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Ruined King: A LoL Story Skills & Rune Shards Guide – The Best Ones To Use

*This guide is still under development.*

*Ruined King: A League of Legends* story is what happens when you have developers who love RPGs make an LoL spinoff with Riot Games’ blessing. It’s really fun thanks to the impactful and meaty turn-based combat.

If you want to do well in combat, especially in the higher difficulties, you’ll need to figure out the best skills and runes for each of the characters. You probably want to use characters you’re familiar with and who can synergize well with each other.

These are passive abilities that can be altered to suit your playstyle. You’ll get a number of Rune Shards that you can allocate to any passive in either of a character’s two masteries. For example, if you have 2 Rune Shards, you can put 1 in Illaoi’s Healing Power and 1 more in her Stamina Up Rank 1.

If you put more Rune Shards in one mastery, you’ll get additional benefits from that one mastery. You can choose to mix and match mastery passives with the Rune Shards you have, but you won’t get the max benefits from a mastery. Using Illaoi again, if you put 6 Rune Shards on her Kraken Priestess Mastery, she will get two tiers of Kraken Priestess Master Perks where she gets a boost in Attack Power and healing power.

Healing Power – Rank 1 (1 Rune Shard): Increases power of Heals by 7.5%. Recommended.

Presence of the Goddess – Kraken Priestess (1 Rune Shard): Begins battle with 1 Tentacle active. Recommended

Healing Power Rank 2 (2 Rune Shards): Increases the power of Heals by 15%.

Recuperate (2 Rune Shards): At the end of combat, heals the party for 411 Health each.

Essence Transfer (3 Rune Shards): Heals the most damaged ally for 914 Health when landing a killing blow.

Kraken’s Protection (3 Rune Shards): When Health falls below 30% of maximum, heals Illaoi for 1371 Health over 3 turns. Can only happen once per battle.

Overwhelming Faith (4 Rune Shards): Increases Attack Power by 6% per active Tentacle.

Rising Tides (4 Rune Shards): Attacking increases Power of the next Heal by 25%. Stacks 3 times.

3 Rune Shards: Attack power mastery. Increase Attack Power by 3%.

6 Rune Shards: Healing power mastery. Increase the power of Heals by 8%.

9 Rune Shards: Kraken’s Blessing. Chance to add a Boon to the Initiative Bar that Heals Champions in the region for 20% of their Max HP.

12 Rune Shards: Eternal Flow. Generates 3 Overcharge per action.

Stamina Up Rank 1 (1 Rune Shard): Increases Stamina by 10%.

Lifesteal Up (1 Rune Shard): Increases Lifesteal by 10%.

All Defense Up (2 Rune Shards): Increases Physical and Magical Defense by 20%.

Retaliation (2 Rune Shards): 15% chance to increase Attack Power by 35% for one action after being attacked.

AP Up (3 Rune Shards): Increases Attack Power by 15%.

Pain Conversion (3 Rune Shards): Illaoi gains 5 Overcharge each time she is attacked.

Backlash (4 Rune Shards): Getting hit deals 11 damage per active Tentacle back to attackers each hit.

Stamina Up Rank 2 (4 Rune Shards): Increases Stamina by 40%.

3 Rune Shards: Stability. Reduces damage taken from Critical Hits by 30%.

6 Rune Shards: Stamina Mastery. Increases Stamina by 12%.

9 Rune Shards: Guardian’s Wrath. Chance to add a Boon to the Initiative Bar that allows any Champion landing in the region to apply a Sunder and Magic Sunder to a Random Enemy, increasing all damage taken by 20% for 2 turns.

12 Rune Shards: Life Attunement. Increases Healing received by 30%.

Guardian Rank 1 (1 Rune Shards): Increases the power of Damage Shields by 10%.

Deterrence (1 Rune Shards): Applies a Damage Shield on Braum when struck by a Critical Hit, absorbing 557 Damage.

All Defense Up (2 Rune Shards): Increases Physical and Magical Defense by 20%.

Preemptive Barrier (2 Rune Shards): Begins battle with a Damage Shield, absorbing 594 Damage.

Guardian Rank 2 (3 Rune Shards): Increases the power of Damage Shields by 30%.

Build Up (3 Rune Shards): Each time Braum is attacked, his Attack Power increases by 10% for 1 action.

Steel Fortitude (4 Rune Shards): Increases Stamina by 40%.

Indomitable (4 Rune Shards): Increases Physical and Magical Defense by 6% for each attack performed. Stacks 6 times.

3 Rune Shards: Critical Defense. Reduces Damage Taken by Critical Hits by 30%.

6 Rune Shards: Defense Mastery. Increases Physical and Magical Defense by 12%.

9 Rune Shards: Shield of the Freljord. Chance to add a Boon to the Initiative Bar that adds a Damage Shield to Champions in the region, shielding 20% of their Max HP.

12 Rune Shards: Fortify. Reduces All Damage Taken by 15% while Health is below 30%.

AP Up Rank 1 (1 Rune Shards): Increases Attack Power by 5%.

Critical Opening (1 Rune Shards): INcreases Crit chance by 30% for the first action taken.

Haste Up (2 Rune Shards): Increases Haste by 10%.

Against The Odds (2 Rune Shards): Begins battle with 8 Overcharge per Enemy.

AP Up Rank 2 (3 Rune Shards): Increases Attack Power by 15%.

Crit Chance Up (3 Rune Shards): Increases Crit Chance by 15%.

Shielded Assault (4 Rune Shards): Increase Attack Power by 25% while a Damage Shield is active on Braum.

Concussive Strength (4 Rune Shards): Increases Attack Power by 2.5% for each stack of Concussion on an Enemy.

3 Rune Shards: Critical Chance Mastery. Increases Crit Chance by 3%.

6 Rune Shards: Crit Damage Master. Increase Crit Damage by 10%.

9 Rune Shards: Winter’s Chill. Chance to add a Boon to the Initiative Bar that allows any Champion landing int he region to apply Slow to All Enemies, reducing Haste by 20% for 1 turn.

12 Rune Shards: Siege Breaker. Increases Attack Power by 15%.

Followup (1 Rune Shard): 10% chance that any attack will award 20 Overcharge.

AP Up – Rank 1 (1 Rune Shard): Increases Attack Power by 5%.

Preparation (2 Rune Shards): Begin battle with 15 Overcharge.

Crit Damage Up – Rank 1 (2 Rune Shards): Increases the Damage of Critical Hits by an additional 12%.

Crit Damage Up – Rank 2 (3 Rune Shards): Increases the damage of Critical Hits by an additional 18%.

AP Up – Rank 2 (3 Rune Shards): Increases Attack Power by 15%.

Thirsty Blade (4 Rune Shards): Increase Lifesteal by 30%.

Blade Master (4 Rune Shards): Increases Crit Damage by 12% and Crit chance by 10%.

3 Rune Shards: Attack Power Mastery. Increases Attack Power by 3%.

6 Rune Shards: Crit Damage Mastery. Increases Critical Damage by 8%.

9 Rune Shards: Blade Master Guidance. Chance to add a Boon to the Initiative Bar that Increases Crit Chance by 20% of Champions in the region for 1 turn.

12 Rune Shards: Full Potential. Increases Attack Power by 30% when Health is above 70% of Maximum.

Crit Chance Up – Rank 1 (1 Rune Shard): Increases Crit chance by 5%.

Haste Up – Rank 1 (1 Rune Shard): Increases Haste by 5%.

Conserve Energy (2 Rune Shards): Can carry up to 20 Overcharge from one battle to the next. Recommended.

Crit Chance Up – Rank 2 (2 Rune Shards): Increases Crit Chance by 10%. Recommended.

Honed Blade (3 Rune Shards): Increases Crit Chance by 3% each time Yasuo attacks. Stacks 8 times. Lasts the entire battle.

Haste Up – Rank 2 (3 Rune Shards): Increases Haste by 15%. Recommended.

Gale Force (4 Rune Shards): Increases Attack Power by 20%.

Crit Chance Up – Rank 3 (4 Rune Shards): Increases Crit Chance by 20%.

3 Rune Shards: Crit Chance Mastery. Increases Crit Chance by 3%.

6 Rune Shards: Haste Mastery. Increases Haste by 6%.

9 Rune Shards: Wind’s Guidance. Chance to add a Boon to the Initiative Bar that Increases Haste by 10% of Champions in the region for the rest of the battle. Stacks 3 times.

12 Rune Shards: Press the Advantage. Increases Attack Power by 4% on a Crit. Stacks 6 times. Lasts the entire battle.

AP Up – Rank 1 (1 Rune Shard): Increases Attack Power by 5%.

Evade Up – Rank 1 (1 Rune Shard): Increases Evade Chance by 5%.

Killing Stride (2 Rune Shards): Reduces Recovery Time by half on a Killing Blow.

Overcharge on Evade (2 Rune Shards): Evading an attack will grant 20 Overcharge.

AP Up – Rank 2 (3 Rune Shards): Increases Attack Power by 15%.

Dodge Counter (3 Rune Shards): Increases Attack Power by 25% for 1 turn after evading an attack.

Quick Draw (4 Rune Shards): Increases Attack Power and Haste by 10%.

Sure Footed (4 Rune Shards): Increases Evasion by 6% each time an ability is performed. Resets after successfully evading an attack.

3 Rune Shards: Attack Power Mastery. Increases Attack Power by 3%.

6 Rune Shards: Haste Mastery. Increase Haste by 6%.

9 Rune Shards: Captain’s Charm. Chance to add a Boon to the Initiative Bar that Increases Attack Power by 20% of Champions in the region for 1 turn.

12 Rune Shards: Adrenaline Rush. Increases Attack Power and Evasion by 15% when Health is below 30% of maximum.

Crit Chance Up – Rank 1 (1 Rune Shard): Increases Crit Chance by 5%.

Critical Opener (1 Rune Shard): Begins battle with +30% Crit Chance for 1 action.

Incendiary Rounds (2 Rune Shards): Applies Ignite on Critical Hits, dealing 358 Damage over 3 turns. Recommended.

Trick Shot (2 Rune Shards): Generates 10 Overcharge on each Critical Hit.

Commander (3 Rune Shards): Each turn, Increases Attack Power of a Random Ally by 15%, lasting 1 turn.

Crit Damage Up (3 Rune Shards): Increases the Damage of Critical Hits by an additional 18%.

Bounty Queen (4 Rune Shards): Increases Crit Chance by 10% and the Damage of Critical Hits by an additional 12%.

Find Weakness (4 Rune Shards): Increases Crit Chance by 4% each time Miss Fortune attacks. Stacks 8 times and lasts the entire battle. Recommended.

3 Rune Shards: Crit Damage Mastery. Increases the Damage of Critical Hits by an additional 5%.

6 Rune Shards: Crit Chance Mastery. Increase Crit Chance by 6%.

9 Rune Shards: Reaction Shot. Chance to add a Boon to the Initiative Bar that allows any Champion landing in the region to deal Damage to All Enemies equal to 10% of the enemy’s Max Health.

12 Rune Shards: Dead-Eye. Increases Attack Power by 4% on a Crit. Stacks 6 times and lasts the entire battle.

Crit Chance Up – Rank 1 (1 Rune Shard): Increases Crit Chance by 5%.

Shadow Striker (1 Rune Shard): Increases Crit Chance by 15% while Stealthed.

Venom Blade (2 Rune Shards): Applies Poison on Critical Hits, dealing 322 Damage over 3 turns.

Crit Chance Up -Rank 2 (2 Rune Shards): Increases Crit Chance by 10%.

Camouflage (3 Rune Shards): Grants a 20% chance to enter Stealth at the start of Pyke’s turn.

Crit Damage Up (3 Rune Shards): Increases the Damage of Critical Hits by an additional 18%.

Death Dealer (4 Rune Shards): Increases Attack power and Crit Chance by 10%.

Life Stealer (4 Rune Shards): Increases Lifesteal by 30%.

3 Rune Shards: Crit Chance Mastery. Increases Crit Chance by 3%.

6 Rune Shards: Calculated Opening. Begin battle with 10 Overcharge.

9 Rune Shards: Shadow Meld. Chance to add a Boon to the Initiative Bar that Stealths Champions in the region, making them untargetable by Single Target Abilities and Increases Evasion by 20% for 1 turn. Removed if Damage is taken.

12 Rune Shards: Deadly Strikes. Increases Crit Damage by 4% on a Crit. Stacks 6 times and lasts the entire battle.

AP Up Rank 1 (1 Rune Shard): Increases Attack Power by 5%.

Momentum (1 Rune Shard): Grants Executioner when landing the Killing Blow on an Enemy. Recommended to trigger some of Pyke’s best Lane moves.

Jagged Blade (2 Rune Shards): Applies Bleed on Critical Hits, dealing 322 Damage over 3 turns.

First Blood (2 Rune Shards): Begins battle with +20% Attack Power for 1 action.

Stamina Up (3 Rune Shards): Increases Stamina by 30%.

AP Up Rank 2 (3 Rune Shards): Increases Attack Power by 15%.

Critical Wounds (4 Rune Shards): Bleeds, Poisons, and Ignites can Crit. Recommended.

Feasting Wounds (4 Rune Shards): Bleeds, Poisons, and Ignites gain 60% Lifesteal.

3 Rune Shards: Stamina Mastery. Increases Crit Chance by 3%.

6 Rune Shards: Attack Power Mastery. Increases Attack Power by 6%.

9 Rune Shards: Creeping Death. Chance to add a Boon to the Initiative Bar that allows any Champion landing in the region to apply a Bleed and Poison to a Random Enemy, each dealing 15% of the enemy’s Max Health as True Damage over 3 turns.

12 Rune Shards: Deadly Wounds. Increases damage of Bleeds, Poisons, and Ignites by 40%.

Lingering Essence (1 Rune Shard): Begins battle with 3 stacks of Essence Thief.

Will Up Rank 1 (1 Rune Shard): Increases Will by 3, Increasing Max Mana by 30.

Will Up Rank 2 (2 Rune Shards): Increases Will by 6, increasing Max Mana by 60.

Healing Power Rank 1 (2 Rune Shards): Increases the Power of Heal by 15%. Recommended.

Consume Memories (3 Rune Shards): Generates 20 Mana on a kill.

Healing Power Rank 2 (3 Rune Shards): Increases the Power of Heals by 22.5%.

Gift of the Vesanin (4 Rune Shards): Increases Attack Power by 10% and Heals by 15%. Recommended.

Balance (4 Rune Shards): Attacking increases Power of the next Heal by 25%. Stacks 3 times.

3 Rune Shards: Will Mastery. Increases Will by 3, increasing Max Mana by 30.

6 Rune Shards: Healing Power Mastery. Increases the Power of Heals by 8%.

9 Rune Shards: Mind Soothe. Chance to add a Boon to the Initiative Bar that grants 5 Mana to Champions in the region.

12 Rune Shards: Arcane Power. Increases Attack Power by 1% per 10 points of Current Mana.

Critical Mind (1 Rune Shard): Grants a stack of Essence Thief on a Critical Hit.

Crit Chance Up Rank 1 (1 Rune Shard): Increases Crit Chance by 5%.

Crit Chance Up Rank 2 (2 Rune Shards): Increases Crit Chance by 10%.

AP Up Rank 1 (2 Rune Shards): Increases Attack Power by 10%.

Detonation (3 Rune Shards): Deals 502 Damage to adjacent Enemies on a kill.

AP Up Rank 2 (3 Rune Shards): Increases Attack Power by 15%.

Savant (4 Rune Shards): Generates 7 Mana on an attack.

Firestarter (4 Rune Shards): Grants 15% Crit Chance for each Enemy that is Ignited.

3 Rune Shards: Attack Power Mastery. Increases Attack Power by 3%.

6 Rune Shards: Crit Damage Mastery. Increases the Damage of Critical Hits by an additional 8%.

9 Rune Shards: Shatter Memories. Chance to add a Boon to the Initiative Bar that allows any Champion landing in the region to apply a Random Debuff to All Enemies.

12 Rune Shards: Precise Casting. Increases Crit Chance and Crit Damage by 10%.

These are the active skills and spells your characters can perform. These range from regular instant moves to Lane moves that take a turn or two to happen. And then you have the Ultimates, which can be performed if you have charged up the Ultimate meter from actions in battle.

As you level up, you gain Upgrade Points that you can use on your skills to buff them up and allocate different properties. So if you want Illaoi to have her default Tentacle Smash to spawn more Tentacles, you can allocate an Upgrade Point to that tier. However, you can only choose between one of the two abilities on 1 tier. For example, you can either pick 1A or 1B for Tentacle Slam; you cannot pick both.

As a general rule, you should allocate your Upgrade Points to your basic Instant attacks, then focus on the Lane skills you use the most. Your basic attacks generate Overcharge, which is basically “extra mana” you can generate in a battle that you can use instead of the actual mana your character has.

Also, Level 3 Ultimates can only be gained from special quests later in the game. Here’s a guide on how to find them.

Instant default attack. Deals damage and generates 10 Overcharge. Default version has a good chance to summon 1 Tentacle.

Tier 1A: Increase number of Tentacles spawned to 2.

Tier 1B: Increase Tentacle Spawn Chance to 100%.

Tier 2A: Heals Illaoi for 30% of Damage done.

Tier 2B: If Target is Slowed or Sundered, deals an additional 88 damage.

Tier 3A: Increases the Healing of Illaoi’s next Heal by 15%. Stacks up to three times.

Tier 3B: Deals an additional 70 damage.

Illaio’s instant block action. Reduces all damage taken by 40%, plus 5% per active Tentacle until next turn.

Tier 1A: Increases Physical Damage Reduction by an additional 10%.

Tier 1B: Increases Magic Damage Reduction by an additional 10%.

Tier 2A: Deals 18 Damage back to attackers per Tentacle.

Tier 2B: Heals Illaoi for 23 Health per Tentacle, each time she is hit.

Tier 3A: Next Power Lane Cast recovery time and cast time decreased by 20%.

Tier 3B: Spawns a Tentacle when attacked.

Taunts 2 turns. 25% chance to summon a Tentacle when hit. Has no Recovery Time, so you can do another action after using Taunt.

Tier 1A: Deals 18 Damage back to attackers per hit.

Tier 1B: Increase Tentacle Spawn Chance to 50%.

Tier 2A: Cleanses 1 Debuff from self.

Tier 2B: Generates 2 Overcharge for each taunted attack.

Tier 3A: Taunts for an extra turn.

Tier 3B: Taunts for one less turn but Reduces Damage Taken while Taunting by 20%.

Spawns a Tentacle every 3 turns. Tentacles deal 23.5 true damage to a random enemy on each of Illaoi’s turns for 5 turns. Max of 5 Tentacles possible.

Tier 1A: Tentacles spawn every 2 turns instead of every 3.

Tier 1B: Increases Max tentacles to 6.

Tier 2A: Each Tentacle deals an additional 14.7 Damage per strike.

Tier 2B: Each Tentacle Strike will heal the most wounded ally for 28.8 Health.

Tier 3A:

Tier 3B:

Heals 1 ally for a good amount. The number of Tentacles will also add additional heals for your target. Very fast lane skill.

Tier 1A: Increases Cast Time to Long, but Increases base Healing to 1211.

Tier 1B: Has a 50% chance to spawn a Tentacle.

Tier 2A: Speed Lane cleanses 2 Debuffs from the target.

Tier 2B: Increases Healing by 123.

Tier 3A: Power Lane can target and Revive a KO’d Ally with 60%.

Tier 3B: Increases Healing per Tentacle by 82.

Deals Magic Damage. Spawns a Tentacle. Very fast lane attack that single targets an enemy.

Tier 1A: Adds a Magic Sunder, increasing the target’s Magic Damage taken by 10% for 3 turns.

Tier 1B: If the target is Ignited or Magic Sundered, Heals an additional 165.

Tier 2A: Spawns a Tentacle.

Tier 2B: Consumes a Tentacle to deal 70 Damage to All Enemies.

Tier 3A: Heals Illaoi for 110 per Tentacle.

Tier 3B: Consume up to 30 Overcharge to deal an additional 70 Damage per 10 Overcharge consumed.

Deals moderate damage and causes all Tentacles to strike the target for Double Damage.

Tier 1A: Consumes a Tentacle to deal an additional 126 Damage.

Tier 1B: Reduces Mana cost by 32%.

Tier 2A: Each Tentacle Strike deals an additional 28 Damage.

Tier 2B: Reduces Recovery Time by 50%.

Tier 3A: If target is Bleeding or Poisoned, deals an additional 187 Damage.

Tier 3B: Heals most wounded ally for 73 Health per Tentacle Strike.

Target spawns a Tentacle each turn and Taunts all Tentacles for 4 turns. Champions attacking the target Heal for 126 Health per hit.

Tier 1A: Reduces Recovery Time by 32%.

Tier 1B: Adds a Sudner, Increasing Physical Damage taken by 10%.

Tier 2A: Champions attacking the target will Heal for an additional 16 Health per hit.

Tier 2B: Dispels 2 Buffs from the target.

Tier 3A: Causes all Tentacles to strike the target once for Double Damage.

Tier 3B: Spawns 2 Tentacles.

Heal all your allies for a good amount of health. Slow Lane spell.

Tier 1A: Reduces Mana Cost by 50%.

Tier 1B: Heals each target for an additional 62 Health.

Tier 2A: Speed Lane cleanses 1 Debuff from Each Ally.

Tier 2B: Reduces Damage Taken by All Allies by 10% for 3 turns.

Tier 3A:

Tier 3B:

Hits all enemies with 403 magic damage. Applies Sunder, increasing Physical Damage Taken by 10% for 3 turns.

Tier 1A: Heals Illaoi for 10% of the damage done.

Tier 1B: Consumes a Tentacle to deal an additional 55 Damage to each enemy.

Tier 2A: Adds a Magic Sunder to All enemies, increasing Magic Damage taken by 10% for 3 turns.

Tier 2B: Pushes Back all enemies by a small amount.

Tier 3A:

Tier 3B:

Deals 700 Damage to 1 target. Consumes all Tentacles, healing the most wounded ally for 359 health plus 359 health per Tentacle consumed.

Deals 906 Damage to All Enemies and spawns max Tentacles.

Deals light damage, generates 10 Overcharge. Adds a stack of Concussion. Taking damage while afflicted by Concussion will add another stack. At max stacks, Concussion deals 74.2 Magic Damage and applies a short Stun.

Tier 1A: On detonation, deals an additional 32 Damage, or 64 Damage on Stun immune enemies.

Tier 1B: Increases the Stun duration from short to medium.

Tier 2A: Reduces the number of stacks to trigger the Concussion Debuff from 12 to 9.

Tier 2B: Deals an additional 32 Damage.

Tier 3A: Hits a 2nd nearby target, but Reduces Damage by 55.

Tier 3B: Applies Sunder, Increases Physical Damage taken by 10% for 3 turns.

Reduces all Damage taken by 45% until next turn.

Tier 1A: Gain 5 Overcharge when attacked.

Tier 1B: If attacked while active, Increases AP by 5% for 1 turn. Stacks multiple times.

Tier 2A: Increases Physical Damage Reduction by an additional 12.5%.

Tier 2B: Increases Magic Damage Reduction by an additional 12.5%.

Tier 3A: Reduces All Damage Taken by Braum’s allies by 12% while Defending.

Tier 3B: Next Power Lane Ability will add a Damage Shield to Lowest HP Ally, absorbing 107 Damage.

Taunt for 2 turns. Has no Recovery Time.

Tier 1A: Deals 42 Damage to the first attacker after Braum Taunts.

Tier 1B: Generates 1 Overcharge for each taunted attack.

Tier 2A: Reduces Damage of the first incoming hit by an additional 20%.

Tier 2B: While Taunting, Heals Braum for 8 Health each time he is hit.

Tier 3A: Taunts for one less turn but Reduces Damage Taken while Taunting by 20%.

Tier 3B: Taunts an extra turn.

Passive: Raised Shield

While casting an ability, Braum reduces all damage taken by 20%.

Tier 1A: Reduces Physical Damage taken by an additional 6% while casting.

Tier 1B: Reduces Magical Damage taken by an additional 6% while casting.

Tier 2A: Deals 13 Damage to attackers each time they hit Braum while casting.

Tier 2B: Adds a Damage Shield to Braum, absorbing 27 Damage, each time he is hit while casting.

Tier 3A:

Tier 3B:

Deals Magic Damage and Pushes Back target by a small amount. Very fast single-target lane move.

Tier 1A: Increases Push Back by 100%

Tier 1B: Adds 3 stacks of Concussion.

Tier 2A: Deals an additional 38 Damage.

Tier 2B: Deals 4% of Braum’s Missing Health as additional Damage.

Tier 3A: Adds a Damage Shield to the Most Damaged Ally, absorbing 107 Damage.

Tier 3B: If target is Poisoned or Sundered, deals an additional 85 Damage.

Adds a Damage Shield to an Ally absorbing 548 Damage. Very fast single-target lane move.

Tier 1A: Increases power of the Damage Shield by 53.

Tier 1B: Reduces mana cost by 40%.

Tier 2A: When cast in the Speed Lane, Heals for 69 Health.

Tier 2B: Increases the target’s Attack Power by 5% while the Damage Shield lasts.

Tier 3A: When cast in the Power Lane, Cleanses a Debuff each turn.

Tier 3B: Pushes target Forward by a moderate amount.

Adds a Damage Shield to all allies, absorbing 380 Damage on each. Fast multiple-targeting lane skill.

Tier 1A: Reduces all damage taken by 5% while the Damage Shield lasts.

Tier 1B: Increases Attack Power by 5% while the Damage Shield lasts.

Tier 2A: Deals 11 Damage to attackers each time they hit a Champion while the Damage Shield lasts.

Tier 2B: Increases power of the Damage Shield by 48.

Tier 3A: The Damage Shield will increase in power by 32 Health, each turn it is active.

Tier 3B: Shielded targets will Heal for 23 Health per turn while the Damage Shield lasts.

Inspires All Allies, increasing Attack Power by 15% Haste by 10% and Critical Chance by 10% for 2 actions. Fast multiple-targeting lane skill.

Tier 1A: Increases Attack Power by an additional 3.6%.

Tier 1B: Reduces Mana cost by 32%.

Tier 2A: Increases Haste by an additional 5.4%.

Tier 2B: Increases Crit Chance by an additional 5.4%.

Tier 3A: Cleanses 1 Debuff from Each Ally.

Tier 3B: Reduces Recovery Time by 50%.

Deals high damage and Sunders the target, increases Physical Damage taken by 20% for 3 turns. Slow single-target lane attack.

Tier 1A: Adds 6 stacks of Concussion.

Tier 1B: Increases Sunder by an additional 5%.

Tier 2A: Weakens the target, reducing their Attack Power by 10% for 3 turns.

Tier 2B: Deals 7% of Braum’s missing health as additional Damage.

Tier 3A:

Tier 3B:

Deals moderate damage

Tier 1A: Deals an additional 19 Damage to each enemy.

Tier 1B: Adds 3 stacks of Concussion to each enemy.

Tier 2A: Casting time reduced by 30%.

Tier 2B: When cast in the Power Lane, deals an additional 34 damage to each enemy.

Tier 3A:

Tier 3B:

Adds a Damage Shield to All Allies absorbing 521 Damage and removes all debuffs from each. Recommended for boss fights & tougher debuff-savvy enemies.

Deals moderate Magic Damage to all enemies, Stuns them for a Short Time, and Slwos them, Reducing Haste by 30% for 1 turn.

Deals light damage and generates 12 Overcharge. Grants a stack of Steel Tempest. At max stacks, the next Gathering Storm or Ranging Wind will cost no Mana and have a 60% reduced recovery time.

Tier 1A: Grants an additional stack of Steel Tempest.

Tier 1B: Generates an additional 5 Overcharge on cast.

Tier 2A: Deals an additional 60 Damage.

Tier 2B: Full Steel Tempest stacks also increase Damage of next Gathering Storm or Raging Wind by 15%.

Tier 3A: Applies Sunder, increasing Physical Damage Taken by 10% for 3 turns.

Tier 3B: Adds a Bleed, dealing125 True Damage over 3 turns.

Reduces all damage taken by 40%. Reduces damage from Projectiles by an additional 20%.

Tier 1A: If attacked while active, Increases Crit Chance by 5% for 1 turn. Stacks multiple times.

Tier 1B: Grants 5 Overcharge.

Tier 2A: Reduces Projectile Damage taken by an additional 15%.

Tier 2B: Projectile Defense lasts an extra turn.

Tier 3A: Projectile Defense applies to the entire party.

Tier 3B: Next Speed Lane ability will be 20% faster.

Increases Crit of all allies by 15% for 2 turns. Has 50% Reduced Recovery Time.

Tier 1A: Generates 5 Overcharge.

Tier 1B: Yasuo gains an additional 5% Crit Chance from the buff.

Tier 2A: Provides an additional 5% Crit Chance.

Tier 2B: Adds a stack of Flow to Yasuo.

Tier 3A: Pushes Allies forward by a small amount.

Tier 3B: Lasts an additional turn.

Increases Crit Chance by 10%. Crit Damage is reduced by 20%. Builds a stack of Flow after each critical hit, stacking 5 times. When taking damage, consumes the stacks to grant a Damage Shield absorbing 100 Damage per stack of Flow consumed. Gains 20% more Crit Chance from items.

Tier 1A: Gains 20% more Crit Chance from items.

Tier 1B: Increases the Damage Shield granted by each stack of Flow by 20.1.

Tier 2A: Can store an additional stack of Flow.

Tier 2B: Each stack of Flow will also award 4 Overcharge when consumed.

Tier 3A:

Tier 3B:

Deals moderate damage to the target and a nearby enemy. Grants a stack of Steel Tempest per Critical Strike. Very fast single-targeting skill.

Tier 1A: Increases Crit Chance by 10% for Sweeping Blade.

Tier 1B: Increases Damage of each strike by 24.

Tier 2A: Crits inflict a Bleed, dealing 225 true damage over 3 turns.

Tier 2B: Crits grant 10 Overcharge.

Tier 3A: Hits all enemies, but reduces the damage of each strike by 60.

Tier 3B: Has a 25% chance to grant an Extra Turn.

Removes up to 2 Debuffs from self. Grants a stack of Flow for each Debuff cleansed. Has no recovery time. Very fast skill that targets self.

Tier 1A: Cleanses an additional Debuff.

Tier 1B: Grants 3 Overcharge per Debuffed Cleansed.

Tier 2A: Adds a stack of 10% Crit Chance per cleansed Debuff, lasting 2 actions.

Tier 2B: Adds a stack of 10% Attack Power per Cleansed Debuff, lasting 2 actions.

Tier 3A: Cleanses one Debuff from each Ally Champion.

Tier 3B: Heals Yasuo for 108 health per Cleansed Debuff.

Deals medium damage over 2 hits and applies Cutting Wind, dealing an additional 40 True Damage each time they are hit for 3 turns or 16 hits, whichever comes first. Fast single-targeting Lane skill.

Tier 1A: Deals 48 additional Damage per 10 Overcharge spent.

Tier 1B: Each proc will deal an additional 8 Damage.

Tier 2A: Each proc will grant the attacker 4% Crit Chance for 1 turn.

Tier 2B: Applies Sunder to the target, increase Physical Damage Taken by 10%.

Tier 3A: Reduces Recovery Time by 50%.

Tier 3B: Initial strikes deals an additional 128 Damage.

Deals medium damage over 2 hits, and adds max stacks of Steel Tempest. Has a 30% chance to grant an Extra Turn. Fast single-targeting move.

Tier 1A: Deals an additional 64 damage.

Tier 1B: Has an additional 10% chance to give an Extra Turn.

Tier 2A: If target is Bleeding of Sundered, deal 160 additional damage.

Tier 2B: Deals an additional 96 damage.

Tier 3A: Speed Lane adds a Bleed, dealing 241 True Damage over 3 turns.

Tier 3B: Casting Time Reduced by 30%.

Hits 3 times, dealing big damage each. Gains an additional attack dealing 180 Damage for each Critical Strike, up to 4 extra attacks total.

Tier 1A: Increases Crit Chance by 10% for Raging Wind.

Tier 1B: Increases the Damage of each strike by 20.

Tier 2A: Each Crit applies Bleed, dealing 72 True Damage over 3 turns. Stacks 7 times.

Tier 2B: Heals Yasuo for 60 Health on each Crit.

Tier 3A:

Tier 3B:

Deals medium damage to All enemies and Pushes them back by a small amount. Slow multiple-targeting skill.

Tier 1A: Increases Crit Chance by 10% for Gathering Storm.

Tier 1B: Reduces Mana Cost by 40%.

Tier 2A: Applies a Magic Sunder, Increases Magic Damage taken by all creatures by 10% for 3 turns.

Tier 2B: Deals an additional 90 Damage if the target is Bleeding, Poisoned, or Ignited.

Tier 3A:

Tier 3B:

Consumes up to 60 Overcharge, dealing 1243 Damage plus 80.2 Damage per 10 Overcharge consumed.

Deals 989 Damage to All Enemies over 4 hits and buffs Crit Damage by 40% for 2 turns. Grants maximum stacks of Flow.

Deals 2486 Damage and causes All Allies to act immediately.

Deals regular damage. Generates 10 Overcharge. Applies Tapped, dealing 120 extra damage if they didn’t already have Tapped applied.

Tier 1A: Increases Evasion by 10% for 1 turn.

Tier 1B: Applying a fresh stack of Tapped generates 5 Overcharge.

Tier 2A: Deals an additional 96 Damage if the target has greater than 75% health.

Tier 2B: Grants a stack of Strut per active Tapped Buff in combat when Tapped is applied.

Tier 3A: Applies Sunder that lasts for 3 turns.

Tier 3B: Doubles the damage of Tapped when first applied, from 120 to 239.

Reduces all damage taken by 40%. Increases Evasion by 10%. While Fancy Footwork is active, Strut is not removed upon taking damage.

Tier 1A: Grants 5 Overcharge.

Tier 1B: Getting hit for the first time while affected by Fancy Footwork will grant a stack of Strut.

Tier 2A: Increases Evasion by an additional 12.5% for 1 turn.

Tier 2B: Reduces All Damage Taken by an additional 7%.

Tier 3A: Increases Evasion of All Allies by 12% while using Fancy Footwork.

Tier 3B: Increases Crit Chance of next Speed Lane ability by 24%.

Deals regular damage split Randomly over 2 shots. Generates 10 Overcharge.

Tier 1A: Deals an additional 48 damage.

Tier 1B: Generates an additional 5 Overcharge.

Tier 2A: Deals an additional 52 Damage to targets afflicted with Tapped.

Tier 2B: Each hit applies Ignite, dealing 86 True Damage over 3 turns.

Tier 3A: Increases Critical Chance by 20% for 1 turn.

Tier 3B: If the target is Poisoned, Bleeding, or Ignited, deals an additional 143 Damage.

Gains a stack of Strut every turn, granting 5% Haste, stacking 5 times. Taking Damage dispels Strut.

Tier 1A: Each stack of Strut also grants 2% Crit Chance.

Tier 1B: Each stack of Strut also grants 2% Evasion.

Tier 2A: Each stack of Strut will grant 4 Overcharge when consumed.

Tier 2B: Each stack of Strut grants an additional 2% Haste.

Tier 3A:

Tier 3B:

Deals 856 Damage split Randomly over 6.0 shots. Fast multi-targeting attack.

Tier 1A: Each shot applies a stack of Sunder, Increases the target’s Physical Damage Taken by 2% per shot for 3 turns. Stacks 5 times.

Tier 1B: Adds a stack of Strut.

Tier 2A: Each shot deals a bonus 21 Damage to targets afflicted with Tapped.

Tier 2B: Each shot deals a bonus 24 Damage to targets afflicted with Ignite or Bleed.

Tier 3A: Deals an additional 48 Damage per stack of Strut, split among all 6 shots.

Tier 3B: Now deals 927 Damage over 9 shots.

Pushes Forward target ally by a Moderate Amount. Deals 478 Damage to a random enemy.

Tier 1A: Deals an additional 57 damage.

Tier 1B: Targeted ally generates 5 Overcharge.

Tier 2A: Applies a Weaken to the Random Enemy, reducing Attack Power by 8% for 2 turns.

Tier 2B: Applies a Strengthen buff to the target ally, increasing Attack Power by 12% for 1 turn.

Tier 3A: Applies an Ignite to the random enemy, dealing 184 True Damage over 3 turns.

Tier 3B: Increases Push Forward by 50%.

Deals 478 Damage to the target and heavy damage to a nearby target. If the first target is defeated, the 2nd shot will deal additional damage. Both hits apply Tapped. Fast single-targeting skill.

Tier 1A: If the 1st shot kills the target, the 2nd shot will be a guaranteed Crit.

Tier 1B: The 1st shot will deal an additional 115 Damage on targets below 30% Health.

Tier 2A: Each Crit will generate 15 Overcharge.

Tier 2B: The 2nd shot will deal an additional 239 Damage.

Tier 3A: Increase Crit Damage of Double Up by 40%.

Tier 3B: When used in the Speed Lane, increases Crit Chance by 35%.

Grants 5 stacks of Strut.

Tier 1A: Reduces Mana Cost by 25%.

Tier 1B: Increases Attack Power of next attack by 12%.

Tier 2A: Heals for 172 Health.

Tier 2B: Increases Crit Chance by 12% for 2 turns.

Tier 3A: Casting time reduced by 30%.

Tier 3B: Pushes Allies Forward by a moderate amount if cast in the Power Lane.

Deals Heavy Damage. If target has Tapped, deals double Damage instead and consumes Tapped. Slow single-targeting attack.

Tier 1A: Heart Breaker deals an additional 96 Damage.

Tier 1B: Increases Crit Chance by 24% against targets with Tapped.

Tier 2A: If the target is afflicted with Tapped, Heals Miss Fortune for 258 Health.

Tier 2B: Stuns targets afflicted with Tapped for a short duration.

Tier 3A:

Tier 3B:

Deals 574 Magic Damage to all enemies over 3 hits, and applies Magic Sunder for 3 turns. Slow all-targeting attack.

Tier 1A: Deals an additional 43 Damage to each enemy.

Tier 1B: Deals an additional 17 Damage to each enemy per stack of Strut.

Tier 2A: Deals an additional 103 Damage to each creature after a 2 turn delay.

Tier 2B: Increases Crit Chance by 15% per target with Tapped.

Tier 3A:

Tier 3B:

Deals 705 Damage to all enemies over 3 hits, and an additional 191 Damage to enemies with Tapped.

Increases Crit Chance of all allies by 80% for 2 turns, and restores 40 Mana to each. Has no recovery time.

Deals 1276 Damage split randomly over 3 hits immediately. Each turn for the next 4 turns, Bombardment deals a total of 6381 damage.

Deals 215 Damage and applies a random Debuff.

Tier 1A: Has a 20% chance to apply Stealth.

Tier 1B: Generates an additional 4 Overcharge.

Tier 2A: Deals an additional 64 Damage.

Tier 2B: Adds a Bleed, dealing 103 True Damage over 3 turns.

Tier 3A: Grants a 40% chance to apply Stealth.

Tier 3B: 60% chance to apply an additional random Debuff.

Reduces all damage taken by 45% and prevents Stealth from being removed when hit until next turn. 20% chance to enter Stealth.

Tier 1A: Reduces all damage taken by an additional 5%.

Tier 1B: Increases Crit Chance by 10% for 1 turn.

Tier 2A: Reduces all damage taken by an additional 7%.

Tier 2B: Generates 8 Overcharge.

Tier 3A: Increases the Chance to enter Stealth to 60%.

Tier 3B: Increases Attack Power by 15% for 1 turn.

Deal 258 Damage over 3 hits. Increases Attack Power by 20% for 1 action and reapplies Stealth if active. Generates 12 Overcharge.

Tier 1A: Deals an additional 43 Damage.

Tier 1B: Generates an additional 4 Overcharge.

Tier 2A: Increases Crit Chance of Carve by 25%.

Tier 2B: Adds a Poison debuff, dealing 103 True Damage over 3 turns.

Tier 3A: On a Crit, applies a Bleed which deals 161 True Damage over 3 turns.

Tier 3B: Has a 20% chance to grant an Extra Turn.

Pyke gains 20% less Health from Stamina, but gains additional Attack Power equal to 20% of his Stamina. 10% chance to gain Executioner from a crit, allowing Plunder and Death From Below to trigger their bonus damage regardless of the target’s health.

Tier 1A: Restores 258 Health to Pyke when he lands a killing blow.

Tier 1B: Increases the chance on a crit to grant Executioner by 5%.

Tier 2A: Reduces the Health Penalty from Stamina from 20% to 10%.

Tier 2B: Increases the amount of Attack Power derived from Stamina from 20% to 26%.

Tier 3A:

Tier 3B:

Grants Stealth. Removes 2 Debuffs from self. No recovery time.

Tier 1A: Stealth can withstand an additional hit before being dispelled.

Tier 1B: Increases Attack Power by 10% for 1 turn.

Tier 2A: Increases Crit Chance by 15% for 1 turn.

Tier 2B: Pyke’s next attack has 40% Lifesteal.

Tier 3A: Pyke’s next attack applies a Poison to each enemy, dealing 161 True Damage over 3 turns to each.

Tier 3B: Cleanses 4 additional Debuffs before entering Stealth.

Applies Sunder and Magic Sunder. Very fast skill.

Tier 1A: Pyke deals 21 Additional Damage per hit for the rest of the battle to targets that have been Marked.

Tier 1B: Reduces Mana Cost by 33%.

Tier 2A: When a Marked enemy dies, restores 387 Health and 10 Mana to Pyke.

Tier 2B: Increases Sunder and Magic Sunder by an additional 5% each.

Tier 3A: Increases Pyke’s Chance to Crit the Marked Target by 10% for the rest of the battle.

Tier 3B: Champions attacking the Marked enemy will Heal for 21 Health per hit.

Deals big damage. Guaranteed to Crit on a Bleeding target. Fast single-target skill.

Tier 1A: Deals an additional 86 Damage if the target is debuffed.

Tier 1B: If the target is Poisoned or Ignited, grants 8 OVercharge to Pyke.

Tier 2A: Has a 30% chance to grant Executioner on a Crit.

Tier 2B: If the target is Sundered or Magic Sundered, deals an additional 172 Damage.

Tier 3A: On a Crit, applies a Poison to each enemy, dealing 161 True Damage over 3 turns to each.

Tier 3B: Deals an additional 21 Damage per Debuff stack on the target.

Deals 215 Magic Damage over 2 hits, Stuns the target for a Short Duration and applies Riptide. After performing an action, deals 752 Magic Damage and applies a Random Debuff.

Tier 1A: Dispels 1 Buff from the target.

Tier 1B: The follow-up strike deals an additional 86 Damage.

Tier 2A: Adds a Bleed to the first hit, dealing 161 True Damage over 3 turns.

Tier 2B: If the target is Bleeding or Poisoned, deals an additional 206 Damage on the follow-up strike.

Tier 3A: If Stealthed, has a 100% chance to grant Executioner.

Tier 3B: Applies an additional Random Debuff on the follow-up strike.

Deals 645 Damage over 2 hits. If the target is below 30% Health, or Pyke has Executioner, instead deals 1440 Damage. A killing blow will grant an extra 25% Gold from the target. Slow single-target move.

Tier 1A: Increases Bonus Gold granted on a kill to 50%.

Tier 1B: Reduces Recovery Time by 50% on a kill.

Tier 2A: Grants Stealth when used with Executioner or on a low health target.

Tier 2B: On a kill, restores 261 Health to All Champions.

Tier 3A:

Tier 3B:

Deals 645 Damage over 2 hits. If Stealthed, instead deals 1505 Damage. Slow single-target move.

Tier 1A: Increases Crit Chance of Ambush by 10%.

Tier 1B: Generates 10 Overcharge on a Crit.

Tier 2A: If Stealthed, applies a Bleed and Poison, each dealing 161 True Damage over 3 turns.

Tier 2B: When cast in the Speed or Power Lane, deals an additional 155 Damage.

Tier 3A:

Tier 3B:

Deals 1505 Damage randomly among all enemies over 10 hits.

Deals 2236 Damage over 4 hits. If the target is below 30% health, or Pyke has Executioner, deals 3096 Damage instead.

Deals 3332 Damage. Deals an additional 43 Damage per stack of any Debuff on the target.

Deals 261 Magic Damage over 3 hits and grants 3 stacks of Essence Theft. Generates 3 Overcharge per hit. When Essence Theft reaches 9 stacks, Ahri’s next ability will be 20% Stronger and will Heal the most wounded Ally for 487 Health.

Tier 1A: Generates an additional 2 Overcharge per hit.

Tier 1B: Deals an additional 37 Magic Damage.

Tier 2A: Grants 30% Lifesteal to Orb of Deception.

Tier 2B: Orb of Deception now hits 3 times, granting an extra stack of Essence Theft and an additional chance to proc effects.

Tier 3A: Has a 20% chance to grant an Extra Turn.

Tier 3B: Reduces Recovery Time by 20%.

Reduces Physical Damage taken by 50% and Magic Damage taken by 60%.

Tier 1A: Increases Magic Damage reduction by an additional 10%.

Tier 1B: Increases Physical Damage reduction by an additional 10%.

Tier 2A: Grants a stack of Essence Theft when hit.

Tier 2B: Increases Attack Power of next Speed Lane Ability by 15%.

Tier 3A: Ignites attackers when hit, dealing 116 True Damage over 3 turns.

Tier 3B: Grants a Damage Shield, absorbing 112 Damage.

Deals 112 Magic Damage, Ignities the target, dealing 290 Magic Damage over 3 turns and applies Magic Sunder. Generates 6 Overcharge.

Tier 1A: Grants 2 stacks of Essence Theft.

Tier 1B: Deals an additional 37 Magic Damage.

Tier 2A: Applies Bleed debuff, dealing 89 True Damage over 3 turns.

Tier 2B: Dispels 1 Buff from the target.

Tier 3A: Applies Sunder for 3 turns.

Tier 3B: Applies Poison over 3 turns.

Passive – Essence Thief

Gains Essence Theft from certain abilities. When Essence Theft reaches 9 stacks, Ahri’s next ability will be 20% stronger and will Heal the most wounded ally for 700+ Health.

Tier 1A: Each Essence Theft stack increases Crit Chance by 1%.

Tier 1B: Grants 5 Overcharge when reaching Full stacks of Essence Theft.

Tier 2A: Each stack of Essence Theft Increases Attack Power by 1%.

Tier 2B: INcreases the Healing when consuming Essence Theft by 487 Health.

Tier 3A:

Tier 3B:

Grants Fox-Fire, dealing 333 Magic Damage to a random enemy each turn for 3 turns. Has 50% reduced recovery time. Very fast self-targeting skill.

Tier 1A: Generates 4 Mana for each orb hit.

Tier 1B: Each orb applies a stack of Magic Sunder.

Tier 2A: Recovery Time Reduction increased to 80%.

Tier 2B: Each orb applies a stack of Essence Theft to Ahri.

Tier 3A: Creates an extra Fox-Fire orb, increases the duration to 4 turns.

Tier 3B: Each Orb deals an additional 54 Damage.

For 3 turns, anytime an Ally takes Damage, they are Healed for 70 Health and have a 20% to add a stack of Essence Theft to Ahri. Hs 40% reduced recovery time.

Tier 1A: Increases the healing per hit by 10.8 Health.

Tier 1B: Reduces Mana cost by 33%.

Tier 2A: Increases Recovery Time Reduction to 80%.

Tier 2B: Applies a stack of Regeneration to each ally per stack of Essence Theft, Healing for 41 over 3 turns.

Tier 3A: Increases Duration to 4 turns.

Tier 3B: Increases Crit Chance of all allies by 5% for the duration.

Deals 558 Magic Damage, Stuns the target for a Medium duration, and Slows them for 2 turns.

Tier 1A: Increases Stun duration by 43%.

Tier 1B: Deals an additional 60 Magic Damage.

Tier 2A: Reduce Haste by an additional 7.5%.

Tier 2B: Applies Magic Sunder for 2 turns.

Tier 3A: Heals allies that hit the Charmed target for 23 Health per hit.

Tier 3B: Applies Essence Theft to Ahri, when Charmed target is attacked by an Ally Champion.

Heals an ally for 1164 Health, and an additional 103 Health per stack of Essence Theft over 4 turns.

Tier 1A: Speed Lane cleanses 2 Debuffs from the target.

Tier 1B: Heals for an additional 130 Health.

Tier 2A: Power Lane instead Heals all allies for 493 each. Ability upgrades and bonus healing from Essence Theft apply to all targets.

Tier 2B: Grants 10 Overcharge to target.

Tier 3A: Heals an additional 73 Health per stack of Essence Theft over 4 turns.

Tier 3B: Speed Lane can target and Revive a KO’d Ally with 60% Health.

Deals 967 Magic Damage and adds 1 stack of Essence Theft. If the Target is below 30% Health, instead deals 1172 Magic Damage. A killing blow will grant max stacks of Essence Theft.

Tier 1A: Increases the Low Health threshold from 30% to 40%.

Tier 1B: Increases AP by 20% for 1 turn, on a kill.

Tier 2A: Applies an additional 3 stacks of Essence Theft.

Tier 2B: If the target is Bleeding, Poisoned, or Sundered, deals 84 Damage to all enemies.

Tier 3A:

Tier 3B:

Deals 343 Magic Damage to All Enemies and Ignites them, dealing 290 Magic Damage over 3 turns to each.

Tier 1A: Each tick has a 60% chance to generate a stack of Essence Theft.

Tier 1B: Speed Lane no longer Ignites enemies, but deals an additional 170 Magic Damge to each enemy.

Tier 2A: Deals an additional 50 Magic Damage to each enemy.

Tier 2B: Each tick has a 30% chance to deal 24 Magic Damage to all enemies.

Tier 3A:

Tier 3B:

Deals 1004 Magic Damage. Has No Recovery Time.

Deals 1042 Magic Damage and Heals all allies for 1060 Health. Deals an additional 37 Magic Damage and Heals an additional 24.4 Health per stack of Essence Theft.

Deals 746 Magic Damage to all enemies and applies Poison, Bleed, Sunder, Ignite, Chill, and Magic Sunder.

Illaoi heals while getting max tentacles, while Braum uses damage shields and taunts enemies. Miss Fortune uses her specials to inflict tapped status and finish enemies off with Heartbreaker. Use Braum’s Shield Smash to add Sunder to make targets squishy for Miss Fortune.

Ahri heals and deals damage using a combination of Essence Theft, Charm, and Devour, while Yasuo deals heavy damage by packing Steel Tempest and Flow stacks for free Rising Wind and Raging Wind. Use Braum to Taunt enemies and all his Damage Shield-giving abilities to protect the team. As an aside, Ahri’s Instant skills can afflict Ignite and Magic Sunder effects for damage-over-time bonuses.

Pyke’s regular attacks can inflict debuffs with the right Rune passives AND deal crits on debuffed foes. Ditto for Miss Fortune, since she has a move or two that can afflict Ignite. Illaoi can serve as the Tank, Taunting enemies and defending while healing and generating Tentacles for additional healing effects.

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