Runes
Electrocute
Aery
Phase Rush
Conqueror
Fleet Footwork
Grasp of the Undying
Aftershock
Font of Life
Brutal
Gathering storm
Hunter - Vampirism
Triumph
Weakness
Champion
Adaptive Carapace
Conditioning
Hunter - Titan
Second Wind
Loyalty
Bone Plating
Pathfinder
Mastermind
Hunter - Genius
Sweet Tooth
Pack Hunter
Manaflow Band
poro.gg
KeyStone
  • Electrocute Electrocute
    Burst Damage
    Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.
    Damage: 30 - 184 + 40% bonus AD + 25% AP
    Cooldown: 25s
  • Aery Aery
    Poke, Protect
    Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
    Damage: 10 - 60 + 20% bonus AD + 10% AP
    Shield: 20 - 120 + 40% bonus AD + 20% AP
    Aery cannot be sent out again until she returns to you.
  • Phase Rush Phase Rush
    Burst Mobility
    Hitting a champion with 3 separate attacks or abilities in 4s grants a large burst of Movement Speed and Slow Resistance.
    Buff Duration: 3s
    Movement Speed bonus: Melee: 40% - 60% | Ranged: 30% - 50%
    Slow Resist: 75%
    Cooldown: 15s
  • Conqueror Conqueror
    Stacking Damage
    Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 5 times. When fully stacked, deal bonus adaptive damage to champions.
    Per stack: 2 - 6 bonus AD or 3 - 9 AP for 8s
    Fully stacked bonus: Melee: 10% Ranged: 7% bonus adaptive damage to champions
  • Fleet Footwork Fleet Footwork
    Mobility, Heal
    Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you and grants increased Movement Speed.
    Heal: 15 - 85 + 30% bonus AD + 30% AP
    Movement Speed bonus: 20% for 1s
    On Ranged champions, heals for 30% when attacking minions.
  • Grasp of the Undying Grasp of the Undying
    Tank, Heal
    Every 4s in combat, your next attack on a champion will be enhanced based on your max health.
    Heal: 2% of your max health
    Permanently increase your health by 5
    Bonus damage: 4% of your max health, magic damage
    On Ranged champions, the effect are reduced by 40%
  • Aftershock Aftershock
    Control, Offense
    After immobilizing an enemy champion, gain defenses and later deal a burst of magic damage around you.
    Defenses: 35 AR + 60% bonus AR and 35 MR + 60% bonus MR for 2.5s
    Damage: 12 - 110 + 3% max HP, magic damage
    Cooldown: 20s
  • Font of Life Font of Life
    Team Heal
    Hitting an enemy champion with an attack or ability marks them. When allies or you damage marked champions heal those allies and yourself. Each ally can trigger this healing once per mark.
    Ally Heal: 6% of your max HP + 40% of your AP
    Self Heal: 2% of your max HP + 20% of your AP
    Mark duration: 4s
    Cooldown: 6s for Melee champions, 10s for Ranged champions
    Subsequent heals from other ally's marks are reduced to 25%.
Domination
  • Brutal Brutal
    AD/AP, Penetration
    Gain 7 AD and 2% armor penetration, or 14 AP and 2% magic penetration. (Adaptive)
  • Gathering storm Gathering storm
    Increasing AD/AP
    Every 3 minutes, gain increasing Adaptive AD or AP totaling: 2, 5, 9, 14, ect or 4, 10, 18, 28, ect; based on game time.
  • Hunter - Vampirism Hunter - Vampirism
    AD/AP, Vamp
    Gain 2% physical vamp or 2% magic vamp. Unique champion takedowns grant 2 AD with 1% physical vamp or 4 AP with 1% magic vamp. (Adaptive)
  • Triumph Triumph
    Execute, Heal
    Champion takedowns restore 10% missing health. Deal 3% more damage to enemies below 35% health.
  • Weakness Weakness
    Control, Bonus damage
    Imparing the movement of enemy champions makes them take 5% more damage in the following 5s.
  • Champion Champion
    High Risk, High Damage
    Gain 8% damage against champions. Lose 4% each time you die until the bonus disappears.
Resolve
  • Adaptive Carapace Adaptive Carapace
    Health, AR/MR
    Gain 50 Health, While below 50% Health, gain 12 AR or 12 MR based on the damage type you took more of over tha last 60s (Physical grants AR | Magic grants MR)
  • Conditioning Conditioning
    Delayed AR/MR
    Gain 8 bonus AR and MR after 5 minutes of game time. Every 2 minutes after this gain 2 bonus AR and MR.
  • Hunter - Titan Hunter - Titan
    Health, Tenacity
    Gain 20 max health. Unique champion takedowns grant 20 max health and 4% tenacity.
  • Second Wind Second Wind
    Heal after taking damage
    Gain 5 health every 5 seconds.
    After taking damage from an enemy champion regenerate 3+% of your missing health over the next 10 seconds. This effect is doubled for melee champions.
  • Loyalty Loyalty
    Shared Bonus AR/MR
    You gain 2 AR and 5 MR. Your closest ally champion gains 5 AR and 2 MR.
  • Bone Plating Bone Plating
    Block Combo-damage
    After taking damage from a champion, the next 3 champion abilities or attacks against you within 1.5s deal 30-60 less damage. (45s Cooldown)
Inspiration
  • Pathfinder Pathfinder
    Mobility
    Gain 9% Movement Speed in brush, jungle, and river when out of combat.
  • Mastermind Mastermind
    Objectives, Gold
    Deal 10% bonus true damage to Epic Monsters and 10% bonus damage (Adaptive) to turrets. Earn an extra 120 gold upon taking or assisting in taking these objectives.
  • Hunter - Genius Hunter - Genius
    CDR
    Gain 2.5 Ability Haste. Unique champion takedowns grant 2.5 Ability Haste.
  • Sweet Tooth Sweet Tooth
    Honeyfruit, Gold
    Increases Honeyfruit healing by 25%. Whenever you or a nearby ally eats a Honeyfruit gain 20 gold.
  • Pack Hunter Pack Hunter
    Mobility, Team Gold
    While near ally champions, gain 2% Movement Speeed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold.
  • Manaflow Band Manaflow Band
    Mana
    Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.