arts, wrestling, fighting skills, instinct, grit
- Grace - acrobatics, dancing, precision movement
- History - social studies, world history
- Investigate - search, inquiry, scrutiny, finding clues
- Kendo - proper sword fighting, but also combat instincts, spirit, awareness
- Larceny - theft, breaking and entering, other dubious endeavours
- Literature - Japanese language, culture, famous writings, philosophy
- Music - elective, can include singing or instruments, marching band, or other
- Occult - lore about the supernatural world, organizations, animals, etc
- Physique - stamina, constitution, strength
- Popularity - contacts, social support, sources of information, possibly intimidation
- Sciences - earth science, biology, chemistry, physics
- Shop - making or repairing things with your hands
- Sneak - hiding, or moving around without being seen or heart
- Sorcery - magical theory, small spellworks, cantrips, etc
- Taunt - provoking others into action, also intimidation
- Theatre - acting, but also production, props, casting, etc
- Will - keeping your cool, resisting pressure, self-control
- None of these skills are likely to have combat applications, they're entirely for story uses.
- For fluff reasons, blood type and astrological sign/animal are important (they're seen as having a huge influence on
- personality type in Japan), as are personality archetypes (deredere, tsuntsun, tsundere, kuudere, dandere, yandere, sugoi,
- genki, etc) and colours (hot-blooded red, girly pink, level-headed blue, bad boy/girl black, etc). These don't have any
- mechanical impact, but they're a big part of the fandom.
- Selecting race and skills is entirely separate from selecting a template for Star Guardian magic for combat, such that you
- can generate this section of a character without choosing anything for a Star Guardian at all.
- ---------------------------------------------------------------------------------------------------------------------
- GLOSSARY
- Turn - a segment of combat time equal to about 4 seconds
- Action - a segment of combat time that may be spent to carry out various activities, equal to roughly 1 second
- Health (HP) - a numerical value representative of both the physical health of a character and the fighting spirit and
- fatigue of a character, which results in a character being "fading" (incapacitated and deteriorating) when reduced to
- zero. Often abbreviated to HP, and often differentiated further into Max HP and Current HP.
- Health Regeneration (HP Regen) - the number of missing HP you regain at the start of each of your turns, often abbreviated
- to HP Regen
- Mana (MP) - magical energy, spent to cast spells, often abbreviated to MP, and further differentiated into Max MP and
- Current MP
- Mana Regeneration (MP Regen) - the number of missing MP you regain at the start of each of your turns, often abbreviated
- to MP Regen
- Speed - your movement rate in metres per action
- Armour Factor (AR Factor) - defences against physical damage, gained from a variety of sources, then converted on a
- diminishing scale to yield your armour save, this stat is never directly used during actual combat
- Armour Save (AR Save) - your chance to avoid physical damage as a saving throw on a D100, derived from your Armour Factor,
- abbreviated to AR Save
- Magic Resist Factor (MR Factor) - defences against magical damage, gained from a variety of sources, then converted on a
- diminishing scale to yield your magic resist save, this stat is never directly used during actual combat
- Magic Resist Save (MR Save) - your chance to avoid magical damage as a saving throw on a D100, derived from your Magic
- Resist Factor, abbreviated to MR Save
- Tenacity - resistance to movement-impairing effects as a saving throw on a D100
- Range - the maximum range of an attack or spell in metres, when included as part of a champion profile it refers to the
- range of that champion's basic attack
- Accuracy - the target number on a D100 in order to hit with a basic attack
- Attack Damage (AD) - the base damage of a physical attack, sometimes also adds to certain spells, abbreviated AD
- Armour Penenetration (AR Pen) - reduction to a target's armour save against basic attacks, abbreviated AR Pen
- Life Steal (LS) - chance of regaining HP for each point of damage done with basic attacks
- Threat - chance of a critical hit with a basic attack
- Critical - multiplier to damage on basic attacks that critically hit
- Ability Power (AP) - added damage for spells and abilities
- Cooldown (CD) - the cooldown time after using a spell during which that same spell cannot be used again, counted in
- actions
- Cooldown Reduction (CDR) - reduction to cooldown time after using a spell, allowing spells to be cast more often
- Spell Penenetration (Spell Pen) - reduction to a target's spirit save against spell attacks
- Spell Vamp - chance of regaining HP for each point of damage done with spell attacks
- Level - character level is used to determine many base stats
- StarLight - currency used to purchase and upgrade Charms, abbreviated SL
- Melee - Basic attacks with a maximum range of less than 4m, although there are some effects which can increase this (such
- as Poppy's Iron Ambassador)
- Ranged - Basic attacks with a maximum range of greater than 4m, although some effects may modify this.
- Champion - an elite-level unit or character, which can refer to a Star Guardian PC or a powerful void creature
- Minion - a low level unit, typically cannon fodder sent in droves to be used by the Void to supplement attacks while
- champions do the real fighting
- Master/Boss - a high level unit, typically a threat that requires an entire group of Star Guardians to face, such as giant
- monster or a very powerful sorcerer, considered to be equal in power to several champions combined
- Monster - designates creatures in service to the void
- Star Guardian (SG) - player character, specifically teenagers selected by the First Star for the virtues of their
- bloodlines to fight against the corruption of the Void
- Base - the base value of a stat without any increases from anything except level (no masteries, no runes, no skills, no
- charms, etc)
- Bonus - the bonuses added to a stat without the base and level increase (essentially the opposite of Base, this separates
- the base value with level scaling from all of the other sources to improve a stat)
- On-Hit - an effect that occurs when a basic attack hits, usually extra damage but occasionally other effects
- Crowd Control (CC) - a broad category of effects including Airborne, Charmed, Root, Silence, Slow, Stun, and Suppress,
- which restrict the available actions that an enemy unit can take. CC effects are detailed individually in another section.
- ---------------------------------------------------------------------------------------------------------------------
- STATS IN GREATER DETAIL
- TURN and ACTIONS
- Units receive 4 Actions per turn (although some activities may require more than 1 Action to perform). Durations for many
- effects are also measured in Turns or Actions. A turn is roughly equal to 4 seconds, and a single action is about 1 second
- long.
- Health (HP) - HP have a current and maximum value. When suffering damage, it is subtracted from current HP total. When HP
- is reduced to zero, a unit is incapacitated and incapable of taking actions until revived. Star Guardians go into a state
- called 'fading' where they are down and incapable of action but can be revived, while all other units reduced to zero HP
- are simply killed. HP maximum for a SG champion will typically range from about 450 up to perhaps 3500 with tanky
- champions having more and all champions scaling up slowly as they gain levels.
- Health Regeneration (HP Regen) - At the start of every turn, regain this number of missing HP, up to normal maximum. If a
- star guardian has a HP Regen of less than 1, assume that they regain 1 HP at the start of every other turn until that
- value has been increased to at least 1. Most SG champions will start at around 2 and scale up slowly, but HP Regen can
- also be improved with masteries, runes, charms, and occasionally spells.
- Mana (MP) - Mana points have a current and maximum value. When casting a spell, MP is subtracted to pay for it, and if the
- total MP required to cast that spell is insufficient, that spell cannot be cast. Maximum MP for a champion will typically
- range from 250 up to perhaps 2500, with spells costing 20-150 MP to cast and champions gaining higher maximum MP as they
- gain levels.
- Mana Regeneration (MP Regen) - At the start of every turn, regain this number of missing MP, up to normal maximum. If a
- star guardian has an MP Regen of less than 1, assume that they regain 1 MP at the start of every other turn until that
- value has been increased to at least 1. Most SG champions will start at around 1 or 2 and scale up slowly, but MP Regen
- can also be improved with masteries, runes, charms, and occasionally spells.
- Speed - When taking a movement action, this is the number of metres that you can move during that action. When you take a
- movement action, any movement that you haven't used when you start your next action is lost. Movement rate will typically
- vary from 6.5m to 6.8m but can potentially increase as high as 10m or more.
- Armour Factor (AR Factor) - Armour is measured on a scale of diminishing returns to determine a saving throw target to
- resist physical damage. As such, there are two values - armour factor and armour save. Armour factor is tallied from
- various sources such as base from a SG template, scaling from level, and bonuses from spells, masteries, runes, and
- charms. Armour factor can range from 0 to over 500, though diminishing returns tends to limit the value of AR Factor above
- 200 or so. Armour Save is derived from Armour Factor. Armour protects against physical damage by providing a saving throw.
- When suffering physical damage, 1d100 is rolled per point of damage suffered, and each result that is equal or less than
- the armour save will prevent one point of damage from being subtracted from hit points. Star Guardians typically have 20-
- 30 each in armour factor and magic resist factor and scale up from there to as much as 80 or so, but those intending to
- tank damage for their allies will often stack a much higher amount, primarily through charms.
- Magic Resist Factor (MR Factor) - Magic Resist is measured on the same scale of diminishing returns as Armour, the
- difference is where armour protects from physical damage, Magic Resist protects from magic damage. The scale and
- conversion from factor to save works the same.
- Armour Save (AR Save) & Magic Resist Save (MR Save) - AR Factor and MR Factor both convert into their respective saves via
- the same formula: Factor / (Factor + 100). The resulting AR Save and MR Save is a percentile chance of reducing damage on
- a point for point basis. For testing against large amounts of damage, dice can be combined easily in Roll20, so this isn't
- nearly as cumbersome as it sounds. For example, rolling an AR Save of 43 to resist 86 points of damage uses the dice code
- of [[86d100<43]] and gives the amount of damage blocked as a total number of successes.
- Tenacity - reduces the effects of most crowd control effects (blind, cripple, disarm, forced action, ground, nearsight,
- root, silence, slow, stun, but not airborne, stasis, or suppression). When affected by one of the listed effects, the
- duraction of the effect will be given in AP. For each AP of duration, roll a d100 with Tenacity as the target number, with
- each result equal or lower reducing the duration of that effect by 1 AP. Tenacity is rated from 0 to 100 (where 100 would
- mean effective immunity to crowd control effects.
- Range - Attacks and Spells have a range value. Range is measured from the centre of your icon to the nearest edge of the
- enemy icon. So long as a measurement from the centre of the source to the edge of a target is possible without being
- interrupted by terrain, the attack is within range. Some effects have a radius which is measured in the same way, or may
- cover a line that measures outward perpendicularly in the same way. Range for melee basic attacks is typically between
- 2.5m and 3.5m while range for ranged basic attacks varies from 6m to 13m. Spells are even more scattered, with some having
- very short range and others as much as 110m.
- Accuracy - is the chance of an attack hitting on a D100 roll. Basic attacks are rolled in groups of three, thus 3d100,
- with each result equal or less than the Accuracy rating being a hit. Accuracy rating ranges from 0 (automatic miss) to 100
- (automatic hit) but is typically between 20 and 40, with a hard cap of 80.
- Attack Damage (AD) - passively increases the damage on basic attacks and some spells. AD is typically rated from 40 to
- perhaps 360 or more, though the fraction is only used for calculation and will be dropped during play. Attacks and spells
- that benefit from AD should have their damage values pre-calculated between encounters.
- Armour Penenetration (AR Pen) - reduces the benefit of armour to avoid damage from physical attacks. AR Pen can be rated
- in a flat value of up to 80 or so, or as a percentage of armour ignored. A flat value is subtracted from AR Factor and is
- thus more effective at boosting damage against targets with low AR values, while percentage reduces total (or sometimes
- only bonus) value, and is thus more effective at boosting damage against targets with high AR values. Either way, AR Save
- is recalculated based on the reduced AR Factor.
- Life Steal (LS) - is the effect of healing from the damage dealt by basic attacks. After armour saves, for each point of
- damage dealt, roll a d100 with a target equal to your LS. If successful, regain 1 HP up to your normal maximum. LS is
- rated from 0 to perhaps 150. If LS reaches or exceeds 100, then the hundreds digit becomes automatic health regained, with
- the remaining digits still rolled against 1d100 per point of damage for potentially 1 more HP each. Note that while basic
- attacks almost always deal physical damage, there are sources of additional damage that may be magic damage, but these are
- almost universally 'on-hit' effects, which are not considered to be part of the basic attack (and unless they are directly
- the result of a spell, aren't considered to be spells either). On-hit effects are not subject to Life Steal, although On-
- hit effects that are caused by a spell are subject to Spell Vamp (see below). Groups of damage can be rolled together on
- Roll20 in the same way as AR and MR Saves - 240 damage with Lifesteal 48 would be rolled as [[240d100<48]] with the result
- being how much health is regained.
- Threat - is the chance that a basic attack will be a critical hit. When a basic attack hits but before damage is
- calculated, roll a d100 against threat as a target number for each hit scored, equal or less confirms the hit as a
- critical. Critical hits deal double damage unless stated otherwise, but the rider effects from spells and on-hit abilities
- are not included. Additional points of threat above 100 have no further effect.
- Ability Power (AP) - passively increases the damage on spell attacks and some other abilities. AP is typically rated from
- 0 to perhaps 500 or more, though the fraction is only used for calculation and will be dropped during play. Attacks and
- spells that benefit from AP should have their damage values pre-calculated between encounters.
- Cooldown (CD) - is an amount of time after using a given attack, spell, charm, or other ability during which that same
- ability cannot be used again. CD is measured in either turns or AP and will be clearly marked as such
- Cooldown Reduction (CDR) - is a reduction to cooldowns, measured in a value of 0 to 40% (45% with a specific mastery).
- Most spells will have a CD that includes a formula for how much CDR will reduce the CD.
- Spell Penenetration (Spell Pen) - reduces the benefit of Magic Resist to avoid damage from magic attacks. Spell Pen is
- rated and calculatted the same way as AR Pen.
- Spell Vamp - is the effect of healing from the damage dealt by spells. The mechanics work the same as for Life Steal, but
- apply to spells instead of basic attacks. Note that spells may do physical or magic damage or even a combination of the
- two, but Spell Vamp applies to both damage types. Spells occasionally add on-hit damage to basic attacks, in which case
- the on-hit damage is subject to Spell Vamp while the basic attack itself is still governed by Life Steal, which can be an
- important distinction.
- Level - champions gain levels, beginning from level 1 and ending at level 18. Many stats scale up with level, and many
- slots for masteries, runes, and spells open up as levels are gained.
- StarLight - is a spendable currency used to obtain and upgrade various charms. StarLight comes from gaining the favour of
- the First Star, typically by slaying the creatures of the void that are attempting to invade the world. StarLight is
- measured in points, with the cheapest charms costing 125 and the most expensive ranging up to almost 4000.
- Melee - Basic attacks with a maximum range of less than 4m, although there are some effects which can increase this (such
- as Poppy's Iron Ambassador). Melee attacks are an important restriction for certain charms, such as The Black Cleaver,
- Ravenous Hydra, or Titanic Hydra.
- Ranged - Basic attacks with a maximum range of greater than 4m, although some effects may modify this. Ranged attacks are
- an important distinction for some charms that give reduced benefits such as The Black Cleaver, Masteries such as Fervor of
- Battle, or charms that require ranged attacks such as Rapid Firecannon.
- On-Hit - an effect that occurs when a basic attack hits, usually extra damage but occasionally other effects. Some spells
- can apply on-hit effects as well, such as Ezreal's Mystic Shot.
- ---------------------------------------------------------------------------------------------------------------------
- Each Star Guardian is granted power by the First Star, to defend the world against the chaotic corruption of the Void.
- Which powers are granted to a given Star Guardian depends on their bloodline, as each Star Guardian is the reincarnation
- of a previous one, and typically destined to burn brightly and die young.
- (Thus, Star Guardian abilities are based on a theme, and are pre-generated. I might make more templates at a later date,
- but for now the templates are balanced, if somewhat restrictive. There are ten templates for now, each with a theme and a
- role that will synergize with each other. No one template can be or do everything at once, which plays into the theme of
- teamwork common to Magical Girl and Sentai series. Creating new abilities is unlikely without a huge amount of effort and
- large risk of disbalance.)
- Levels are gained when the story calls for them. Characters will begin at level 1 and gradually rank up to level 18 at
- most. Each character has a template that includes the base values for most stats at any given level, and which five
- special abilities/spells are included. Further, characters will unlock the following as they rank up as well:
- - 18 Spell Rank Points
- - 10 Mastery Slots
- - 12 Rune slots
- - 2 Auxiliary Spell Slots
- - 6 Charm Slots
- - 15 Starting Skills
- At level 1, you will start by
- - Selecting a race and general concept
- - Selecting 15 skills and distributing the values of 70, 60, 60, 50, 50, 50, 40, 40, 40, 40, 30, 30, 30, 30, and 30 among
- them, optionally one to three skills at 10 or even 01
- - Selecting a Star Guardian template, which dictates your spells, stats, familiar(s), and past life
- - Spending 1 Spell Rank Point
- The selection of Masteries, Runes, Auxiliary Spells, and Charms will happen as you level up.
- The pregenerated PC templates:
- - Lux, The Lady of Luminosity (supportive mage, good CC, burst, AoE, some ally shielding, long range blast)
- - Janna, The Storm's Fury (purely support, some CC, good peel, shielding, some healing)
- - Jinx, The Loose Cannon (primary damage dealer, some CC, some area denial, small AoE, great sustained damage)
- - Lulu, The Starlit Sorceress (jack of all, can fill most roles except tank but needs to specialise to do so)
- - Poppy, The Keeper of the Hammer (tank or bruiser, tough, some CC, body blocking, self shield)
- - Ahri, The Nine-Tailed Fox (mobile mage, some CC, great burst, some AoE, movement boost, multi-dash)
- - Ezreal, The Prodigal Explorer (primary damage dealer, blink, rapid fire on single targets, long range blast)
- - Miss Fortune, The Bounty Hunter (primary damage dealer, good AoE, some CC, good sustained damage on paired targets)
- - Soraka, The Starchild (purely support, excellent healer, good AoE, good CC, good interrupt)
- - Syndra, The Dark Sovereign (mage, good CC, good AoE, excellent single-target burst)
- Spell Rank Points
- Each template has a passive benefit, three active spells, and an ultimate spell. The passive typically scales with level
- and doesn't spending points to improve it, while the other four abilities can be ranked up individually. Characters
- receive 1 spell rank point each level, which can be allocated to one of four spells, defined by your champion template.
- Characters will thus have 18 spell rank points at 18th level, allocated 5 each for three active spells and 3 for ultimate.
- Additionally, your level limits how many spell rank points can be allocated to a single spell while levelling up, listed
- below:
- Max spell ranks in a single spell by level
- Level Active Ultimate
- 1-2 1 0
- 3-4 2 0
- 5 3 0
- 6 3 1
- 7-8 4 1
- 9-10 5 1
- 11-15 5 2
- 16-18 5 3
- Mastery
- Characters eventually unlock a total of 10 mastery slots, which grant small bonuses to certain stats or under certain
- circumstances. Masteries are split into three trees of six tiers each, where you can only select one of 2-3 options at a
- given tier, and each selection acts as a prerequisite for the next tier down. The best abilities are at the 6th tier
- within each tree, but due to only having 10 slots, you will only ever be able to take one such keystone ability. The three
- trees are Ferocity, Cunning, and Resolve. Which masteries are taken may be changed freely between encounters with no cost,
- but cannot be changed during combat. The same list of masteries is available to all characters, though not every mastery
- will be useful to every character.
- Runes
- Runes form another set of slots that can be used to buy small bonuses to certain stats, although their benefits are far
- less circumstancial than Masteries. 12 Rune slots can be unlocked, which are broken down into three slots each for Seal,
- Glyph, Mark, and Quintessence. Runes can be changed freely between encounters with no cost, but cannot be changed during
- combat. The same list of runes is available to all characters, but is much more easily tailored to a character than
- masteries often are, since there are no prerequisites.
- Auxiliary Spell Slots
- Auxiliary spells are spells with no mana cost, which can be used only once per encounter. They each provide a momentary
- benefit that is often most useful to help surviving a crisis, and then cannot be used again until at least a major scene
- change or transition. Characters will eventually unlock two slots for auxiliary spells, which can be changed freely
- between encounters with no cost, but cannot be changed during combat. Additionally, each of the four spells has level
- requirements in order to equip it.
- Charms
- As part of becoming a Star Guardian, characters receive a charm bracelet (or similar item, often jewelry but can take
- other forms). This item serves to gather starlight to fuel the powers of the Star Guardian it is bound to, protect her
- form if she is incapacitated, and reinvigorate another nearby Star Guardian that has been incapacitated (returning herm to
- fighting shape, if perhaps not in ideal health). Additionally, the charm bracelet can have up to six charms attached.
- Charms are arcane symbols drawn onto small embellishments which provide passive and/or active benefits to the Star
- Guardian carrying them. Unlike Masteries, Runes, and Auxiliary Spell Slots, Charms cannot be freely swapped as they have a
- StarLight cost to create them, of which only a 40% portion is refunded if the Charm is broken down. Charms can only be
- changed between encounters, but prices and costs must be observed.
- Many charms can be upgraded into more powerful versions at greater cost, or can be combined to make more powerful versions
- with an array of benefits. Some charms have active abilities which have cooldowns in the same way as spells (although they
- are unaffected by CDR and typically cost no mana to cost). The majority of charms, however, are useful for their passive
- benefits, increasing a variety of stats or providing some other benefit.
- Starting Skills
- Skills are non-combat abilities for roleplay purposes. The initial distribution gives a few skills at very high level and
- a larger number of skills at low level to round out your character. Skills are typically rolled as a target number for
- 3d100 in the same way as attacks.
- ---------------------------------------------------------------------------------------------------------------------
- Character templates set a large number of stats to base values and dictate the rate that those stats scale up with level.
- A template also sets your passive, active, and ultimate spells that you will spend spell rank points on. Certain other
- stats begin at 0 and do not scale based on character template, but rather via Runes, Masteries, and Charms only. Stats
- which start at zero and do not scale are:
- - CDR
- - AP
- - Spell Pen
- - Spell Vamp
- - AR Pen
- - LS
- - Threat
- - Tenacity
- Where a value is written 3 or 5 times separated by slashes, that refers to a value that changes as that spell is levelled
- up. For most spells, the MP cost may increase, the CD may decrease, and the base damage may increase as spell rank points
- are committed to a spell. Cooldowns have their own column where they are pre-calculated by spell rank and by CDR values of
- 5 through 45.
- All champions have a basic attack, which always costs 1 action to use, has a one action static CD, and doesn't count as a
- spell. Basic attacks roll 3d100 to hit with Accuracy as the target number (potentially resulting in up to 3 hits if all 3
- dice roll equal to or under Accuracy rating individually). Many spells, charms, and other benefits trigger on the first
- attack to hit within a given turn, which is more specifically the first basic attack to successfully hit, and only applies
- to the first hit, even if a single basic attack action results in 2 or 3 separate hits.
- Star Guardian mantles are based on the spirit of the previous Star Guardian who died while carrying that mantle of power.
- Thus, the new Star Guardian who takes on the mantle of power from Lux, the Lady of Luminosity will inherit her wand, her
- basic powers, and some of her memories. The new Star Guardian who takes on the mantle of power from Jinx, the Loose Cannon
- will inherit her starfire guns, her basic powers, Shiro and Kuro as familiars, and some of the memories of Jinx' life as a
- Star Guardian. Naturally, this will colour the perceptions of the new Star Guardian to inherit the powers of her
- predecessor, as will the magical bonding to the power of the First Star, but each Star Guardian is still her own person,
- able to make use of her new powers as she sees fit.
- Star Guardian Templates
- Lux, The Lady of Luminosity
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 478 2.17 384 2.4 18.7 30 6.6 11 20 53.5
- 2 534.88 2.33 417.84 2.63 21.58 30.36 6.6 11 20.2 55.89
- 3 594.92 2.49 453.56 2.87 24.62 30.74 6.6 11 20.4 58.42
- 4 657.33 2.67 490.69 3.13 27.78 31.14 6.6 11 20.62 61.04
- 5 722.11 2.85 529.23 3.39 31.06 31.55 6.6 11 20.84 63.77
- 6 790.05 3.04 569.65 3.66 34.5 31.98 6.6 11 21.07 66.63
- 7 861.15 3.24 611.95 3.95 38.1 32.43 6.6 11 21.32 69.62
- 8 934.62 3.44 655.66 4.25 41.82 32.89 6.6 11 21.57 72.71
- 9 1010.46 3.66 700.78 4.56 45.66 33.37 6.6 11 21.83 75.9
- 10 1089.46 3.88 747.78 4.88 49.66 33.87 6.6 11 22.11 79.22
- 11 1171.62 4.11 796.66 5.21 53.82 34.39 6.6 11 22.39 82.68
- 12 1256.15 4.34 846.95 5.55 58.1 34.93 6.6 11 22.68 86.24
- 13 1343.05 4.58 898.65 5.9 62.5 35.48 6.6 11 22.98 89.89
- 14 1433.11 4.84 952.23 6.27 67.06 36.05 6.6 11 23.29 93.68
- 15 1526.33 5.1 1007.69 6.65 71.78 36.64 6.6 11 23.61 97.6
- 16 1621.92 5.36 1064.56 7.03 76.62 37.24 6.6 11 23.94 101.62
- 17 1719.88 5.64 1122.84 7.43 81.58 37.86 6.6 11 24.28 105.75
- 18 1821 5.92 1183 7.84 86.7 38.5 6.6 11 24.62 110
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 6 7 5 40
- 2 6 6 5 32
- 3 6 6 5 25
- 4 6 5 5
- 5 5 5 5
- CDR Turns Turns Turns Turns
- 5% 0 -1 -1 -2
- 10% 0 -1 -1 -3
- 15% -1 -1 -1 -4
- 20% -1 -1 -1 -5
- 25% -1 -2 -2 -7
- 30% -1 -2 -2 -8
- 35% -2 -2 -2 -9
- 40% -2 -2 -2 -10
- 45% -2 -3 -3 -12
- Passive Ability - Illumination
- - Lux's offensive abilities mark all affected enemies with light energy for 3 turns. Her basic attacks and Final Spark
- consume the mark, dealing 10 + (Level * 10) + (20% of AP) bonus magic damage.
- Ability A - Light Binding
- - Tange: 23.5m
- - Cost: 1 Action, 50 / 55 / 60 / 65 / 70 Mana
- - Active: Lux releases a sphere of light in a straight line outward to maximum range that deals magic damage to the first
- two enemies hit and roots them for 4 actions.
- Ability B - Prismatic Barrier
- - Range: 21.5m
- - Cost: 1 Action, 60 Mana
- - Base Shield: 50 / 65 / 80 / 95 / 110 + (20% of AP)
- - Empowered Shield: 100 / 130 / 160 / 190 / 220 + (20% of AP)
- - Active: Lux launches her wand in the target direction, which then returns to her at the end of her turn after reaching
- maximum range. Allied champions in its path are shielded for 6 Actions, which stacks on subsequent applications. Lux is
- shielded immediately upon cast, and again when the wand returns. The wand flies to maximum range in the specified
- direction, then returns at the end of Lux' turn in a straight line from the original target to her new location
- - If Lux shields at least one other ally on the outgoing path, the returning wand will grant twice as much shield.
- Ability C - Lucent Singularity
- - Range: 20m
- - Cost: 1 Action, 70 / 85 / 100 / 115 / 130 Mana
- - Radius: 7m
- - Slow: 1.7m / 2m / 2.3m / 2.7m / 3m
- - Magic Damage: 60 / 105 / 150 / 195 / 240 + (60% of AP)
- - Active: Lux sends an anomaly of twisted light to the target area, slowing nearby enemies while they're within the radius
- and granting sight of the area around it for up to 10 actions.
- - At the end of the duration or if you choose to end it early, the singularity detonates, dealing magic damage to all
- enemies in the area and ending the slowing effect.
- Ability D (Ultimate) - Final Spark
- - Range: 66.8m
- - Cost: 3 Actions, 100 Mana
- - Magic Damage: 300 / 400 / 500 + (75% of AP)
- - Cooldown Refund: 10% / 30% / 50%
- - Active: After gathering energy for a moment (cast time included in the cost), Lux fires a giant laser in a line that
- deals magic damage to all enemies hit along a 3m wide beam. If Final Spark kills at least one enemy champion, a percentage
- of its remaining cooldown is refunded (even if it kills multiple enemy champions, it only reduces the cooldown once).
- Final Spark will only detonate Illumination if the target already has it, and will apply Illumination again after it hits
- regardless.
- Janna, The Storm's Fury
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 500 2.17 350 4.6 19.4 30 6.4 11 20 46
- 2 550.4 2.33 396.08 4.72 22.14 30.36 6.4 11 20.42 47.08
- 3 603.6 2.49 444.72 4.84 25.02 30.74 6.4 11 20.87 48.22
- 4 658.9 2.67 495.28 4.96 28.03 31.14 6.4 11 21.34 49.41
- 5 716.3 2.85 547.76 5.09 31.14 31.55 6.4 11 21.82 50.64
- 6 776.5 3.04 602.8 5.23 34.41 31.98 6.4 11 22.33 51.93
- 7 839.5 3.24 660.4 5.38 37.83 32.43 6.4 11 22.86 53.28
- 8 904.6 3.44 719.92 5.52 41.36 32.89 6.4 11 23.41 54.67
- 9 971.8 3.66 781.36 5.68 45.01 33.37 6.4 11 23.98 56.11
- 10 1041.8 3.88 845.36 5.84 48.81 33.87 6.4 11 24.57 57.61
- 11 1114.6 4.11 911.92 6 52.76 34.39 6.4 11 25.18 59.17
- 12 1189.5 4.34 980.4 6.18 56.83 34.93 6.4 11 25.81 60.78
- 13 1266.5 4.58 1050.8 6.35 61.01 35.48 6.4 11 26.46 62.43
- 14 1346.3 4.84 1123.76 6.53 65.34 36.05 6.4 11 27.13 64.14
- 15 1428.9 5.1 1199.28 6.72 69.83 36.64 6.4 11 27.83 65.91
- 16 1513.6 5.36 1276.72 6.92 74.42 37.24 6.4 11 28.54 67.72
- 17 1600.4 5.64 1356.08 7.12 79.14 37.86 6.4 11 29.27 69.58
- 18 1690 5.92 1438 7.32 84 38.5 6.4 11 30.03 71.5
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 7 6 5 75
- 2 6 6 5 67
- 3 6 6 5 60
- 4 5 6 5
- 5 5 6 5
- CDR Turns Turns Turns Turns
- 5% -1 -1 -1 -3
- 10% -1 -1 -1 -6
- 15% -1 -1 -1 -9
- 20% -1 -1 -1 -12
- 25% -2 -2 -2 -15
- 30% -2 -2 -2 -18
- 35% -2 -2 -2 -21
- 40% -2 -3 -2 -24
- 45% -3 -3 -3 -27
- Passive Ability - Tailwind
- - Effect Radius: 25m
- - Innate: Janna passively gains 0.5m bonus movement speed and grants the same amount to nearby allied champions moving
- towards her.
- - Janna's basic attacks and Zephyr deal bonus on-hit magic damage equal to 8x / 13x / 18x her bonus movement speed at
- levels 1 / 7 / 13.
- Ability A - Howling Gale
- - Cost: 60 / 80 / 100 / 120 / 140 Mana
- - Range: 20m base, +2.5m per Action charging, 35m maximum
- - Knock Up: 1 Action duration, +1 per 3 Actions spend charging
- - Base Magic Damage: 60 / 85 / 110 / 135 / 160 + (35% of AP)
- - Charging Magic Damage: 7.5 / 10 / 12.5 / 15 / 17.5 + (5% of AP) per Action charging, maximum at 105 / 145 / 185 / 225 /
- 265 + (65% of AP)
- - Active: You summon a whirlwind at your current location and set a target direction, which can be released immediately or
- allowed to charge for up to 6 Actions. Its range, speed, damage, and knockup duration increase for each Action that it is
- left charging. At the end of the duration or earlier if desired, the whirlwind launches itself in the target direction
- dealing magic damage to all enemies it passes through and knocking them up. The whirlwind has a 1.2m radius, and the
- direction cannot be changed once it is summoned.
- Ability B - Zephyr
- - Cost: 1 Action, 50 / 60 / 70 / 80 / 90 Mana
- - Range: 11m
- - Bonus Movement Speed: 0.3m / 0.4m / 0.5m / 0.6m / 0.7m
- - Magic Damage: 60 / 115 / 170 / 225 / 280 + (50% of AP)
- - Slow: 1.5m / 1.8m / 2.1m / 2.4m / 2.7m + (0.1m per 25 AP)
- - Passive: While Zephyr is not on cooldown, Janna is aided by a air elemental who ghosts her and grants her bonus movement
- speed.
- - Active: Janna commands her air elemental to attack the target enemy, dealing them magic damage and slowing them for 4
- actions.
- Ability C - Eye of the Storm
- - Cost: 70 / 80 / 90 / 100 / 110 Mana
- - Range: 16m
- - Shield Strength: 70 / 105 / 140 / 175 / 210 + (70% of AP)
- - Bonus Attack Damage: 10 / 17.5 / 25 / 32.5 / 40 + (10% of AP)
- - Active: Janna shields the target allied champion, allied turret, or herself for 5 seconds, granting her target bonus
- attack damage while the shield holds.
- Ability D (Ultimate) - Monsoon
- - Cost: 1 Action, 100 Mana, can be channelled for up to 5 additional Actions
- - Push Radius: 17.5m
- - Healing Radius: 14.5m
- - Healing per Action: 50 / 75 / 100 + (25% of AP) for a maximum of 300 / 450 / 600 + (150% of AP)
- - Active: Janna knocks back all nearby enemies up to 17.5m based on their proximity to her, stunning them for 1 action and
- channels for up to 5 additional actions, releasing soothing winds that heal nearby allies every while channeling (the
- first action counts for healing as well as all following actions for up to 6, if Janna takes any action other than
- channelling the effect ends immediately.
- Jinx, The Loose Cannon
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 518 2.34 246 2.67 22.9 30 6.5 10.5 20 58.5
- 2 577.04 2.48 278.4 2.96 25.42 30.36 6.5 10.5 20.14 60.23
- 3 639.36 2.63 312.6 3.26 28.08 30.74 6.5 10.5 20.3 62.06
- 4 704.14 2.79 348.15 3.58 30.85 31.14 6.5 10.5 20.45 63.96
- 5 771.38 2.95 385.05 3.91 33.72 31.55 6.5 10.5 20.62 65.93
- 6 841.9 3.12 423.75 4.25 36.73 31.98 6.5 10.5 20.79 68
- 7 915.7 3.3 464.25 4.61 39.88 32.43 6.5 10.5 20.97 70.17
- 8 991.96 3.49 506.1 4.99 43.13 32.89 6.5 10.5 21.16 72.41
- 9 1070.68 3.68 549.3 5.37 46.49 33.37 6.5 10.5 21.35 74.72
- 10 1152.68 3.88 594.3 5.77 49.99 33.87 6.5 10.5 21.55 77.12
- 11 1237.96 4.08 641.1 6.19 53.63 34.39 6.5 10.5 21.76 79.62
- 12 1325.7 4.3 689.25 6.62 57.38 34.93 6.5 10.5 21.97 82.2
- 13 1415.9 4.52 738.75 7.06 61.23 35.48 6.5 10.5 22.19 84.84
- 14 1509.38 4.74 790.05 7.51 65.22 36.05 6.5 10.5 22.42 87.59
- 15 1606.14 4.98 843.15 7.99 69.35 36.64 6.5 10.5 22.65 90.43
- 16 1705.36 5.22 897.6 8.47 73.58 37.24 6.5 10.5 22.9 93.34
- 17 1807.04 5.47 953.4 8.97 77.92 37.86 6.5 10.5 23.14 96.32
- 18 1912 5.72 1011 9.48 82.4 38.5 6.5 10.5 23.4 99.4
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 2 16 12 45
- 2 2 14 10 37
- 3 2 12 8 30
- 4 2 10 7
- 5 2 8 5
- CDR Actions Actions Turns Turns
- 5% 0 -1 -1 -2
- 10% 0 -1 -1 -3
- 15% 0 -2 -1 -5
- 20% 0 -2 -1 -6
- 25% 0 -2 -2 -8
- 30% 0 -3 -2 -9
- 35% 0 -3 -2 -11
- 40% 0 -4 -2 -12
- 45% 0 -4 -3 -14
- Passive Ability - Get Excited!
- - Innate: Whenever an enemy champion, turret or inhibitor dies within 1 turn of being damaged by Jinx, she gains 9m / 6m /
- 3m bonus movement speed which decays over 3 turns (9m for the first turn, 6m for the second, 3m for the third).
- Additionally, she gains 3 accuracy for the same 3 turn duration. The bonus accuracy stacks indefinitely so long as she can
- keep getting kills, while the bonus movement speed resets the duration.
- Ability A - Switcheroo!
- - Static Cooldown: 2 Actions unaffected by CDR
- - Blast Radius: 3m
- - Cost: 20 Mana per attack
- - Enhanced Range: 1.5m / 2m / 2.5m / 3m / 3.5m (for a total range of 12m / 12.5m / 13m / 13.5m / 14m)
- - Bonus Accuracy from Spell Rank: 6 / 8 / 10 / 12 / 14
- - Bonus Accuracy from Level: 1 per level beginning at level 5 (maximum 14 at level 18, total of 28 when combined with rank
- 5)
- - Toggle: Jinx switches between Shiro and Kuro, which have different effects on her basic attacks.
- - Shiro: As soon as Jinx hits with 3 basic attacks in the same turn, she becomes Rev'd Up, which gives bonus attack speed
- and lasts until she doesn't make a basic attack for an entire turn. The accuracy gained scales with both Jinx' level and
- the ranks invested in Switcheroo!.
- - Kuro: Jinx loses 25% of all bonus accuracy and her basic attacks cost mana, but they have increased range and hit all
- enemies around the main target. The area damage is also capable of causing critical hits. Kuro will allow maintaining
- Rev'd Up, but only gains bonus accuracy from Rev'd Up for the first attack made after switching.
- Ability B - Zzzap!
- - Range: 29m
- - Cost: 2 Actions, 50 / 60 / 70 / 80 / 90 Mana
- - Physical Damage: 10 / 60 / 110 / 160 / 210 + (140% of AD)
- - Slow: 2m / 2.7m / 3.3m / 4m / 4.7m
- - Active: Jinx fires a shock blast in a straight line that deals damage to the first enemy it hits, revealing and slowing
- them for 4 Actions.
- Ability C - Chomp-Chomp!
- - Range: 18m
- - Cost: 70 Mana
- - Blast Radius: 1m
- - Magic Damage: 70 / 120 / 170 / 220 / 270 + (100% of AP)
- - Active: Jinx tosses out 3 chompers that are always 1.6m apart from each other and equally distant from Jinx, that arm 1
- action later, and explode automatically after the end of the next enemy turn. Once armed, the chompers will explode on
- contact with enemy champions. Exploding chompers damage all enemies within a small area, and champions that set them off
- are rooted for 3 Actions. A single champion can only set off a single chomper, and can onl be damaged by one, even if they
- remain in range when they explode.
- Ability D (Ultimate) - Double Trouble!
- - Range: Unlimited
- - Cost: 2 Actions, 100 Mana
- - Speed: 30/50m (30m for the first Action, 50m per Action after that)
- - Blast Radius: 4.5m
- - Physical damage, primary target, rocket has traveled <15m: 75 / 105 / 135 + (45% of Bonus AD)
- - Physical damage, secondary target, rocket has traveled <15m: 60 / 84 / 108 + (36% of Bonus AD)
- - Physical damage, primary target, rocket has traveled 15-30m: 200 / 280 / 350 + (120% of Bonus AD)
- - Physical damage, secondary target, rocket has traveled 15-30m: 160 / 224 / 280 + (96% of Bonus AD)
- - Physical damage, primary target, rocket has traveled >30m: 250 / 350 / 450 + (150% of Bonus AD)
- - Physical damage, secondary target, rocket has traveled >30m: 200 / 280 / 350 + (120% of Bonus AD)
- - Physical damage, primary target, based on missing health: (25% / 30% / 35% of target's missing health)
- - Physical damage, secondary target, based on missing health: (20% / 24% / 28% of target's missing health)
- - Active: Jinx combines Shiro and Kuro into a single projectile fired in a straight line from her location. The projectile
- travels 30m for the first 1 AP, then 50m for every AP after that, passing over minions but striking any enemy champion or
- epic monster it collides with. Upon impact, it expodes in an area, dealing greater damage to the primary target, and
- additional damage based on each target's missing health. Base and scaling damage are reduced if the projectile has not
- reached maximum speed, but damage from missing health is not.
- Lulu, The Starlit Sorceress
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 525 2.4 350 4.4 19.2 30 6.6 11 20 46.4
- 2 578.28 2.57 389.6 4.57 21.86 30.36 6.6 11 20.32 48.27
- 3 634.52 2.76 431.4 4.76 24.68 30.74 6.6 11 20.67 50.25
- 4 692.98 2.94 474.85 4.94 27.6 31.14 6.6 11 21.02 52.3
- 5 753.66 3.14 519.95 5.14 30.63 31.55 6.6 11 21.39 54.43
- 6 817.3 3.35 567.25 5.35 33.82 31.98 6.6 11 21.78 56.67
- 7 883.9 3.56 616.75 5.56 37.15 32.43 6.6 11 22.18 59.01
- 8 952.72 3.79 667.9 5.79 40.59 32.89 6.6 11 22.6 61.43
- 9 1023.76 4.02 720.7 6.02 44.14 33.37 6.6 11 23.03 63.92
- 10 1097.76 4.26 775.7 6.26 47.84 33.87 6.6 11 23.48 66.52
- 11 1174.72 4.51 832.9 6.51 51.69 34.39 6.6 11 23.95 69.23
- 12 1253.9 4.76 891.75 6.76 55.65 34.93 6.6 11 24.43 72.01
- 13 1335.3 5.03 952.25 7.03 59.72 35.48 6.6 11 24.93 74.87
- 14 1419.66 5.3 1014.95 7.3 63.93 36.05 6.6 11 25.44 77.83
- 15 1506.98 5.58 1079.85 7.58 68.3 36.64 6.6 11 25.97 80.9
- 16 1596.52 5.88 1146.4 7.88 72.78 37.24 6.6 11 26.52 84.05
- 17 1688.28 6.17 1214.6 8.17 77.36 37.86 6.6 11 27.07 87.27
- 18 1783 6.48 1285 8.48 82.1 38.5 6.6 11 27.65 90.6
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 3 8 5 55
- 2 3 7 5 47
- 3 3 7 5 40
- 4 3 6 5
- 5 3 6 5
- CDR Turns Turns Turns Turns
- 5% 0 -1 -1 -2
- 10% 0 -1 -1 -4
- 15% 0 -1 -1 -6
- 20% 0 -1 -1 -8
- 25% -1 -2 -2 -10
- 30% -1 -2 -2 -12
- 35% -1 -2 -2 -14
- 40% -1 -3 -2 -16
- 45% -1 -3 -3 -18
- Passive Ability - Pix, Starlit Companion
- - Effect Radius: 40m
- - Innate: Lulu is assisted by Pix, her familiar, who fires a barrage of 3 bolts to her target every time she uses a basic
- attack against a unit, dealing 3 + (Level * 2) + (5% of AP) bonus magic damage with each bolt to the first enemy it hits.
- The bolts can be blocked by units in the way of Lulu's target. Casting 'Help, Pix!' on an ally transfers Pix' help to them
- for the duration. Pix' bolts do not apply on-hit effects, nor do they affect structures, and they only fire on basic
- attacks, not abilities that trigger on-hit effects themselves. Pix fires from his own location.
- Ability A - Glitterlance
- - Range: 18.5m
- - Cost: 1 Action, 50 / 55 / 60 / 65 / 70 Mana
- - Magic damage, primary target: 80 / 125 / 170 / 215 / 260 + (50% of AP)
- - Magic damage, additional targets: 56 / 87.5 / 119 / 150.5 / 182 + (35% of AP)
- - Active: Lulu and Pix each fire a magic bolt towards the target point, dealing magic damage to the first enemy they pass
- through, reduced to 70% against enemies thereafter, and slowing them for 4 Actions. If an enemy is hit by a second bolt
- from the same cast, they will only take the greater damage between the two bolts. Pix fires his bolt from wherever he is
- at the time, which means bolts can fire in parallel, crossfire, or even in opposite directions.
- Ability B - Whimsy
- - Range: 13m
- - Cost: 65 Mana
- - Bonus Accuracy: 5 / 6 / 7 / 8 / 9
- - Bonus Movement Speed: 2m + (0.1m per 30 AP)
- - Accuracy and Movement Duration: 6 / 7 / 7 / 8 / 8 Actions
- - Polymorph Duration: 3 / 3 / 4 / 4 / 5 Actions
- - Active, on ally: Lulu casts erratic magic on an ally champion, giving them bonus accuracy and bonus movement speed for
- the next few actions.
- - Active, on enemy: Lulu turns the target enemy champion into a harmless critter, silencing them, slowing them, and
- removing the ability to make basic attacks for the duration.
- Ability C - Help, Pix!
- - Range: 13m
- - Cost: 60 / 70 / 80 / 90 / 100 Mana
- - Shield Strength: 70 / 105 / 140 / 175 / 210 + (60% of AP)
- - Magic Damage: 80 / 110 / 140 / 170 / 200 + (40% of AP)
- - Active, on ally: Lulu sends Pix to the target ally, shielding them for 3 turns if they are a champion. Pix will return
- to Lulu instantly if he exceeds his innate range (40m per her passive). Pix will continue to assist the ally even if the
- shield breaks. Glitterlance can be fired while he is away from Lulu, which impacts where his bolt is launched from.
- - Active, on enemy: Lulu sends Pix to the target enemy, dealing magic damage and granting true sight of them for 2 turns.
- Ability D (Ultimate) - Wild Growth
- - Range: 18m
- - Cost: 100 Mana
- - Radius: 3m
- - Bonus Health: 300 / 450 / 600 / + (50% of AP)
- - Slow: 2m / 3m / 4m
- - Active: Lulu enlarges the target allied champion or herself, knocking up enemy units around them for 2 Actions at the
- time of cast, then increasing their bonus health and causing them to slow enemy units within the same radius for 3 turns.
- Poppy, The Keeper of the Hammer
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 540 3.2 280 2.8 29 32.1 6.9 2.5 20 56
- 2 604.8 3.43 308.8 3 31.52 33 6.9 2.5 20.36 58.88
- 3 673.2 3.67 339.2 3.21 34.18 33.95 6.9 2.5 20.74 61.92
- 4 744.3 3.93 370.8 3.44 36.95 34.94 6.9 2.5 21.14 65.08
- 5 818.1 4.19 403.6 3.67 39.82 35.97 6.9 2.5 21.55 68.36
- 6 895.5 4.46 438 3.91 42.83 37.05 6.9 2.5 21.98 71.8
- 7 976.5 4.75 474 4.16 45.98 38.18 6.9 2.5 22.43 75.4
- 8 1060.2 5.05 511.2 4.42 49.23 39.34 6.9 2.5 22.89 79.12
- 9 1146.6 5.36 549.6 4.69 52.59 40.54 6.9 2.5 23.37 82.96
- 10 1236.6 5.68 589.6 4.97 56.09 41.8 6.9 2.5 23.87 86.96
- 11 1330.2 6.01 631.2 5.26 59.73 43.1 6.9 2.5 24.39 91.12
- 12 1426.5 6.35 674 5.56 63.48 44.44 6.9 2.5 24.93 95.4
- 13 1525.5 6.7 718 5.87 67.33 45.82 6.9 2.5 25.48 99.8
- 14 1628.1 7.07 763.6 6.19 71.32 47.25 6.9 2.5 26.05 104.36
- 15 1734.3 7.45 810.8 6.52 75.45 48.73 6.9 2.5 26.64 109.08
- 16 1843.2 7.83 859.2 6.85 79.68 50.24 6.9 2.5 27.24 113.92
- 17 1954.8 8.23 908.8 7.2 84.02 51.8 6.9 2.5 27.86 118.88
- 18 2070 8.64 960 7.56 88.5 53.4 6.9 2.5 28.5 124
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 18 12 7 70
- 2 16 11 6 60
- 3 14 10 6 50
- 4 12 9 5
- 5 10 8 5
- CDR Actions Turns Turns Turns
- 5% -1 -1 -1 -3
- 10% -1 -1 -1 -5
- 15% -2 -1 -1 -8
- 20% -2 -2 -1 -10
- 25% -3 -2 -2 -13
- 30% -3 -3 -2 -15
- 35% -4 -3 -2 -18
- 40% -4 -4 -2 -20
- 45% -5 -4 -3 -23
- Passive Ability - Iron Ambassador
- - Static Cooldown: 8 / 6 / 5 turns at levels 1 / 7 / 13, unaffected by CDR
- - Innate: Poppy periodically throws her buckler with her next basic attack, which then falls near her target, where it
- remains for up to 4 seconds. The location that the buckler lands is always an equilateral triangle based on the range that
- she threw it (flip a coin for which side) and cannot fall where she is unable to pick it up. If the buckler kills its
- target, it bounces back to Poppy automatically. Enemies can step on the buckler to destroy it. The buckler grants 8.5m
- range (but still counts as a melee attack, not a ranged attack) and (10 * Level) bonus magic damage. When Poppy picks up
- the buckler, she shields herself for 15% / 17.5% / 20% maximum health for 6 Actions.
- Ability A - Hammer Shock
- - Area of Effect: Oval 8.6m by 4.3m, with the narrow edge touching Poppy
- - Cost: 1 Action, 35 / 40 / 45 / 50 / 55 Mana
- - Physical Damage: 35 / 55 / 75 / 95 / 115 + (80% of Bonus AD) + (8% of target's Max HP)
- - Slow: 1.3m / 1.7m / 2.0m / 2.3m / 2.7m
- - Active: Poppy smashes the ground in front of her, dealing physical damage to all enemies hit. The impacted ground
- becomes unstable, slowing enemies standing on it before erupting after 2 Actions later, dealing the same physical damage
- to all enemies within the area.
- Ability B - Steadfast Presence
- - Effect Radius: 8m
- - Cost: 50 Mana
- - Bonus Movement Speed: 2.1m / 2.3m / 2.4m / 2.5m / 2.7m
- - Magic Damage: 70 / 110 / 150 / 190 / 230 + (70% of AP)
- - Passive - Stubborn to a Fault: Poppy's total AR Factor and total MR Factor are both increased by 15%, doubled to 30%
- when she falls below 40% maximum health.
- - Active: Poppy gains bonus movement speed for 5 Actions and generates a barrier around her for the duration, causing all
- enemies who dash within to be knocked down for 2 Actions and dealt magic damage. Steadfast Presence can only block a
- single dash per enemy per cast. Enemy dashes are interrupted as soon as they enter the barrier's edge, or if the dash
- begins inside the barrier they are interrupted immediately.
- Ability C - Heroic Charge
- - Range: 8.5m
- - Cost: 1 Action, 70 Mana
- - Physical Damage: 50 / 70 / 90 / 110 / 130 + (50% of bonus AD)
- - Stun Duration: 3 / 3 / 4 / 4 / 4 Actions
- - Active: Poppy dashes to the target enemy, dealing them physical damage and carrying them along with her for up to 6m and
- 1 Action. If they collide with terrain, she deals them the same physical damage again and stuns them (which is in addition
- to the 1 Action that they lose for being hit initially).
- Ability D (Ultimate) - Keeper's Verdict
- - Cost: 1 Action, 100 Mana
- - Blast Radius: 3m
- - Reduced Physical Damage: 100 / 150 / 200 + (45% of bonus AD)
- - Physical Damage: 200 / 300 / 400 + (90% of bonus AD)
- - Active: Poppy begins spinning her hammer, channelling for up to 7 additional Actions, retaining the ability to move but
- slowing herself by 1m for the duration. If she cancels the channel, Keeper's Verdict's cooldown is set to 15 turns. Poppy
- can end the channel to unleash the power of the hammer, which grows over the channel time, increasing damage, range, and
- knockback. The attack is always a 3m wide shockwave that travels outward to maximum range or until it hits an enemy
- champion, damaging all units within a 3m blast radius where it triggers. Enemies knocked away are launched toward their
- own fountain, or if a fountain is not present, launched directly away from Poppy.
- - If channelled for 0 additional Actions: Reduced physical damage, 7.6m range, knocks targets up for 2 Actions.
- - If channelled for 1 additional Actions: Physical damage, 15.2m range, knocks targets 30m away for 3 Actions.
- - If channelled for 2 additional Actions: Physical damage, 22.8m range, knocks targets 50m away for 4 Actions.
- - If channelled for 3 additional Actions: Physical damage, 30.4m range, knocks targets 70m away for 5 Actions.
- - If channelled for 4 additional Actions: Physical damage, 38m range, knocks targets 80m away for 6 Actions.
- - If channelled for 5 additional Actions: Physical damage, 38m range, knocks targets 90m away for 6 Actions.
- - If channelled for 6 additional Actions: Physical damage, 38m range, knocks targets 95m away for 6 Actions.
- - If channelled for 7 additional Actions: Physical damage, 38m range, knocks targets 100m away for 7 Actions.
- Ahri, The Nine-Tailed Fox
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 514 2.6 334 2.4 20.9 30 6.6 11 21.38 53
- 2 571.6 2.78 370 2.63 23.42 30.36 6.6 11 21.68 55.16
- 3 632.4 2.96 408 2.87 26.08 30.74 6.6 11 22.01 57.44
- 4 695.6 3.15 447.5 3.13 28.85 31.14 6.6 11 22.35 59.81
- 5 761.2 3.34 488.5 3.39 31.72 31.55 6.6 11 22.7 62.27
- 6 830 3.55 531.5 3.66 34.73 31.98 6.6 11 23.06 64.85
- 7 902 3.77 576.5 3.95 37.88 32.43 6.6 11 23.45 67.55
- 8 976.4 3.99 623 4.25 41.13 32.89 6.6 11 23.85 70.34
- 9 1053.2 4.22 671 4.56 44.49 33.37 6.6 11 24.26 73.22
- 10 1133.2 4.46 721 4.88 47.99 33.87 6.6 11 24.69 76.22
- 11 1216.4 4.71 773 5.21 51.63 34.39 6.6 11 25.13 79.34
- 12 1302 4.97 826.5 5.55 55.38 34.93 6.6 11 25.59 82.55
- 13 1390 5.23 881.5 5.9 59.23 35.48 6.6 11 26.06 85.85
- 14 1481.2 5.5 938.5 6.27 63.22 36.05 6.6 11 26.54 89.27
- 15 1575.6 5.79 997.5 6.65 67.35 36.64 6.6 11 27.05 92.81
- 16 1672.4 6.08 1058 7.03 71.58 37.24 6.6 11 27.57 96.44
- 17 1771.6 6.37 1120 7.43 75.92 37.86 6.6 11 28.1 100.16
- 18 1874 6.68 1184 7.84 80.4 38.5 6.6 11 28.64 104
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 3 18 6 55
- 2 3 16 6 47
- 3 3 14 6 40
- 4 3 12 6
- 5 3 10 6
- CDR Turns Actions Turns Turns
- 5% 0 -1 -1 -2
- 10% 0 -1 -1 -4
- 15% 0 -2 -1 -6
- 20% 0 -2 -1 -8
- 25% -1 -3 -2 -10
- 30% -1 -3 -2 -12
- 35% -1 -4 -2 -14
- 40% -1 -4 -3 -16
- 45% -1 -5 -3 -18
- Passive Ability - Essence Theft
- - Innate: Whenever Ahri hits an enemy with one of her spells, she gains a charge of Essence Theft, and can gain up to 3
- charges per spell cast. Upon reaching 9 charges, her next ability removes all charges and heals her for 3 / 5 / 9 / 18 (+
- 9% AP) for each enemy hit, based on level 1 / 6 / 11 / 16.
- Ability A - Orb of Deception
- - Range: 17.6m
- - Cost: 1 Action, 65 / 70 / 75 / 80 / 85 Mana
- - Damage per Pass: 40 / 65 / 90 / 115 / 140 + (35% of AP) (magic damage on outward path, true damage on return)
- - Initial Bonus Movement Speed: 2.9m (lasts for 1 Action immediately after casting)
- - Lingering Bonus Movement Speed: 1.6m (lasts for the remainder of the turn, until the orb returns)
- - Active: Ahri sends an orb of arcane energy in the target direction to maximum range, dealing magic damage to all enemies
- it passes through. At the end of her turn, she pulls it back to her current location, dealing true damage to all enemies
- it passes through on the way to her current location. Until the orb returns, Ahri gains movement speed, greater for the
- first Action immediately after casting.
- Ability B - Fox-Fire
- - Range: 14m
- - Cost: 50 Mana
- - Initial Magic Damage: 40 / 65 / 90 / 115 / 140 + (30% of AP)
- - Additional Magic Damage: 12 / 19.5 / 27 / 34.5 / 42 + (9% of AP)
- - Active: Ahri summons three spectral flames which orbit her for up to 2 turns. On the next Action after casting, each
- flame pursues the closest visible enemy champion within range, or the target of Ahri's last basic attack otherwise, or the
- nearest enemy unit, dealing magic damage. If there are no targets within range, each flame will continue to check for
- valid targets at the start of each of Ahri's actions until they fizzle after 2 turns. Multiple flames can hit the same
- target, with each flame beyond the first dealing only 30% damage. The cooldown for this spell does not begin until all
- three flames have hit targets or fizzled at the end of their duration. Ahri must be able to see a target in order for a
- flame to select it, but once a flame has selected a target, dodging out of range or behind other units will not avoid the
- flame.
- Ability C - Charm
- - Range: 19.5m
- - Cost: 1 Action, 85 Mana
- - Magic Damage: 60 / 95 / 130 / 165 / 200 + (60% of AP)
- - Charm Duration: 2 / 3 / 3 / 4 / 4 Actions
- - Active: Ahri blows a kiss in a line, dealing magic damage to the first enemy hit and charming them. Charmed enemies move
- directly toward Ahri for the duration, and are unable to use basic attacks, spells, auxiliary spells, or item abilities
- (except for Cleanse and Quicksilver). If the enemy does not have sight of Ahri, they will stand still for the duration.
- Ability D (Ultimate) - Spirit Rush
- - Range: 9m
- - Cost: 1 Action, 100 Mana
- - Effect Radius: 12m
- - Magic Damage per bolt: 70 / 110 / 150 + (25% of AP)
- - Active: Ahri dashes up to the listed range and fires up to three energy bolts that each pursue one of her nearest
- visible enemies, dealing magic damage. Each enemy can only be hit by one bolt at a time. Spirit Rush can be cast up to
- twice more within 5 turns of the initial activation at no additional cost before going on cooldown. Ahri must be able to
- see a target in order for a bolt to select it, but once a bolt has selected a target, dodging out of range or behind other
- units will not avoid the flame. Individual castings of Spirit Rush have a 1 Action cooldown, preventing Ahri from re-
- casting it on consecutive actions. Cooldown begins when either all three casts are complete, or when 5 turns beyond the
- initial cast have passed.
- Ezreal, The Prodigal Explorer
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 484 2.57 361 3.24 21.9 30 6.5 11 20 55.7
- 2 541.6 2.73 391.24 3.42 24.42 30.36 6.5 11 20.4 57.43
- 3 602.4 2.89 423.16 3.62 27.08 30.74 6.5 11 20.83 59.26
- 4 665.6 3.07 456.34 3.82 29.85 31.14 6.5 11 21.27 61.16
- 5 731.2 3.25 490.78 4.04 32.72 31.55 6.5 11 21.73 63.13
- 6 800 3.44 526.9 4.26 35.73 31.98 6.5 11 22.21 65.2
- 7 872 3.64 564.7 4.49 38.88 32.43 6.5 11 22.72 67.37
- 8 946.4 3.84 603.76 4.73 42.13 32.89 6.5 11 23.24 69.61
- 9 1023.2 4.06 644.08 4.98 45.49 33.37 6.5 11 23.77 71.92
- 10 1103.2 4.28 686.08 5.24 48.99 33.87 6.5 11 24.33 74.32
- 11 1186.4 4.51 729.76 5.51 52.63 34.39 6.5 11 24.92 76.82
- 12 1272 4.74 774.7 5.79 56.38 34.93 6.5 11 25.52 79.4
- 13 1360 4.98 820.9 6.07 60.23 35.48 6.5 11 26.13 82.04
- 14 1451.2 5.24 868.78 6.37 64.22 36.05 6.5 11 26.77 84.79
- 15 1545.6 5.5 918.34 6.67 68.35 36.64 6.5 11 27.43 87.63
- 16 1642.4 5.76 969.16 6.99 72.58 37.24 6.5 11 28.11 90.54
- 17 1741.6 6.04 1021.24 7.31 76.92 37.86 6.5 11 28.8 93.52
- 18 1844 6.32 1075 7.64 81.4 38.5 6.5 11 29.52 96.6
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 11 4 9 60
- 2 11 4 9 60
- 3 10 4 8 60
- 4 10 4 7
- 5 9 4 6
- CDR Actions Turns Turns Turns
- 5% -1 0 0 -3
- 10% -1 0 0 -6
- 15% -2 0 -1 -9
- 20% -2 -1 -1 -12
- 25% -3 -1 -1 -15
- 30% -3 -1 -2 -18
- 35% -4 -1 -2 -21
- 40% -4 -2 -2 -24
- 45% -5 -2 -3 -27
- Passive Ability - Rising Spell Force
- - Innate: Ezreal gains 2 / 2.4 / 2.8 bonus accuracy every time he hits an enemy with a spell, stacking up to 5 times for a
- maximum of 10 / 12 / 14 bonus accuracy. All stacks fall off if he has not hit with a spell for 3 consecutive turns. Stacks
- are acquired per target hit, not per spell cast. Essence Flux does not affect minions or monsters, thus will not grant any
- from them, but will grant them from hitting champions. Auxiliary Spells do not grant stacks.
- Ability A - Mystic Shot
- - Range: 23m
- - Cost: 1 Action, 28 / 31 / 34 / 37 / 40 Mana
- - Physical Damage: 35 / 55 / 75 / 95 / 115 + (125% of AD) + (40% of AP)
- - Active: Ezreal fires a bolt of energy in a line, dealing physical damage to the first enemy hit, and applying on-hit
- effects. If Mystic Shot successfully hits an enemy, all of Ezreal's ability cooldowns are refreshed by 3 Actions or 1 turn
- (by type). Mystic Shot counts as a ranged basic attack for applying on-hit effects, cannot critically strike, and cannot
- attack structures. The reduction to cooldowns for hitting an enemy does apply to Mystic Shot's own cooldown.
- Ability B - Essence Flux
- - Range: 20m
- - Cost: 1 Action, 50 / 60 / 70 / 80 / 90 Mana
- - Magic Damage: 70 / 115 / 160 / 205 / 250 + (80% of AP)
- - Bonus Accuracy: 4 / 5 / 6 / 7 / 8
- - Active: Ezreal fires a wave of energy in a line, dealing magic damage to enemy champions struck, and granting all allied
- champions struck bonus accuracy for 2 turns. If circumstances permit, Ezreal can boost himself with Essence Flux (such as
- using Arcane Shift or Flash to blink into the path of the wave).
- Ability C - Arcane Shift
- - Range: 9.5m
- - Cost: 90 Mana, 1 Action (special)
- - Radius: 15m
- - Magic Damage: 75 / 125 / 175 / 225 / 275 + (50% of bonus AD) + (75% of AP)
- - Active: Ezreal blinks to the target location, firing a homing bolt that deals magic damage to the nearest enemy. Arcane
- Shift causes Ezreal to lose 1 Action immediately after it is cast (this essentially means that it is a 0 action ability
- for the purpose of interrupts, because the Action is spent after the interrupt portion is completed). This ability cannot
- be interrupted.
- Ability D (Ultimate) - Yuuto Rush
- - Range: Unlimited
- - Cost: 2 Actions, 100 Mana
- - Speed: 40m
- - Magic Damage, 1st target: 350 / 500 / 650 + (100% of Bonus AD) + (90% of AP)
- - Magic Damage, 2nd, 3rd, and 4th targets: 280 / 400 / 520 + (80% of Bonus AD) + (72% of AP)
- - Magic Damage, 5th, 6th, and 7th targets: 175 / 250 / 325 + (50% of Bonus AD) + (45% of AP)
- - Magic Damage, 8th target and beyond: 105 / 150 / 195 + (30% of Bonus AD) + (27% of AP)
- - Active: After summoning Yuuto and gathering energy, Ezreal fires an energy projectile in the target direction, dealing
- magic damage to enemies it passes through, which flies at the listed speed until it leaves the map. The total damage is
- reduced for each enemy hit. The projectile is 3m wide, and flies in a straight line. This ability cannot be interrupted.
- Miss Fortune, The Bounty Hunter
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 530 2.48 326 3.22 24 30 6.5 11 20.99 46
- 2 591.2 2.66 351.2 3.4 26.16 30.36 6.5 11 21.45 46.72
- 3 655.8 2.86 377.8 3.6 28.44 30.74 6.5 11 21.92 47.48
- 4 722.95 3.06 405.45 3.81 30.81 31.14 6.5 11 22.42 48.27
- 5 792.65 3.28 434.15 4.02 33.27 31.55 6.5 11 22.94 49.09
- 6 865.75 3.5 464.25 4.24 35.85 31.98 6.5 11 23.48 49.95
- 7 942.25 3.73 495.75 4.48 38.55 32.43 6.5 11 24.05 50.85
- 8 1021.3 3.97 528.3 4.72 41.34 32.89 6.5 11 24.63 51.78
- 9 1102.9 4.22 561.9 4.97 44.22 33.37 6.5 11 25.24 52.74
- 10 1187.9 4.48 596.9 5.23 47.22 33.87 6.5 11 25.87 53.74
- 11 1276.3 4.75 633.3 5.5 50.34 34.39 6.5 11 26.52 54.78
- 12 1367.25 5.03 670.75 5.78 53.55 34.93 6.5 11 27.2 55.85
- 13 1460.75 5.31 709.25 6.07 56.85 35.48 6.5 11 27.89 56.95
- 14 1557.65 5.61 749.15 6.36 60.27 36.05 6.5 11 28.61 58.09
- 15 1657.95 5.91 790.45 6.67 63.81 36.64 6.5 11 29.35 59.27
- 16 1760.8 6.23 832.8 6.98 67.44 37.24 6.5 11 30.11 60.48
- 17 1866.2 6.55 876.2 7.31 71.16 37.86 6.5 11 30.89 61.72
- 18 1975 6.88 921 7.64 75 38.5 6.5 11 31.7 63
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 14 6 7 60
- 2 12 6 6 55
- 3 10 6 6 50
- 4 8 6 5
- 5 6 6 5
- CDR Actions Turns Turns Turns
- 5% -1 -1 -1 -3
- 10% -1 -1 -1 -5
- 15% -1 -1 -1 -8
- 20% -2 -1 -1 -10
- 25% -2 -2 -2 -13
- 30% -2 -2 -2 -15
- 35% -3 -2 -2 -18
- 40% -3 -3 -2 -20
- 45% -3 -3 -3 -23
- Passive Ability - Love Tap
- - Innate: Whenever Miss Fortune attacks an enemy unit that was not the target of her previous basic attack, she will deal
- 50% / 60% / 70% / 80% / 90% / 100% of AD bonus physical damage to them, halved to 25% / 30% / 35% / 40% / 45% / 50% of AD
- versus minions.
- Ability A - Double Up
- - Range: 13m (2m beyond basic attack range)
- - Cost: 1 Action, 43 / 46 / 49 / 52 / 55 Mana
- - Radius: 10m
- - Arc: 160 degrees (19.7m wide at the far end)
- - Physical Damage: 20 / 40 / 60 / 80 / 100 + (100% of AD) + (35% of AP)
- - Active: Miss Fortune fires a shot at a target enemy, which then bounces to hit another unit behind it within the arc and
- radius, dealing physical damage to the first and second target, applying on-hit effects to both. Double Up's second shot
- prioritizes units directly behind the primary target. Double Up's second shot can critically strike, based on critical
- strike chance, for standard critical strike damage. If the first target is killed, the second hit will always critically
- strike. Each hit is counted separately and both can trigger the effect of Love Tap. Increases to Basic Attack Range also
- apply to this spell. Secondary targets can still be hit even if Miss Fortune cannot see them, provided the original target
- can be hit with the spell normally and the secondary target is within the arc and radius from the original target.
- Ability B - Strut
- - Cost: 30 Mana
- - Maximum Bonus Movement Speed: 1.2m / 1.4m / 1.6m / 1.8m / 2m
- - Bonus Accuracy: 8 / 11 / 14 / 17 / 20
- - Passive - Strut: Miss Fortune gains 0.5 bonus movement speed if she has not taken damage sfor the past 2 turns,
- excluding damage over time. This bonus is increased to a greater amount after another 2 turns.
- - Active - Guns Blazing: Miss Fortune gains bonus accuracy for 2 turns and brings Strut's passive effect to full power.
- - Marking a new target with Love Tap reduces Strut's cooldown by 0.5 turns.
- Ability C - Falling Stars
- - Range: 20m
- - Cost: 1 Action, 80 Mana
- - Effect Radius: 4m
- - Slow: 2m / 2.5m / 3m / 3.5m / 4m
- - Magic Damage per Action: 20 / 28.75 / 37.5 / 46.25 / 55 + (20% of AP)
- - Active: Miss Fortune rains down hundreds of bullets onto the target area for 4 Actions, slowing and dealing magic damage
- every Action to units within the area.
- Ability D (Ultimate) - Meteor Shower
- - Cost: 1-6 Actions, 100 Mana
- - Effect Radius: 28m
- - Effect Arc: 40 degrees (19.1m wide at the far end)
- - Active: Miss Fortune channels for up to 6 Actions, firing several waves of bullets in the target direction over the
- duration, each dealing (75% of AD) + (20% of AP) physical damage. Each wave can critically strike, based on critical
- strike chance, dealing 20% of normal critical bonus damage.
- - Rank 1: You fire 2 bullet waves per Action spent channelling
- - Rank 2: You fire 2 bullet waves per Action spent channelling, plus an additional wave on the 2nd and 5th Action
- - Rank 3: You fire 2 bullet waves per Action spent channelling, plus an additional wave on the 1st, 3rd, 4th, and 6th
- Action.
- Soraka, The Starchild
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 529 1 351 4.6 23.4 30 6.5 11 20 50
- 2 585.16 1.14 394.2 4.72 26.14 30.36 6.5 11 20.31 52.16
- 3 644.44 1.3 439.8 4.84 29.02 30.74 6.5 11 20.63 54.44
- 4 706.06 1.45 487.2 4.96 32.03 31.14 6.5 11 20.97 56.81
- 5 770.02 1.62 536.4 5.09 35.14 31.55 6.5 11 21.32 59.27
- 6 837.1 1.79 588 5.23 38.41 31.98 6.5 11 21.69 61.85
- 7 907.3 1.97 642 5.38 41.83 32.43 6.5 11 22.08 64.55
- 8 979.84 2.16 697.8 5.52 45.36 32.89 6.5 11 22.47 67.34
- 9 1054.72 2.35 755.4 5.68 49.01 33.37 6.5 11 22.88 70.22
- 10 1132.72 2.55 815.4 5.84 52.81 33.87 6.5 11 23.31 73.22
- 11 1213.84 2.76 877.8 6 56.76 34.39 6.5 11 23.76 76.34
- 12 1297.3 2.97 942 6.18 60.83 34.93 6.5 11 24.22 79.55
- 13 1383.1 3.19 1008 6.35 65.01 35.48 6.5 11 24.69 82.85
- 14 1472.02 3.42 1076.4 6.53 69.34 36.05 6.5 11 25.17 86.27
- 15 1564.06 3.65 1147.2 6.72 73.83 36.64 6.5 11 25.68 89.81
- 16 1658.44 3.9 1219.8 6.92 78.42 37.24 6.5 11 26.2 93.44
- 17 1755.16 4.14 1294.2 7.12 83.14 37.86 6.5 11 26.73 97.16
- 18 1855 4.4 1371 7.32 88 38.5 6.5 11 27.28 101
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 10 16 12 80
- 2 10 13 11 72
- 3 10 10 10 65
- 4 10 7 9
- 5 10 4 8
- CDR Actions Actions Turns Turns
- 5% -1 -1 -1 -4
- 10% -1 -1 -1 -7
- 15% -2 -1 -1 -10
- 20% -2 -1 -2 -13
- 25% -3 -1 -2 -17
- 30% -3 -2 -3 -20
- 35% -4 -2 -3 -23
- 40% -4 -2 -4 -26
- 45% -5 -2 -4 -30
- Passive Ability - Salvation
- - Effect Radius: 50m
- - Innate: Soraka gains 4.7m bonus movement speed when moving towards allied champions below 40% of their maximum health.
- Ability A - Starcall
- - Range: 16m
- - Cost: 1 Action, 40 / 45 / 50 / 55 / 60 Mana
- - Radius: 4.7m
- - Delay: 1 Action / 2 Actions based on 0-11 / 11-16m range
- - Magic Damage: 70 / 110 / 150 / 190 / 230 + (35% of AP)
- - Heal per Action: 14 / 16 / 18 / 20 / 22 + (10% of AP)
- - Allied Rejuvenation Duration: 6 / 7 / 8 / 9 / 10 Actions
- - Active: Soraka calls down a star at the target area, landing after 1-2 Actions (based on target range), dealing magic
- damage and slowing enemies hits by 2m for 4 Actions. Striking at least one enemy champion grants Soraka Rejuvenation for 8
- Actions, during which she can Rejuvenate allies healed by Astral Infusion.
- - Rejuvenation heals every Action and grants 0.7 bonus movement speed when not moving towards enemy champions.
- Ability B - Astral Infusion
- - Range: 11m
- - Cost: 1 Action, 10% of your Max HP, 50 / 55 / 60 / 65 / 70 Mana
- - Heal: 80 / 110 / 140 / 170 / 200 + (60% of AP)
- - Active: Soraka heals the target ally champion. Astral Infusion cannot be self-cast, nor can it be cast if Soraka is
- below 5% maximum health. If Soraka is below 10% of her maximum health, Astral Infusion will only bring her down to 1 HP.
- Ability C - Equinox
- - Range: 18.5m
- - Cost: 70 Mana
- - Radius: 6m
- - Magic Damage: 70 / 110 / 150 / 190 / 230 + (40% of AP)
- - Root Duration: 2 / 3 / 3 / 4 / 4 Actions
- - Active: Soraka deals magic damage to all enemy champions in an area and creates a zone within that silences enemy
- champions standing on it. After 2 Actions, the zone detonates, dealing the same magic damage to all enemy champions within
- and briefly rooting them.
- Ability D (Ultimate) - Wish
- - Range: Unlimited
- - Cost: 1 Action, 100 Mana
- - Heal: 150 / 250 / 350 + (55% of AP)
- - Enhanced Heal: 225 / 375 / 525 + (82.5% of AP)
- - Active: Soraka calls upon the stars, healing all allied champions, including untargetable allies, and herself,
- increasing by 50% on targets below 40% of their maximum health.
- Syndra, The Dark Sovereign
- Base Base Base Base Base Base Base Basic Basic Base
- HP HP MP MP AR MR Speed Attack Attack AD
- Level Max Regen Max Regen Factor Factor Range Accuracy
- 1 511 2.6 384 2.4 24.7 30 6.6 11 20 53.9
- 2 567.16 2.77 427.2 2.63 27.15 30.36 6.6 11 20.29 55.98
- 3 626.44 2.96 472.8 2.87 29.73 30.74 6.6 11 20.59 58.17
- 4 688.06 3.14 520.2 3.13 32.42 31.14 6.6 11 20.91 60.46
- 5 752.02 3.34 569.4 3.39 35.21 31.55 6.6 11 21.24 62.82
- 6 819.1 3.55 621 3.66 38.13 31.98 6.6 11 21.58 65.31
- 7 889.3 3.76 675 3.95 41.19 32.43 6.6 11 21.94 67.91
- 8 961.84 3.99 730.8 4.25 44.35 32.89 6.6 11 22.31 70.59
- 9 1036.72 4.22 788.4 4.56 47.62 33.37 6.6 11 22.7 73.37
- 10 1114.72 4.46 848.4 4.88 51.02 33.87 6.6 11 23.1 76.25
- 11 1195.84 4.71 910.8 5.21 54.55 34.39 6.6 11 23.51 79.26
- 12 1279.3 4.96 975 5.55 58.19 34.93 6.6 11 23.94 82.35
- 13 1365.1 5.23 1041 5.9 61.93 35.48 6.6 11 24.38 85.53
- 14 1454.02 5.5 1109.4 6.27 65.81 36.05 6.6 11 24.84 88.82
- 15 1546.06 5.78 1180.2 6.65 69.82 36.64 6.6 11 25.31 92.23
- 16 1640.44 6.08 1252.8 7.03 73.93 37.24 6.6 11 25.79 95.72
- 17 1737.16 6.37 1327.2 7.43 78.15 37.86 6.6 11 26.29 99.3
- 18 1837 6.68 1404 7.84 82.5 38.5 6.6 11 26.8 103
- Ability Ability Ability Ability
- A B C D
- Skill CD CD CD CD
- 1 8 6 8 60
- 2 8 5 7 50
- 3 8 5 7 40
- 4 8 4 6
- 5 8 4 6
- CDR Actions Turns Turns Turns
- 5% -1 0 -1 -2
- 10% -1 -1 -1 -4
- 15% -2 -1 -1 -6
- 20% -2 -1 -1 -8
- 25% -2 -1 -2 -10
- 30% -3 -2 -2 -12
- 35% -3 -2 -2 -14
- 40% -4 -2 -3 -16
- 45% -4 -2 -3 -18
- Passive Ability - Transcendent
- - Innate: Each of Syndra's abilities gain an additional effect at maximum rank.
- Ability A - Dark Sphere
- - Range: 16m
- - Cost: 40 / 50 / 60 / 70 / 80 Mana
- - Radius: 3.5m
- - Magic Damage: 50 / 95 / 140 / 185 / 230 + (65% of AP)
- - Active: Syndra conjures a Dark Sphere at the target location, dealing magic damage to all enemies hit, which then
- remains for 3 turns.
- - Transcendent Bonus: Dark Spheres last an additional turn, for a total of 4 turns.
- Ability B - Force of Will
- - Range: 19m
- - Cost: 60 / 70 / 80 / 90 / 100 Mana
- - Radius: 4.5m
- - Magic Damage: 70 / 110 / 150 / 190 / 230 + (70% of AP)
- - Slow: 1.7m / 2m / 2.3m / 2.7m / 3m
- - First Active: Syndra telekinetically grabs a Dark Sphere, enemy minion, or non-epic monster for up to 2 turns. If a Dark
- Sphere is grabbed, its duration is refreshed. If a minion or monster is grabbed, it is put in stasis.
- - Second Active: Syndra throws the grasped Dark Sphere or enemy to the target area. The projectile (if it is an enemy) and
- any enemies struck take magic damage and are slowed for 3 Actions. Cooldown only begins when the second active is cast, or
- the first active is allowed to time out, which drops the held enemy or dark sphere at a random point 1m away from Syndra.
- - Transcendent Bonus: Force of Will deals 20% bonus true damage.
- Ability C - Scatter the Weak
- - Effect Radius: 14m
- - Effect Arc: 40 degrees (9.6m wide at the far end), enhanced to 60 Degrees (14m wide at the far end)
- - Cost: 1 Action, 50 Mana
- - Magic Damage: 70 / 115 / 160 / 205 / 250 + (60% of AP)
- - Active: Syndra knocks back all enemies and Dark Spheres in front of her within the radius and arc, outward to a final
- distance of 22m, dealing magic damage to them and any enemies with which they collide, and costing them 1 Action for being
- knocked back. Launched Dark Spheres also stun all enemies in their path for 3 actions, dealing Scatter the Weak's damage
- to enemies who weren't affected by the initial cast.
- - Transcendent Bonus: Scatter the Weak's area of effect is 50% wider (becoming a 60 degree arc).
- Ability D (Ultimate) - Unleashed Power
- - Range: 13.5m, enhanced to 15m
- - Cost: 1 Action, 100 Mana
- - Magic Damage per Sphere: 90 / 135 / 180 + (20% of AP)
- - Active: Syndra hurls all of her Dark Spheres at the target enemy champion, dealing magic damage per sphere, with a
- minimum of 3 spheres and a maximum of 7 spheres. All Dark Spheres remain on the ground for 6 (or 8 if enhanced) seconds
- after Unleashed Power is used. Each sphere is considered a separate single target spell. Upon cast, Unleashed Power
- summons all of Syndra's currently active spheres, including the three orbiting her, to a location behind her, refreshing
- their duration; the spheres are then sent individually at Syndra's target, dealing damage and bouncing to a random
- location around the target on impact, each landing 2m away from the target.
- - Transcendent Bonus: Unleashed Power's cast range is increased (increasing to 15m).
- ---------------------------------------------------------------------------------------------------------------------
- Characters receive Mastery points beginning at level 2, to a maximum of 10 Mastery points at level 5.
- Level Mastery Points
- 1 0
- 2 +1
- 3 +2 (3 total)
- 4 +3 (6 total)
- 5+ +4 (10 total)
- Mastery points can be spent into three different trees - Ferocity, Cunning, and Resolve - starting with Tier 1 and moving
- up. Each tier has two or three abilities, of which only one can be purchased. Each tier above the first requires an
- ability from the previous tier to be purchased in order to unlock it. For example, in order to purchase Vampirism from
- Ferocity Tier 3, you must have purchased one of the Tier 2 Ferocity abilities (Fresh Blood, Feast, or Expose Weakness) and
- one of the Tier 1 Ferocity abilities as well (Fury or Sorcery). The most powerful abilities are those at Tier 6, of which
- you will only be able to purchase one (at level 4 at the earliest), and is known as your Keystone ability due to the
- significant impact it can have on your style of combat.
- Remember that you can change Masteries freely between encounters but not during combat, so it doesn't hurt to experiment.
- Ferocity Mastery Tree
- Tier 1
- - Fury: Grants +0.8 Bonus Accuracy
- - Sorcery: Increases spell and ability damage by 2%
- Tier 2
- - Fresh Blood: Basic attacks versus enemy champions deal (10 + Level) bonus damage (3 turn per-target cooldown).
- - Feast: Killing a unit restores 20 Health. This ability has a 15 turn cooldown.
- - Expose Weakness: Your damaging abilities debuff enemies for 6 Actions, increasing the damage they take from allied
- champions by 3% (doesn't stack from multiple applications)
- Tier 3
- - Vampirism: Grants 2% Life Steal and 2% Spell Vamp
- - Natural Talent: Grants (0.444 * Level) Attack Damage and (0.667 * Level) Ability Power
- Tier 4
- - Bounty Hunter: Grants 1% increased damage for each unique enemy champion you have killed during your last 2 encounters.
- - Double-Edged Sword: You deal 3% increased damage from all sources, but take 1.5% increased damage from all sources.
- - Battle Trance: When you deal damage to an enemy champion or are damaged by an enemy champion, grants 3% increase damage
- until an entire turn passes without dealing damage to an enemy champion or being damaged by one.
- Tier 5
- - Battering Blows: gain 7% total AR Pen
- - Piercing Thoughts: gain 7% total Spell Pen
- Tier 6 (Keystones)
- - Warlord's Bloodlust: Your first basic attack to hit an enemy champion on your turn heals you for ((4 + (2 * Level))% of
- AD) and grants you 2m bonus movement speed for 1 Action and 1m bonus movement speed for 1 Action after that. If the attack
- is a critical, then the critical multiplier also applies to the healing from this ability. This ability has a 3 turn
- cooldown. This triggers together with abilities named 'Energized Strike'.
- - Fervor of Battle: If you have hit an enemy champion with at least 3 melee basic attack or 6 ranged basic attacks within
- the past 4 turns, you gain (5 + (3 * Level)) bonus Attack Damage, which lasts until you do not basic attack an enemy
- champion for 4 consecutive turns.
- - Deathfire Touch: Dealing damage to an enemy champion via any source gives a damage over time effect which triggers at
- the end of enemy turns, dealing 2 + (12.5% of AP) + (22.5% of Bonus AD) magic damage each time it occurs. For area of
- effect spells, the duration is 1 turn, while for all other abilities, the duration is 2 turns. This ability does not
- stack, with further instances only refreshing the duration.
- Cunning Mastery Tree
- Tier 1
- - Wanderer: if you haven't dealt damage nor suffered damage for the past 2 turns, gain 0.2m Speed
- - Savagery: basic attacks and single-target spells deal 5 extra damage to minions and monsters
- Tier 2
- - Runic Affinity: Grants MP Regen equal to (Level / 4), and 2.5% CDR
- - Secret Stash: Grants HP Regen equal to (Level / 4)
- - Assassin: While no other allied champions are within 16m of you, you deal 2% increased damage against enemy champions
- Tier 3
- - Merciless: Grants 3% increased damage against enemy champions below 40% maximum health.
- - Meditation: Increase your MP Regen by 0.5% of your missing Mana (1 mana per 200 missing)
- Tier 4
- - Ambusher: When you attack an enemy champion that didn't have line of sight to you at the start of your turn, deal
- additional damage equal to 3% of the target's current health as bonus magic damage, this ability has a 4 turn cooldown.
- - Bandit: When you hit an enemy champion with a basic attack or a spell that applies on-hit effects, gain 3 StarLight if
- it was a ranged ability, or 10 StarLight if it was a melee ability. This ability has a 2 turn cooldown. Additionally,
- whenever an ally within 20m kills a non-champion, gain 1 StarLight (voidspawn do not count for this ability, but Voidlings
- do).
- - Dangerous Game: When you kill or assist in the kill of an enemy champion, regain 5% of your missing HP and 5% of your
- missing MP.
- Tier 5
- - Precision: Grants (1.5 + (Level * 0.25)) AR Pen and (1.5 + (Level * 0.25)) Spell Pen
- - Intelligence: gain 5% CDR, and the CDR cap is increased from 40% to 45%
- Tier 6 (Keystones)
- - Stormraider's Surge: When you reduce an enemy champion's current HP by 30% of its maximum HP within one turn, you gain
- 2.7m Speed and 75% Tenacity against slowing effects only for the next 6 Actions. This benefit has a 5 turn Cooldown.
- - Thunderlord's Decree: Hitting an enemy champion with a spell or basic attack marks them with Thunderlord's Decree for 3
- Actions. At 3 stacks, the target is dealt (10 * Level) + (30% of Bonus AD) + (10% of AP) magic damage in a 2m blast
- centred on them. Thunderlord's Decree can only be triggered once every 12 turns, reduced by 1 per 3 levels (4, 7, 10, 13,
- 16) to a minimum of 7 turns at level 16+. Damage over time effects can often trigger Thunderlord's Decree very easily,
- because each tick counts as a new instance of damage.
- - Windspeaker's Blessing: Healing and shielding effects that you create are 10% stronger (healing 10% more HP or producing
- 10% more shield). Additionally, targets affected by a heal or shield effect that you have created (other than yourself)
- gain (4 + Level) AR Factor and (2 + (0.5 * Level)) MR Factor until the end of their next turn. Receiving bonus health does
- not count as healing for this ability.
- Resolve Mastery Tree
- Tier 1
- - Recovery: Grants 0.8 HP Regen
- - Unyielding: Increases Bonus AR Factor and Bonus MR Factor by 5%
- Tier 2
- - Explorer: Grants 0.3m Speed while in river, brush, or unworked terrain
- - Tough Skin: Reduces damage from enemy champion's and monster's basic attacks by 2 after armour reductions.
- - Siegemaster: Grants +8 AR Factor and +8 MR Factor while you are within the radius of an allied turret or StarLight
- Circle
- Tier 3
- - Runic Armour: Shield and Healing effects you receive are 8% stronger (multiplicative), including Life Steal, Spell Vamp,
- and Health Regeneration
- - Veteran's Scars: Grants +50 Max HP
- Tier 4
- - Insight: You may have up to 3 auxiliary spells prepared, but can only use 2 of them during a single encounter, and you
- may prepare a second copy of the same auxiliary spell if desired.
- - Perseverance: gain +50% base HP Regen, increased to +200% while below 25% max HP.
- - Fearless: Grants (10 + (1.5 * Level))% Bonus AR Factor and MR Factor for 4 actions when damaged by an enemy champion.
- This ability has a 4 turn cooldown.
- Tier 5
- - Swiftness: gain 15% Tenacity.
- - Legendary Guardian: Gain 3 Bonus AR Factor and MR Factor for each enemy champion within 14m.
- Tier 6 (Keystones)
- - Grasp of the Undying: Your first basic attack deals 3% of your max HP and heals you for 1.5% of your max HP if melee, or
- deals 1.5% of your max HP and heals you for 0.75% of your max HP if ranged. This ability has a 2 turn cooldown, and cannot
- be used unless you have damaged or been damaged by an enemy champion during each of the 2 previous turns.
- - Courage of the Colossus: When you hit an enemy champion with a stun, taunt, root, or knock up, you gain a shield equal
- to (3 * Level) + (5% of Max HP) per enemy champion within 14m for 6 Actions. This ability has a cooldown equal to (24 -
- (0.5 * Level)) turns.
- - Stoneborn Pact: You gain 5% of your Max HP as bonus Max HP. When you apply any kind of Crowd Control effect on an enemy,
- that enemy is branded with an Earthen Rune for 2 turns. When an ally uses a basic attack or single-target spell against an
- enemy with an earthen rune, that ally heals for (5 + (2.5% of your Max HP)) if you are melee, or (2.5 + (1.25% of your Max
- HP)) if you are ranged. This ability has no cooldown (though your ability to apply CC often does), and does not stack, but
- each ally can only trigger the healing effect on themselves once per turn.
- ---------------------------------------------------------------------------------------------------------------------
- Runes
- Characters receive slots to equip runes as they level up in much the same way as masteries. There are four types of slot -
- Mark, Seal, Glyph, and Quintessence. Which type of slot restricts which type of rune may be assigned to it.
- Level Rune Slots
- 1 None
- 2 1 Mark, 1 Seal, 1 Glyph, 1 Quintessence
- 3 2 Marks, 2 Seals, 2 Glyphs, 2 Quintessences
- 4+ 3 Marks, 3 Seals, 3 Glyphs, 3 Quintessences
- Runes have a small pool of different benefits that can be assigned to each slot. There is no restriction on assigning
- duplicates if desired, so long as only marks are assigned to mark slots, only seals to seal slots, etc.
- Remember that you can change Runes freely between encounters but not during combat, so it doesn't hurt to experiment.
- Runes marked with a * are comparatively less efficient than others, but are presented as alternatives to help make certain
- combinations more functional.
- *Mark of Armour - gain 2.73 AR Factor
- Mark of Attack Damage - gain 2.85 AD
- Mark of Accuracy - gain 1.02 Accuracy
- Mark of Armour Penetration - gain 4.8 AR Pen
- Mark of Spell Penetration - gain 2.61 Spell Pen
- Mark of Precision - gain 3.39 AR Pen, gain 1.86 Spell Pen
- *Seal of Armour - gain 3 AR Factor
- *Seal of Health - gain 24 Max HP
- *Seal of Health Regeneration - gain 0.672 HP Regen
- Seal of Mana Regeneration - gain 1.23 MP Regen
- *Glyph of Ability Power - gain 3.57 AP
- Glyph of Cooldown Reduction - gain 2.5% CDR
- *Glyph of Spell Penetration - gain 1.89 Spell Pen
- Glyph of Magic Resist - gain 4.02 MR Factor
- *Glyph of Mana - gain 33.75 Max MP
- Glyph of Mana Regeneration - gain 0.99 MP Regen
- Quintessence of Ability Power - gain 4.95 AP
- Quintessence of Armour - gain 4.26 AR Factor
- *Quintessence of Attack Damage - gain 2.25 AD
- Quintessence of Accuracy - gain 0.9 Accuracy
- Quintessence of Cooldown Reduction - gain 2.5% CDR
- Quintessence of Health - gain 26 Max HP
- Quintessence of Health Regeneration - gain 1.08 HP Regen
- *Quintessence of Armour Penetration - gain 3.2 AR Pen
- *Quintessence of Spell Penetration - gain 2.01 Spell Pen
- Quintessence of Magic Resist - gain 4 MR Factor
- Quintessence of Mana - gain 37.5 Max MP
- Quintessence of Mana Regeneration - gain 1.25 MP Regen
- Quintessence of Movement - gain 0.1m Speed
- Quintessence of Life Steal - gain 1.5% LS
- Quintessence of Spell Vamp - gain 2% Spell Vamp
- *Quintessence of Precision - gain 2.24 AR Pen, gain 1.4 Spell Pen
- ---------------------------------------------------------------------------------------------------------------------
- Auxiliary Spells
- Star Guardians have two slots (three with a specific Mastery) for auxiliary spells. While these slots are available
- immediately, each auxiliary spell has a level requirement ranging from 2 to 5. Which auxiliary spells you have readied can
- be changed freely between encounters, but not during combat. Each auxiliary spell can only be used once per encounter,
- costs 0 Actions, and can be used to interrupt an enemy turn without needing to test, unless you are under a Crowd Control
- effect that prevents it.
- Ghost
- Becomes available at level 2. When used, you are able to pass through other units for the next 10 turns. Additionally, for
- the first 2 turns of that duration, increase your Speed by ((Level / 30) + 0.9)m, then for the remaining 8 turns of that
- duration, increase your speed by ((Level / 15) + 1.8)m.
- Heal
- Becomes available at level 3. When used, you and one allied champion within 17m each heal ((Level * 15) + 75) HP, and gain
- 2m Speed for the next 2 Actions. When a target is healed with this ability, any further uses of this ability (such as an
- ally casting it) heal half as much if used during the same encounter.
- Barrier
- Becomes available at level 4. When used, you gain a shield equal to ((Level * 20) + 95) for 4 Actions. Barrier cannot be
- blocked or prevented by any CC effect except for Suppress.
- Flash
- Becomes available at level 5. When used, you instantly teleport up to 8.5m, and this ability can be used in the middle of
- an action without cancelling that action (such as using a dash ability or a multi-shot attack). If you would pass through
- solid terrain, the range for Flash is instead ((1d10 / 10) + 7.7)m, rolled after declaring the destination, giving a
- possible result of 7.8 to 8.7m. If you attempt to flash through solid terrain and don't have sufficient range to reach the
- other side, you stop at the last open space before solid terrain along a line drawn from your point of origin to your
- intended destination.
- ---------------------------------------------------------------------------------------------------------------------
- Interrupts
- During the enemy turn, you may interrupt when an action is declared but before that action is resolved, typically in an
- attempt to counter what the enemy is attempting. To do so, declare up to 1 Action worth of actions, specifying targets or
- locations if applicable, then roll 3d100 against a target number of 30. If you roll at least 1 hit, the action you
- declared occurs immediately before the action that you were interrupting, then the normal sequence of play resumes. If you
- fail, your action(s) occur as planned, but do not begin until after the triggering action that you intended to interrupt.
- When you interrupt, successful or not, you have effectively spent 1 Action base, plus the Action cost of the action you
- selected, from your budget for the next turn, and will receive fewer Actions at the start of your next turn. If you
- interrupt again while you are already going to receive fewer than normal Actions at the start of your next turn, each
- missing Action worsens the difficulty for the 3d100 test by 10. This means that the more you interrupt, the more difficult
- it is to interrupt again, and when you're down to your last Action for next turn, your target number is zero (which is
- thus an automatic failure). Further, because Auxiliary Spells and several other abilities have a 0 Action cost, they are
- often much more useful as interrupt abilities just due to costing less from your next turn's Action budget.
- When you interrupt, keep in mind any Crowd Control effects you are currently suffering from, as they will restrict your
- choices of action, based on you spending Actions from your next turn's budget compared to the durations of that CC. Thus,
- if you're currently rooted for 1 Action, you may interrupt, but would not be able to spend movement for that Action as the
- rooted condition makes you stationary. However, if you interrupted again on the same turn, the root duration would
- effectively be over because you were only rooted for 1 more Action which was already spent on your previous interrupt.
- Common interrupts are to use movement, Ghost, or Flash to avoid an attack, Barrier or another shielding ability to ablate
- an attack, Heal or another healing ability to restore health before an attack, squeezing one more attack or spell out to
- finish off a nearly dead target, or using an action denial spell to prevent a certain ability from being used. Overuse of
- this feature is highly inefficient, but tactical use can be very effective.
- ---------------------------------------------------------------------------------------------------------------------
- Crowd Control
- Crowd Control or CC refers to a variety of temporary, negative status effects that restrict your selection of actions.
- Such effects generally have an Action or turn duration, and can limit your ability to interrupt depending on the timing.
- When something has a duration measured in turns, the duration is counted as full turns under the effect, meaning that if
- the duration begins mid-turn, that turn does not count toward the duration, and the duration typically ends at the end of
- the affected unit's final turn of the duration.
- Airborne
- - A unit that is made airborne is moved in a specified direction or to a specific point. For the duration, the unit is
- also stunned and cannot move, attack, cast abilities, activate items or use the flash or teleport auxiliary spells.
- Becoming airborne interrupts all channeled and charged abilities, all dash abilities, and other airborn effects.
- Essentially airborne is a combination of being stunned and forced to move (typically by flying helplessly through the air)
- such that the duration of the effect is also how long it takes for the victim to arrive at the destination.
- - Knock aside: A knock aside causes the target to be made airborne in a direction perpendicular to the direction of
- cast.
- - Knockback: A knockback causes the target to be made airborne in a direction away from the point of cast.
- - Knockup: A knockup causes the target to be made airborne on the spot.
- - Pull: A pull effect causes the target to be made airborne in a direction toward the point of cast.
- - Quicksilver or Mikael's Crucible ends the stun component and allows you to use flash, dash, or blink abilities but
- nothing else until the duration ends. If a flash, dash, or blink is used immediately after Quicksilver or Mikael's
- Crucible, the forced movement and duration is ended immediately.
- Charmed
- - A unit that is charmed will move toward the source for the duration of the effect, and cannot control its own movement
- or attacks, and is unable to cast abilities.
- - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
- Root
- - A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a snare). this
- includes normal movement, dash and blink abilities, flash, and teleport.
- - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
- Silence
- - A unit that is silenced cannot cast abilities, activate items or use flash or teleport for the duration. Becoming
- silenced interrupts all channeled and all charged abilities.
- - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
- Slow
- - A unit that is slowed has reduced movement speed for the duration. A unit that is slowed cannot benefit from abilities
- that increase movement speed temporarily. If a unit suffers from multiple slow effects, track each of them individually
- for durations, but only apply the most severe slow at any one time.
- - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
- Stun
- A unit that is stunned is unable to control its movement, declare attacks, cast abilities, activate items or use auxiliary
- spells (except Barrier) for the duration.
- - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
- Suppress
- - A unit that is suppressed is unable to control its movement, declare attacks, cast abilities, activate items or use any
- auxiliary spell for the duration.
- - This may only be removed by Quicksilver.
- Grievous Wounds
- - A unit that is suffering from grievous wounds only regains half normal health from healing effects, HP Regen, Life
- Steal, and all other sources of HP restoration. Grievous Wounds isn't technically action denial, but is listed here for
- convenience.
- Fading
- - A unit that has no remaining HP remaining is incapacitated, and may no longer take actions. Enemy units that are
- incapacitated are effectively dead and may be removed from play. Star Guardians, however, instead ender a special state
- called 'Fading'. Allied Star Guardians may 'rekindle' a fading ally by spending 3 consecutive Actions entirely within a
- 2.5m radius of the incapacitated ally. Doing so reduces the rekindling ally's current HP total by 20%, then revives the
- downed ally with the same current HP percentage as the rekindling ally. Only Star Guardians can rekindle each other.
- ---------------------------------------------------------------------------------------------------------------------
- Charms
- Charms are purchased with StarLight, collected by defeating the creatures of the void and by earning the First Star's
- favour. StarLight is measured in points, and can be spent to ask your familiar to convert it into useful charms. All
- charms have a StarLight cost and can be broken back down into StarLight again but only refund 40% of the original purchase
- cost. Buying and selling charms can be done freely outside of combat, so long as your familiar is available.
- Star Guardians can have no more than 6 charms at a time. However, the majority of charms have alternate costs that allow
- one or more charms to be upgraded into superior versions or combined together. For example, a Null-Magic Mantle costs 450
- SL, but can be upgraded into a Negatron Cloak for 270 SL, or a Negatron Cloak can be bought for an identical total cost of
- 720 (450 + 270). For another example, a Ruby Crystal (400 SL) and a Rejuvenation Bead (150 SL) can be combined into a
- Crystalline Bracer for 100 additional SL, combining those two charms into a single one, or a Crystalline Bracer can be
- purchased outright for 650 SL (400 + 150 + 100). The cost to combine items is always the same as the cost to buy them
- outright.
- Many charms have unique benefits. A unique benefit with no name simply means that the same benefit cannot be received
- multiple times from the same charm (removing the incentive to stack multiple cheap items rather than combining into an
- expensive one). A unique benefit with a name can only come from one source ever, and if there are multiple versions of a
- unique ability granted by different items, only the version from the highest-priced item will be used.
- ****************************************
- This is where I left off, need to redo the item list with the adjusted stat logic, might need to rewrite a few active
- abilities.
- Faerie Charm
- - StarLight: 125
- - Benefit: gain 25% base MP Regen
- Rejuvenation Bead
- - StarLight: 150
- - Benefit: gain 50% HP Regen
- Boots of Speed
- - StarLight: 300
- - Unique Benefit: gain 0.5m Speed
- - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
- Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
- Cloth Armour
- - StarLight: 300
- - Benefit: gain 15 AR Factor
- Dagger
- - StarLight: 300
- - Benefit: gain 2.4 Accuracy
- Sapphire Crystal
- - StarLight: 350
- - Benefit: gain 250 Max MP
- Long Sword
- - StarLight: 350
- - Benefit: gain 10 AD
- Ruby Crystal
- - StarLight: 400
- - Benefit: gain 150 Max HP
- Brawler's Gloves
- - StarLight: 400
- - Benefit: gain 10% Threat
- Doran's Ring
- - StarLight: 400
- - Benefit: gain 60 Max HP, gain 50% Base MP Regen, gain 15 AP
- - Unique Benefit: When you kill a unit, regain 4 MP
- Amplifying Tome
- - StarLight: 435
- - Benefit: gain 20 AP
- Null-Magic Mantle
- - StarLight: 450
- - Benefit: gain 25 MR Factor
- Doran's Shield
- - StarLight: 450
- - Benefit: gain 80 Max HP, gain 2.4 flat HP Regen, your basic attacks deal +5 physical damage to minions on hit
- - Unique Benefit: When you take damage from an enemy champion, heal 20 HP. This ability has a 4 turn cooldown.
- Doran's Blade
- - StarLight: 450
- - Benefit: gain 80 Max HP, gain 8 AD, gain 3% LS
- Crystalline Bracer
- - StarLight: 650
- - Alternate Cost: Ruby Crystal + Rejuvenation Bead + 100 StarLight
- - Benefit: gain 200 Max HP, gain 50% base HP Regen
- Negatron Cloak
- - StarLight: 720
- - Alternate Cost: Null-Magic Mantle + 270 StarLight
- - Benefit: gain 40 MR Factor
- Tear of the Goddess
- - StarLight: 750
- - Alternate Cost: Sapphire Crystal + Faerie Charm + 275 StarLight
- - Benefit: gain 250 Max MP
- - Unique Benefit: Awe - Reduce the MP cost of spells by 15%
- - Unique Benefit: Mana Charge - After each encounter, increase the Max MP granted by this item by 250, to a maximum of
- 1000 MP
- Cloak of Agility
- - StarLight: 800
- - Benefit: gain 20% Threat
- Chain Vest
- - StarLight: 800
- - Alternate Cost: Cloth Armour + 500 StarLight
- - Benefit: gain 40 AR Factor
- Kircheis Shard
- - StarLight: 800
- - Alternate Cost: Dagger + 500 StarLight
- - Benefit: gain 3 Accuracy
- - Unique Benefit: Energized Strike - your first basic attack on your turn deals +50 bonus on-hit magic damage. This
- ability has a 3 turn cooldown.
- Chalice of Harmony
- - StarLight: 800
- - Alternate Cost: Null-Magic Mantle + Faerie Charm + Faerie Charm + 100 StarLight
- - Benefit: gain 30 MR Factor, gain 50% base MP Regen
- - Unique Benefit: Harmony - gain 25% base HP Regen for each 25% bonus MP Regen that you have
- Kindlegem
- - StarLight: 800
- - Alternate Cost: Ruby Crystal + 400 StarLight
- - Benefit: gain 200 Max HP
- - Unique Benefit: gain 10% CDR
- Forbidden Idol
- - StarLight: 800
- - Alternate Cost: Faerie Charm + Faerie Charm + 550 StarLight
- - Benefit: gain 50% base MP Regen
- - Unique Benefit: gain 10% CDR
- - Unique Benefit: gain 8% heal and shield power
- Executioner's Calling
- - StarLight: 800
- - Alternate Cost: Long Sword + 450 StarLight
- - Benefit: gain 15 AD
- - Unique Benefit: Executioner - physical damage you deal inflicts Grievous Wounds on enemy champions for 6 Actions.
- Blasting Wand
- - StarLight: 850
- - Benefit: gain 40 AP
- Aether Wisp
- - StarLight: 850
- - Alternate Cost: Amplifying Tome + 415 StarLight
- - Benefit: gain 30 AP
- - Unique Benefit: gain 0.3m Speed
- Pickaxe
- - StarLight: 875
- - Benefit: gain 25 AD
- Vampiric Sceptre
- - StarLight: 900
- - Alternate Cost: Long Sword + 550 StarLight
- - Benefit: gain 15 AD, gain 10% LS
- Boots of Swiftness
- - StarLight: 900
- - Alternate Cost: Boots of Speed + 600 StarLight
- - Unique Benefit: gain 1.1m Speed
- - Unique Benefit: Slow Resist - gain 25% Tenacity against slow effects only
- - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
- Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
- Glacial Shroud
- - StarLight: 900
- - Alternate Cost: Sapphire Crystal + Cloth Armour + 250 StarLight
- - Benefit: gain 20 AR Factor, gain 250 Max MP
- - Unique Benefit: gain 10% CDR
- Bramble Vest
- - StarLight: 900
- - Alternate Cost: Cloth Armour + Cloth Armour + 300 StarLight
- - Benefit: gain 35 AR Factor
- - Unique Benefit: Thorns - upon being hit by a basic attack, reflect 15 magic damage, inflicting Grievous Wounds on the
- attacker for 2 Actions
- Fiendish Codex
- - StarLight: 900
- - Alternate Cost: Amplifying Tome + 465 StarLight
- - Benefit: gain 30 AP
- - Unique Benefit: gain 10% CDR
- Boots of Mobility
- - StarLight: 900
- - Alternate Cost: Boots of Speed + 600 StarLight
- - Unique Benefit: gain 0.5m Speed, increasing to 2.3m if you haven't dealt or received damage in the past 2 turns
- - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
- Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
- Ionian Boots of Lucidity
- - StarLight: 900
- - Alternate Cost: Boots of Speed + 600 StarLight
- - Unique Benefit: gain 0.45m Speed
- - Unique Benefit: gain 10% CDR
- - Unique Benefit: you may select one additional Auxiliary Spell, which may not be a duplicate
- - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
- Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
- Bami's Cinder
- - StarLight: 900
- - Alternate Cost: Ruby Crystal + 500 StarLight
- - Benefit: gain 200 Max HP
- - Unique Benefit: Immolate - at the start of your turn, deal magic damage equal to (level + 5) to all enemies within 6.5m
- of you, doubled against minions and monsters
- Lost Chapter
- - StarLight: 900
- - Alternate Cost: Amplifying Tome + Sapphire Crystal + 115 StarLight
- - Benefit: gain 300 MP Regen, gain 25 AP
- - Unique Benefit: Active, use only when you score a kill or assist on an enemy champion, regain (20% of Max MP) MP. This
- ability has a 30 turn cooldown
- Giant's Belt
- - StarLight: 1000
- - Alternate Cost: Ruby Crystal + 600 StarLight
- - Benefit: gain 380 Max HP
- Recurve Bow
- - StarLight: 1000
- - Alternate Cost: Dagger + Dagger + 400 StarLight
- - Benefit: gain 5 Accuracy
- - Unique Benefit: gain 15 on-hit physical damage
- Giant Slayer
- - StarLight: 1000
- - Alternate Cost: Long Sword + 650 StarLight
- - Benefit: gain 10 AD
- - Unique Benefit: Giant Slayer - gain (5% of AD) bonus on-hit physical damage against enemy champions with greater Max HP
- than you, increasing to (10% of AD) against enemy champions with at least 1000 Max HP more than you.
- Warden's Maille
- - StarLight: 1000
- - Alternate Cost: Cloth Armour + Cloth Armour + 400 StarLight
- - Benefit: gain 40 AR Factor
- - Unique Benefit: Cold Steel - when you are hit by basic attacks, the attacker suffers -15% Accuracy for 2 Actions
- Sheen
- - StarLight: 1050
- - Alternate Cost: Sapphire Crystal + 700 StarLight
- - Benefit: gain 250 Max MP, gain 10% CDR
- - Unique Benefit: Spellblade - after using a spell, your next basic attack (on-hit) deals extra damage equal to your Base
- AD. This ability has a 3 Action cooldown
- Berzerker's Greaves
- - StarLight: 1100
- - Alternate Cost: Boots of Speed + Dagger + 500 StarLight
- - Benefit: gain 7 Accuracy
- - Unique Benefit: gain 0.9m Speed
- - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
- Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
- Catalyst of Aeons
- - StarLight: 1100
- - Alternate Cost: Ruby Crystal + Sapphire Crystal + 350 StarLight
- - Benefit: gain 225 Max HP, gain 300 Max MP
- - Unique Benefit: Eternity - 15% of damage you suffer is gained as MP. Spending MP restores 20% of the MP spent as HP, to
- a maximum of 15 HP healed per spell cast.
- Sorcerer's Shoes
- - StarLight: 1100
- - Alternate Cost: Boots of Speed + 800 StarLight
- - Benefit: gain 15 Spell Pen
- - Unique Benefit: gain 0.9m Speed
- - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
- Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
- Ninja Tabi
- - StarLight: 1100
- - Alternate Cost: Boots of Speed + Cloth Armour + 500 StarLight
- - Benefit: gain 30 AR Factor
- - Unique Benefit: gain 0.9m Speed
- - Unique Benefit: reduce incoming damage from all basic attacks (but not turret shots or on-hit effects) by 10%
- - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
- Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
- Stinger
- - StarLight: 1100
- - Alternate Cost: Dagger + Dagger + 500 StarLight
- - Benefit: gain 7 Accuracy
- - Unique Benefit: gain 10% CDR
- Aegis of the Legion
- - StarLight: 1100
- - Alternate Cost: Null-Magic Mantle + Cloth Armour + 350 StarLight
- - Benefit: gain 30 AR Factor, gain 30 MR Factor
- Mercury's Treads
- - StarLight: 1100
- - Alternate Cost: Boots of Speed + Null-Magic Mantle + 350 StarLight
- - Benefit: gain 25 MR Factor
- - Unique Benefit: gain 0.9m Speed
- - Unique Benefit: gain 30 Tenacity
- - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
- Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
- Caulfield's Warhammer
- - StarLight: 1100
- - Alternate Cost: Long Sword + Long Sword + 400 StarLight
- - Benefit: gain 25 AD
- - Unique Benefit: gain 10% CDR
- Jaurim's Fist
- - StarLight: 1200
- - Alternate Cost: Long Sword + Ruby Crystal + 450 StarLight
- - Benefit: gain 150 Max HP, gain 15 AD
- - Unique Benefit: After each encounter, increase the Max HP given by this item by 50, to a maximum of 300 Max HP
- **************************************
- Items need editing beyond this point, language and ratios have changed
- **************************************
- Tiamat
- - StarLight: 1200
- - Alternate Cost: Long Sword + Long Sword + Rejuvenation Bead + 350 StarLight
- - Benefit: gain 4 AD, gain 0.4 HP Regen
- - Unique Benefit: Cleave - Your basic attacks deal (AD / 0.4) physical damage to all enemy units within 7m of your target
- - Unique Benefit: Crescent - Active, 1 AP, deal (AD * 0.8) physical damage to all enemy units within 8m of you. This
- ability has a 4 turn cooldown
- - Unique Limit: You may only purchase this item if your basic attacks are melee
- Zeal
- - StarLight: 1200
- - Alternate Cost: Brawler's Gloves + Dagger + 500 StarLight
- - Benefit: gain 0.3 Accuracy, gain 2 Threat
- - Unique Benefit: gain 0.3m Speed
- Seeker's Armguard
- - StarLight: 1200
- - Alternate Cost: Cloth Armour + Cloth Armour + Amplifying Tome + 165 StarLight
- - Benefit: gain 6 AR Factor, gain 4 SP
- - Unique Benefit: After each encounter, increase the AR Factor and SP given by this item by 1 each, to a maximum of 9 AR
- Factor and 7 SP
- Spectre's Cowl
- - StarLight: 1200
- - Alternate Cost: Ruby Crystal + Null-Magic Mantle + 350 StarLight
- - Benefit: gain 50 Max HP, gain 5 MR Factor
- - Unique Benefit: When you take damage from an enemy champion, gain 1 HP Regen for 6 turns. The ability has no cooldown,
- but does not stack with itself.
- Needlessly Large Rod
- - StarLight: 1250
- - Benefit: gain 12 SP
- Phage
- - StarLight: 1250
- - Alternate Cost: Ruby Crystal + Long Sword + 500
- - Benefit: gain 40 Max HP, gain 3 AD
- - Unique Benefit: Rage - Your melee basic attacks (on-hit) give you 0.4m Speed (or 0.2m Speed for ranged basic attacks)
- for 4 AP. Killing a unit instead grants 1.2m Speed (0.6m if ranged) for the same duration. This ability has no cooldown,
- but does not stack with itself.
- B. F. Sword
- - StarLight: 1300
- - Benefit: gain 8 AD
- Last Whisper
- - StarLight: 1300
- - Alternate Cost: Long Sword + 950 StarLight
- - Benefit: gain 2 AD
- - Unique Benefit: Last Whisper - gain 1.8 AR Pen
- Quicksilver Sash
- - StarLight: 1300
- - Alternate Cost: Null-Magic Mantle + 850 StarLight
- - Benefit: gain 6 MR Factor
- - Unique Benefit: Quicksilver - active, removes all crowd control debuffs from you. This ability has a 45 turn cooldown.
- Hexdrinker
- - StarLight: 1300
- - Alternate Cost: Long Sword + Null-Magic Mantle + 500 StarLight
- - Benefit: gain 7 MR Factor, gain 4 AD
- - Unique Benefit: Lifeline - upon taking magic damage that would reduce your HP below 30% of Max HP, grants a shield that
- absorbs ((Level * 2) + 20) magic damage for 10 AP. This ability has a 45 turn cooldown.
- Haunting Guise
- - StarLight: 1500
- - Alternate Cost: Ruby Crystal + Amplifying Tome + 665 StarLight
- - Benefit: gain 40 Max HP, gain 5 SP
- - Unique Benefit: Eyes of Pain - gain 0.5 Spell Pen
- Bilgewater Cutlass
- - StarLight: 1500
- - Alternate Cost: Vampiric Sceptre + Long Sword + 250 StarLight
- - Benefit: gain 5 AD, gain 1 LS
- - Unique Benefit: Active - 1 AP, targets an enemy champion within 11m range, dealing 20 magic damage and slowing them by
- 1.7m Speed for 4 AP. This ability has a 45 turn cooldown.
- Redemption
- - StarLight: 2100
- - Alternate Cost: Forbidden Idol + Crystalline Bracer + 650 StarLight
- - Benefit: gain 40 Max HP, gain 1.8 MP Regen, gain 0.4 HP Regen, gain 2 CDR
- - Unique Benefit: gain 10% heal and shield power
- - Unique Benefit: The healing from the active effect is affected three times as much by increase healing and shielding
- amplifiers
- - Unique Benefit: Active - target an area within 110m range, 3 AP later calls down a beam of light with a 11m radius
- centred on that point, which heals allies (including minions) within the radius for ((Level * 4) + 2) HP, deals 10% of
- maximum health true damage to enemy champions, and 50 true damage to enemy minions. This ability has a 60 turn cooldown.,
- and can be used while dead. When a target is healed with this ability, any further uses of this ability (such as an ally
- casting it) heal half as much if used during the same encounter.
- Athene's Unholy Grail
- - StarLight: 2100
- - Alternate Cost: Fiendish Codex + Chalice of Harmony + 400 StarLight
- - Benefit: gain 6 MR Factor, gain 1.2 MP Regen, gain 6 SP, gain 2 CDR
- - Unique Benefit: When you damage an enemy champion with a spell, your next heal or shield effect on another ally heals or
- shields an additional amount equal to 25% of the damage dealt by that spell, before AR/MR Saves.
- - Unique Benefit: Dissonance - gain 1 SP per each 0.3 bonus MP Regen that you have, disables Harmony on your other items
- Mikael's Crucible
- - StarLight: 2100
- - Alternate Cost: Chalice of Harmony + Forbidden Idol + 500 StarLight
- - Benefit: gain 8 MR Factor, gain 1.2 MP Regen, gain 2 CDR
- - Unique Benefit: gain 20% heal and shield power
- - Unique Benefit: Harmony - gain 0.2 HP Regen for each 0.3 bonus MP Regen that you have
- - Unique Benefit: Active - instantly removes all stuns, roots, taunts, fears, silences, and slows on one allied champion
- within 15m, as well as making that ally immune to slots for 4 AP. Successfully cleansing an effect will also grant the
- target 2.7m Speed for 4 AP. This ability has a 60 turn cooldown.
- Knight's Vow
- - StarLight: 2200
- - Alternate Cost: Kindlegem + Chain Vest + 600 StarLight
- - Benefit: gain 50 Max HP, gain 8 AR Factor, gain 2 CDR
- - Unique Benefit: Active - 1 AP, designate an allied champion within 20m as your partner. No champion can be partner to
- more than one Knight's Vow at a time. This abilith has a 45 turn cooldown.
- - Unique Benefit: While you are within 20m of your partner, you gain 4 AR Factor, and you gain a 1m bonus to speed while
- moving toward your partner. In addition, you automatically heal for 1/8th of the damage your partner deals to enemy
- champions, and you redirect 1/8th of the damage your partner receives (after AR/MR Saves) to yourself as true damage. Both
- of these effects are reduced to 1/16th if your basic attacks are ranged.
- Locket of the Iron Solari
- - StarLight: 2200
- - Alternate Cost: Aegis of the Legion + Null-Magic Mantle + 650 StarLight
- - Benefit: gain 6 AR Factor, gain 12 MR Factor
- - Unique Benefit: Active - shield yourself and all allied champions within 30m for ((Level * 4) + (your Bonus HP * 0.36) +
- 12) for 4 AP. This ability has a 45 turn cooldown.
- Ardent Censer
- - StarLight: 2300
- - Alternate Cost: Forbidden Idol + Aether Wisp + 650 StarLight
- - Benefit: gain 0.6 MP Regen, gain 12 SP, gain 2 CDR
- - Unique Benefit: gain 10% heal and shield power
- - Unique Benefit: gain 0.5m Speed
- - Unique Benefit: healing or shielding an allied champion (excluding yourself) enhances that champion's basic attacks for
- 3 turns, granting them 0.5 Accuracy, 5 bonus on-hit magic damage, and healing them for 5 HP on-hit.
- Manamune
- - StarLight: 2400
- - Alternate Cost: Tear of the Goddess + Pickaxe + 775 StarLight
- - Benefit: gain 5 AD, gain 50 Max MP
- - Unique Benefit: Awe - grants bonus AD equal to 2% of Max MP. Reduce the MP cost of spells by 15%
- - Unique Benefit: Mana Charge - After each encounter, increase the Max MP granted by this item by 50, to a maximum of 200
- MP
- - Unique Benefit: Inherits Mana Charge already stacked from Tear of the Goddess. Transforms into Muramana automatically
- when fully charged.
- Muramana
- - Alternate Cost: Fully-charged Manamune
- - Benefit: gain 5 AD, gain 200 Max MP
- - Unique Benefit: Awe - grants bonus AD equal to 2% of Max MP. Reduce the MP cost of spells by 15%
- - Unique Benefit: Shock - when making a basic attack or using single-target spell on an enemy champion, you may choose to
- spend 3% of your Max MP to deal twice that amount as bonus physical damage. This ability has no cooldown, but cannot be
- used while you have less than 20% Max MP
- Guardian Angel
- - StarLight: 2400
- - Alternate Cost: B. F. Sword + Cloth Armour + 800 StarLight
- - Benefit: gain 6 AR Factor, gain 8 AD
- - Unique Benefit: Upon taking lethal damage, you go into stasis for 8 AP, then are restored to 50% of Base HP and 30% of
- Max MP. This ability has a 150 turn cooldown
- Wit's End
- - StarLight: 2500
- - Alternate Cost: Recurve Bow + Negatron Cloak + Dagger + 480 StarLight
- - Benefit: gain 8 MR Factor, gain 0.8 Accuracy
- - Unique Benefit: gain 8 bonus on-hit magic damage
- - Unique Benefit: when you hit the same enemy champion three times with basic attacks during the same turn, you gain 5 MR
- Factor while the target enemy champion loses 1 MR Save. This effect lasts for 2 turns, or until you hit a different enemy
- champion, in which case it will transfer to that champion. You cannot affect more than one enemy champion with this
- ability at one time.
- Gargoyle's Stoneplate
- - StarLight: 2500
- - Alternate Cost: Chain Vest + Negatron Cloak + 980 StarLight
- - Benefit: gain 8 AR Factor, gain 8 MR Factor
- - Unique Benefit: Stone Skin - if 3 or more enemy champions are within 20m of you, gain an additional 8 AR Factor and 8 MR
- Factor
- - Unique Benefit: Metallicize - increases current and Max HP by 40% but reduces all damage you deal by 60% for 8 AP. If
- Stone Skin is active, instead increases current and Max HP by 100%. Current HP percentage is preserved when the effect
- ends as well. This ability has a 45 turn cooldown.
- Righteous Glory
- - StarLight: 2500
- - Alternate Cost: Glacial Shroud + Crystalline Bracer + 950 StarLight
- - Benefit: gain 80 Max HP, gain 6 AR Factor, gain 60 Max MP, gain 0.8 HP Regen, gain 2 CDR
- - Unique Benefit: Active, gain 5m Speed while moving toward enemies for 8 AP. When this effect ends or when you move
- within 4m of an enemy champion, it emits a shockwave, slowing all enemy champions within 10m by 5m Speed for 4 AP and
- ending the movement speed boost early if applicable. This ability has a 45 turn cooldown.
- Mortal Reminder
- - StarLight: 2600
- - Alternate Cost: Executioner's Calling + Last Whisper + 500 StarLight
- - Benefit: gain 10 AD
- - Unique Benefit: Executioner - physical damage you deal inflicts Grievous Wounds on enemy champions for 10 AP
- - Unique Benefit: Last Whisper - gain 1.8 AR Pen
- Lord Dominik's Regards
- - StarLight: 2600
- - Alternate Cost: Giant Slayer + Last Whisper + 300 StarLight
- - Benefit: gain 50 AD
- - Unique Benefit: Giant Slayer - gain (AD / 10) bonus on-hit physical damage against enemy champions with greater Max HP
- than you, increasing to (AD / 5) against enemy champions with at least 200 Max HP more than you.
- - Unique Benefit: Last Whisper - gain 1.8 AR Pen
- Phantom Dancer
- - StarLight: 2600
- - Alternate Cost: Zeal + Dagger + Dagger + 800 StarLight
- - Benefit: gain 0.9 Accuracy, gain 0.3m Speed, gain 3 Threat
- - Unique Benefit: Spectral Waltz - you gain an additional 0.5m Speed and you may move through units while a visible enemy
- is within 11m of you
- - Unique Benefit: Lament - you gain +1 AR Save and +1 MR Save against the last enemy champion you hit, lasting up to 4
- turns. This ability has no cooldown, but can only apply to one enemy champion at a time
- Sterak's Gage
- - StarLight: 2600
- - Alternate Cost: Jaurim's Fist + Long Sword + 1050 StarLight
- - Benefit: gain 80 Max HP
- - Unique Benefit: gain bonus AD equal to 30% of base AD
- - Unique Benefit: Lifeline - upon taking (Level * 20) HP within one turn, gain Sterak's Fury. This ability has a 30 turn
- cooldown
- - Unique Benefit: Sterak's Fury - When triggered by Lifeline, gain additional bonus AD equal to 30% of base AD, and a
- shield equal to 60% of your bonus HP for 3 turns
- Statikk Shiv
- - StarLight: 2600
- - Alternate Cost: Zeal + Kircheis Shard + 600 StarLight
- - Benefit: gain 0.7 Accuracy, gain 0.3 Speed, gain 3 Threat
- - Unique Benefit: Energized Strike - your first basic attack on your turn (on-hit) sparks lightning to up to 5 nearby
- units (4m range for each link in the chain), dealing (Level * 2) bonus magic damage, increased to (Level * 3) against
- minions. This ability has a 3 turn cooldown.
- Rapid Firecannon
- - StarLight: 2600
- - Alternate Cost: Zeal + Kircheis Shard + 600 StarLight
- - Benefit: gain 0.6 Accuracy, gain 0.3 Speed, gain 3 Threat
- - Unique Benefit: Energized Strike - your first basic attack on your turn (gains 35% increased range, to a maximum of +3m
- range, and deals (Level * 1.33) bonus on-hit magic damage. This ability has a 2 turn cooldown. This ability overrides the
- one from Kircheis Shard, but can stack with the one from Statikk Shiv allowing both to proc off of the faster recharge
- time and extended range.
- Rylai's Crystal Sceptre
- - StarLight: 2600
- - Alternate Cost: Blasting Wand + Amplifying Tome + Ruby Crystal + 915 StarLight
- - Benefit: gain 60 Max HP, gain 15 SP
- - Unique Benefit: Icy - damaging spells slow affected units by 1.3m Speed for 2 AP
- Void Staff
- - StarLight: 2650
- - Alternate Cost: Blasting Wand + Amplifying Tome + 1365 StarLight
- - Benefit: gain 16 SP
- - Unique Benefit: gain 1.8 Spell Pen
- Iceborn Gauntlet
- - StarLight: 2700
- - Alternate Cost: Sheen + Glacial Shroud + 750 StarLight
- - Benefit: gain 13 AR Factor, gain 100 Max MP, gain 4 CDR
- - Unique Benefit: Spellblade - after using a spell, your next basic attack (on-hit) deals extra damage equal to your Base
- AD. This ability has a 3 AP cooldown
- - Unique Benefit: Icy Zone - triggering Spellblade also creates an Icy Zone centred on the target, with a radius of
- ((bonus AR Factor / 20) + 3.7)m, lasting for 4 AP, which deals damage equal to your base AD to enemies within the zone at
- the time the zone is created, and slows enemies by 2m Speed while they are within the zone
- Rod of Ages
- - StarLight: 2700
- - Alternate Cost: Catalyst of Aeons + Blasting Wand + 750 StarLight
- - Benefit: gain 60 Max HP, gain 60 Max MP, gain 12 SP
- - Unique Benefit: After each encounter, increase the Max HP granted by this item by 20 to a maximum of 100 Max HP,
- increase the Max MP granted by this item by 10 to a maximum og 80 Max MP, and the SP granted by this item by 4 to a
- maximum og 20 SP (initially 60 Max HP, 60 Max MP, 12 SP, after one encounter becomes 80 Max HP, 70 Max MP, 16 SP, after
- two or more encounters becomes 100 Max HP, 80 Max MP, and 20 SP)
- - Unique Benefit: Eternity - 15% of damage you suffer is gained as MP. Spending MP restores 20% of the MP spent as HP, to
- a maximum of 5 HP healed per spell cast
- Frozen Heart
- - StarLight: 2700
- - Alternate Cost: Warden's Maille + Glacial Shroud + 800 StarLight
- - Benefit: gain 18 AR Factor, gain 80 Max MP, gain 4 CDR
- - Unique Benefit: Cold Steel - enemy champions within 14m suffer -1 Accuracy
- Spirit Visage
- - StarLight: 2800
- - Alternate Cost: Kindlegem + Spectre's Cowl + 800 StarLight
- - Benefit: gain 90 Max HP, gain 11 MR Factor, gain 0.8 HP Regen, gain 2 CDR
- - Unique Benefit: increase effectiveness of all sources of health restoration by 30% (including HP Regen, healing spells,
- life steal, and spell vamp)
- Adaptive Helm
- - StarLight: 2800
- - Alternate Cost: Spectre's Cowl + Null-Magic Mantle + Rejuvenation Bead + 1000 StarLight
- - Benefit: gain 70 Max HP, gain 11 MR Factor, gain 0.8 HP Regen, gain 2 CDR
- - Unique Benefit: taking magic damage from a spell or effect grants 2 MR Save against all subsequent magic damage taken
- from that spell or effect for 2 turns. Multiple sources of magic damage can have this effect active at any one time, and
- the duration is tracked separately for each source
- Warmog's Armour
- - StarLight: 2850
- - Alternate Cost: Giant's Belt + Kindlegem + Crystaline Bracer + 400 StarLight
- - Benefit: gain 160 Max HP, gain 1.6 HP Regen
- - Unique Benefit: gain 2 CDR
- - Unique Benefit: Grants Warmog's Heart if you have at least 550 Max HP
- - Unique Benefit: Warmog's Heart - regenerate 10% of Max HP at the start of your turn. Taking damage from minions or
- monsters deactivates this ability for 1 turn, taking damage from enemy champions deactivates this ability for 2 turns
- Abyssal Mask
- - StarLight: 2900
- - Alternate Cost: Catalyst of Aeons + Negatron Cloak + 1080 StarLight
- - Benefit: gain 70 Max HP, gain 11 MR Factor, gain 60 Max MP, gain 2 CDR
- - Unique Benefit: Enemy champions within 14m take 10% more magic damage from all sources
- - Unique Benefit: Eternity - 15% of damage you suffer is gained as MP. Spending MP restores 20% of the MP spent as HP, to
- a maximum of 5 HP healed per spell cast.
- Sunfire Cape
- - StarLight: 2900
- - Alternate Cost: Bami's Cinder + Chain Vest + Ruby Crystal + 800 StarLight
- - Benefit: gain 12 AR Factor, gain 85 Max HP
- - Unique Benefit: Immolate - at the start of your turn, deal magic damage equal to ((level / 2) + 2) to all enemies within
- 6.5m of you, tripled against minions and monsters
- Thornmail
- - StarLight: 2900
- - Alternate Cost: Bramble Vest + Warden's Maille + Ruby Crystal + 600 StarLight
- - Benefit: gain 50 Max HP, gain 15 AR Factor
- - Unique Benefit: Thorns - upon being hit by a basic attack, reflect 5 magic damage, inflicting Grievous Wounds on the
- attacker for 2 AP
- - Unique Benefit: Cold Steel - when you are hit by basic attacks, the attacker suffers -1 Accuracy for 2 AP
- Randuin's Omen
- - StarLight: 2900
- - Alternate Cost: Warden's Maille + Giant's Belt + 900 StarLight
- - Benefit: gain 80 Max HP, gain 12 AR Factor
- - Unique Benefit: Gain 2 AR Save against critical hits
- - Unique Benefit: Cold Steel - when you are hit by basic attacks, the attacker suffers -1 Accuracy for 2 AP
- - Unique Benefit: Active, 1 AP, slow all enemy units within 10m by 3.7m Speed for 4 AP. This ability has a 30 turn
- cooldown.
- Zhonya's Hourglass
- - StarLight: 2900
- - Alternate Cost: Seeker's Armguard + Fiendish Codez + 800 StarLight
- - Benefit: gain 9 AR Factor, gain 14 SP, gain 2 CDR
- - Unique Benefit: Stasis - Active, put yourself into stasis for 5 AP, rendering yourself untargetable and invulnerable for
- the duration, but also unable to move, attack, cast spells, or use items during this time. This ability has a 60 turn
- cooldown.
- Morellonomicon
- - StarLight: 2900
- - Alternate Cost: Lost Chapter + Fiendish Codex + Amplifying Tome + 665 StarLight
- - Benefit: gain 80 Max MP, gain 20 SP
- - Unique Benefit: gain 4 CDR
- - Unique Benefit: killing or assisting in the kill of an enemy champion restores 20% of your Max MP
- - Unique Benefit: Dealing magic damage to an enemy champion below 35% Max HP inflicts Grievous Wounds on them for 4 turns.
- Dead Man's Plate
- - StarLight: 2900
- - Alternate Cost: Chain Vest + Giant's Belt + 1100 StarLight
- - Benefit: gain 85 Max HP, gain 12 AR Factor
- - Unique Benefit: Dreadnought - spending 1 AP on movement gives you a stack of Momentum, to a maximum of 5 stacks. Each
- stack of Momentum gives you a 0.2m bonus to speed. Each AP not spent on movement reduces your stacks of Momentum by 1, and
- being slowed or rooted removes all stacks and prevents gaining stacks until the CC effect ends.
- - Unique Benefit: Crushing Blow - while you have the maximum 5 stacks of momentum, gain an additional 0.2m speed (for a
- total of 1.2m speed including the bonuses from stacks). Your next basic attack removes all of your stacks, but deals 20
- bonus in-hit physical damage, and if it is a melee basic attack it also slows the target by 3.3m for 2 AP.
- The Black Cleaver
- - StarLight: 3000
- - Alternate Cost: Phage + Kindlegem + 950 StarLight
- - Benefit: gain 8 AD, gain 4 CDR, gain 80 Max HP
- - Unique Benefit: when you hit the same enemy champion three times with basic attacks during the same turn, the target
- enemy champion loses 1 AR Save. This effect lasts for 2 turns, and may be triggered on multiple enemy champions at the
- same time, tracking duration separately for each one
- - Unique Benefit: Rage - Your melee basic attacks (on-hit) give you 0.4m Speed (or 0.2m Speed for ranged basic attacks)
- for 4 AP. Killing a unit instead grants 1.2m Speed (0.6m if ranged) for the same duration. This ability has no cooldown,
- but does not stack with itself
- Banshee's Veil
- - StarLight: 3000
- - Alternate Cost: Fiendish Codex + Null-Magic Mantle + Blasting Rod + 800 StarLight
- - Benefit: gain 12 MR Factor, gain 14 SP, gain 2 CDR
- - Unique Benefit: grants a spell shield that blocks the next enemy spell. This shield refreshes after no damage is taken
- from enemy chapions for 20 turns
- Nashor's Tooth
- - StarLight: 3000
- - Alternate Cost: Stinger + Fiendish Codex + 1000 StarLight
- - Benefit: gain 1 Accuracy, gain 16 SP
- - Unique Benefit: gain 4 CDR
- - Unique Benefit: gain ((SP * 0.15) + 3) in-hit magic damage
- Archangel's Staff
- - StarLight: 3100
- - Alternate Cost: Tear of the Goddess + Needlessly Large Rod + 1100 StarLight
- - Benefit: gain 16 SP, gain 50 Max MP
- - Unique Benefit: Awe - grants bonus SP equal to 3% of Max MP. Reduce the MP cost of spells by 25%
- - Unique Benefit: Mana Charge - After each encounter, increase the Max MP granted by this item by 50, to a maximum of 200
- MP
- - Unique Benefit: Inherits Mana Charge already stacked from Tear of the Goddess. Transforms into Seraph's Embrace
- automatically when fully charged.
- Seraph's Embrace
- - Alternate Cost: Fully charged Archangel's Staff
- - Benefit: gain 16 SP, gain 200 Max MP
- - Unique Benefit: Awe - grants bonus SP equal to 3% of Max MP. Reduce the MP cost of spells by 25%
- - Unique Benefit: Mana Shield - active, drains 20% of your current MP and shields you for an equal amount + 30 for 6 AP.
- This ability has a 60 turn cooldown.
- Frozen Mallet
- - StarLight: 3100
- - Alternate Cost: Jaurim's Fist + Giant's Belt + 900 StarLight
- - Benefit: gain 140 Max HP, gain 6 AD
- - Unique Benefit: Icy - basic attacks (on hit) apply a 2.7m slow (if melee) or 2m slow (if ranged) to the target for 2 AP,
- refreshing with every hit.
- Liandry's Torment
- - StarLight: 3100
- - Alternate Cost: Haunting Guise + Blasting Wand + 750 StarLight
- - Benefit: gain 60 Max HP, gain 16 SP
- - Unique Benefit: Eyes of Pain - gain 0.5 Spell Pen
- - Unique Benefit: Dealing spell damage applies a damage over time effect that deals bonus magic damage equal to 5% of the
- target's current health at the end of the target's next turn, and is doubled if the target is suffering from any CC
- effects at the time that it triggers
- Lich Bane
- - StarLight: 3200
- - Alternate Cost: Sheen + Aether Wisp + Blasting Wand + 450 StarLight
- - Benefit: gain 0.5m Speed, gain 50 Max MP, gain 16 SP, gain 2 CDR
- - Unique Benefit: Spellblade - after using a spell, your next basic attack (on-hit) deals extra damage equal to ((Base AD
- * 0.75) + (SP * 0.5)). This ability has a 3 AP cooldown
- Luden's Echo
- - StarLight: 3200
- - Alternate Cost: Needlessly Large Rod + Aether Wisp + 1100 StarLight
- - Benefit: gain 0.7m Speed, gain 20 SP
- - Unique Benefit: Echo - your first spell that damages an enemy champion on your turn deals ((SP * 0.1) + 20) bons magic
- damage to the first enemy hit and up to 3 other enemies within 5m of the original target (regardless of whether the
- original spell would hit multiple targets). This ability has a 3 turn cooldown.
- Maw of Malmortius
- - StarLight: 3250
- - Alternate Cost: Hexdrinker + Caulfield's Warhammer + 850 StarLight
- - Benefit: gain 9 MR Factor, gain 10 AD, gain 2 CDR
- - Unique Benefit: Upon taking magic damage that would reduce your current HP below 30% of Max HP, grants Lifeline and
- Lifegrip. This ability has a 45 turn cooldown.
- - Unique Benefit: Lifeline - grants a shield that absorbs (bonus MR Factor + 60) magic damage for 2 turns.
- - Unique Benefit: Lifegrip - grants 4 AD, 1 Spell Vamp, and 1 LS until you have not damaged nor been damaged by an enemy
- champion for 2 consecutive turns
- Infinity Edge
- - StarLight: 3400
- - Alternate Cost: B. F. Sword + Pickaxe + Cloak of Agility + 425 StarLight
- - Benefit: gain 14 AD, gain 2 Threat
- - Unique Benefit: Critical damage is increased by another 50% (for a total of 250% normally)
- Blade of the Ruined King
- - StarLight: 3400
- - Alternate Cost: Bilgewater Cutlass + Recurve Bow + Long Sword + 900 StarLight
- - Benefit: gain 0.5 Accuracy, gain 8 AD, gain 1.2 LS
- - Unique Benefit: your basic attacks deal 8% of the target's current health (minimum 3) as bonus on-hit physical damage
- (maximum 12 against minions and monsters)
- - Unique Benefit: Active, 1 AP, deals 20 magic damage to an enemy champion within 11m and slows that champion by 1.7m
- while boosting your own speed by 1.7m for 6 AP each. This ability has a 45 turn cooldown
- Essence Reaver
- - StarLight: 3400
- - Alternate Cost: B. F. Sword + Caulfield's Warhammer + Cloak of Agility + 200 StarLight
- - Benefit: gain 14 AD, gain 2 Threat
- - Unique Benefit: gain CDR equal to (Threat + 1) to a maximum of 6 CDR
- - Unique Benefit: critical strikes restore 3% of your Max MP
- Ravenous Hydra
- - StarLight: 3500
- - Alternate Cost: Tiamat + Vampiric Sceptre + Pickaxe + 525 StarLight
- - Benefit: gain 16 AD, gain 0.8 HP Regen, gain 1.2 LS
- - Unique Benefit: Life Steal applies to 50% of Cleave and Crescent's area damage
- - Unique Benefit: Cleave - Your basic attacks deal (AD / 0.4) physical damage to all enemy units within 7m of your target
- - Unique Benefit: Crescent - Active, 1 AP, deal (AD * 0.8) physical damage to all enemy units within 8m of you. This
- ability has a 4 turn cooldown
- - Unique Limit: You may only purchase this item if your basic attacks are melee
- Titanic Hydra
- - StarLight: 3500
- - Alternate Cost: Tiamat + Ruby Crystal + Jaurim's Fist + 700 StarLight
- - Benefit: gain 90 Max HP, gain 7 AD, gain 1.8 HP Regen
- - Unique Benefit: Cleave - Your basic attacks deal ((Max HP * 0.01) + 1) physical damage to the target, but also affect a
- 40 degree arc out to 14m (9.7m wide at the far end), dealing ((Max HP * 0.025) + 8) physical damage to all targets within
- that area except the original target of the basic attack.
- - Unique Benefit: Crescent - Active, 1 AP, hits all enemies within a 60 degree arc out to 14m (14m width at the far end),
- dealing ((Max HP * 0.10) + 8) physical damage. This ability has a 9 turn cooldown
- - Unique Limit: You may only purchase this item if your basic attacks are melee
- Death's Dance
- - StarLight: 3500
- - Alternate Cost: Caulfield's Warhammer + Pickaxe + Vampiric Sceptre + 625 StarLight
- - Benefit: gain 16 AD, gain 2 CDR
- - Unique Benefit: heal for 15% of all physical damage dealt to single targets and 5% of all physical damage dealt to area
- targets
- - Unique Benefit: 30% of damage you would take after AR/MR Saves is converted into a damage over time that triggers at the
- end of your next turn
- Guinsoo's Rageblade
- - StarLight: 3600
- - Alternate Cost: Blasting Wand + Pickaxe + Recurve Bow + 875 StarLight
- - Benefit: gain 0.5 Accuracy, gain 7 AD, gain 10 SP
- - Unique Benefit: basic attacks deal 3 on-hit magic damage
- - Unique Benefit: If you make at least 3 basic attack actions within 2 turns, gain Guinsoo's Rage, which lasts until you
- don't make at least 1 basic attack for 2 consecutive turns
- - Unique Benefit: Guinsoo's Rage - gain 1 Accuracy, gain 4 AD, gain 5 SP, and every other basic attack will trigger on-hit
- effects an additional time
- Mercurial Scimitar
- - StarLight: 3600
- - Alternate Cost: Quicksilver Sash + Pickaxe + Vampiric Sceptre + 525 StarLight
- - Benefit: gain 7 MR Factor, gain 13 AD, gain 10 LS
- - Unique Benefit: Quicksilver - active, removes all crowd control debuffs from you, and grants a 3.3m Speed bonus for 2
- AP. This ability has a 45 turn cooldown.
- The Bloodthirster
- - StarLight: 3700
- - Alternate Cost: B. F. Sword + Vampiric Sceptre + Long Sword + 1150 StarLight
- - Benefit: gain 16 AD
- - Unique Benefit: gain 2 LS
- - Unique Benefit: Your Life Steal overheals you, converting the excess healing into a shield to a maximum of (Level * 4).
- This shield is lost if you to not attack or take damage for 12 consecutive turns.
- Trinity Force
- - StarLight: 3733
- - Alternate Cost: Stinger + Sheen + Phage + 333 StarLight
- - Benefit: gain 50 Max HP, gain 0.8 Accuracy, gain 5 AD, gain 0.3 Speed, gain 50 Max MP, gain 4 CDR
- - Unique Benefit: Spellblade - after using a spell, your next basic attack (on-hit) deals extra damage equal to (Base AD *
- 2). This ability has a 3 AP cooldown
- - Unique Benefit: Rage - Your melee basic attacks (on-hit) give you 0.4m Speed (or 0.2m Speed for ranged basic attacks)
- for 4 AP. Killing a unit instead grants 1.2m Speed (0.6m if ranged) for the same duration. This ability has no cooldown,
- but does not stack with itself
- Rabadon's Deathcap
- - StarLight: 3800
- - Alternate Cost: Needlessly Large Rod + Blasting Wand + Amplifying Tome + 1265 StarLight
- - Benefit: gain 24 SP
- - Unique Benefit: gain (SP * 0.35) as bonus SP
- Star Guardians has much different logic than Summoner's Rift. As such, a significant number of items were removed for this
- game, either because an item would be much too powerful, or because an item would be effectively useless (usually due to
- triggering factors not being present):
- - Health Potion
- - Biscuit of Rejuvenation
- - Refilling Potion
- - Hunter's Potion
- - Corrupting Potion
- - Elixir of Iron
- - Elixir of Sorcery
- - Elixir of Wrath
- - Ancient Coin
- - Nomad's Medallion
- - Talisman of Ascension
- - Relic Shield
- - Targon's Brace
- - Face of the Mountain
- - Spellthief's Edge
- - Frostfang
- - Frost Queen's Claim
- - Control Ward
- - Sightstone
- - Ruby Sightstone
- - Eye of the Equinox
- - Eye of the Oasis
- - Eye of the Watchers
- - Tracker's Knife
- - Farsight Alteration
- - Warding Totem
- - Hunter's Machete
- - Hunter's Talisman
- - Skirmisher's Sabre
- - Stalker's Blade
- - Bloodrazer Enchant
- - Cinderhulk Enchant
- - Runic Echoes Enchant
- - Warrior Enchant
- - Hextech Revolver
- - Hextech Gunblade
- - Hextech Protobelt-01
- - Hextech GLP-800
- - Serrated Dirk
- - Poacher's Dirk
- - Duskblade of Draktharr
- - Youmuu's Ghostblade
- - Edge of Night
- - Runaan's Hurricane
- - Ohmwrecker
- - Zeke's Convergence
- - Cull
- - Raptor's Cloak
- - Zz'Rot Portal
- - Banner of Command
- (If you don't know what Summoner's Rift is, ignore that block)
- ---------------------------------------------------------------------------------------------------------------------
- Monsters
- - Voidspawn
- - Voidling
- - Wriggly Bubble Monster
- - Jumpy Slashy
- - Shooty Eyeball
- - Grumpy Burrow
- - Big Stompy
- - Scary Spitty
- - Draggy Tail
- - The BIG One
- - Baron Nashor
- Elite Monsters/Lieutenants
- - Kha'Zix
- - Vel'Koz
- - Rek'Zai
- - Cho'Gath
- - Kog'Maw
- - Skar'Ner
- - Mal'Zahar
- - Thr'Esh
- - Ori'Ana
- - Var'Us
- - Kas'Adin
- - Noc'Turne
- - Vei'Gar
- - Xer'Ath
- Scenario Objectives
- - Survive
- - Escape
- - Defence
- - Retrieve
- - Channel
- - Devices
- - Assassinate
- - Escort
- - Boss
- ---------------------------------------------------------------------------------------------------------------------
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