'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Sudden Impact
After exiting stealth or using a dash, leap, blink, or teleport, dealing any damage to a champion grants you 7 Lethality and 6 Magic Penetration for 5s.
Cooldown: 4s
Eyeball Collection
Collect eyeballs for champion takedowns. Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power, per eyeball collected.
Upon completing your collection at 10 eyeballs, additionally gain an adaptive bonus of 6 Attack Damage, or 10 Ability Power.
Collect 1 eyeball per champion takedown.
Ravenous Hunter
Heal for a percentage of the damage dealt by your abilities. Healing: 1.5% + 2.5% per Bounty Hunter stack.
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion. Healing reduced to one third for Area of Effect abilities.
Sorcery
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 seconds
Transcendence
Gain 10% CDR when you reach level 10.
Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power.
Scaling Cooldown Reduction+1-10% CDR (based on level)
Armor+5 Armor
Magic Resist+6 Magic Resist
Total : 93Win Rate : 44 % Pick Rate : 6 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.
'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Taste of Blood
Heal when you damage an enemy champion.
Healing: 18-35 (+0.2 bonus AD, +0.1 AP) health (based on level)
Cooldown: 20s
Eyeball Collection
Collect eyeballs for champion takedowns. Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power, per eyeball collected.
Upon completing your collection at 10 eyeballs, additionally gain an adaptive bonus of 6 Attack Damage, or 10 Ability Power.
Collect 1 eyeball per champion takedown.
Ravenous Hunter
Heal for a percentage of the damage dealt by your abilities. Healing: 1.5% + 2.5% per Bounty Hunter stack.
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion. Healing reduced to one third for Area of Effect abilities.
Sorcery
Nullifying Orb
When you take magic damage that would reduce your Health below 30%, gain a shield that absorbs 40 - 120 magic damage based on level (+0.1 AP and +0.15 bonus AD) for 4s.
Cooldown: 60s
Transcendence
Gain 10% CDR when you reach level 10.
Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power.
Scaling Cooldown Reduction+1-10% CDR (based on level)
Armor+5 Armor
Magic Resist+6 Magic Resist
Total : 63Win Rate : 65 % Pick Rate : 4 %
Inspiration
Glacial Augment
Basic attacking a champion slows them for 2s. The slow increases in strength over its duration.
Ranged: Ranged attacks slow by up to 30% - 40%
Melee: Melee attacks slow by up to 45% - 55%
Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5s, slowing all units inside by 60%.
Cooldown: 7-4s per unit
Magical Footwear
You get free Slightly Magical Boots at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner.
Slightly Magical Boots give you an additional +10 Movement Speed.
Minion Dematerializer
Start the game with 3 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 180s of the game.
Absorbing a minion increases your damage by +6% against that type of minion permanently, and an extra +3% for each additional minion of that type absorbed.
Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).
Cooldown: 4s Activates on damage occurring after the impairment.
Ultimate Hunter
Your ultimate gains 5% reduced cooldown, plus an additional 4% per Bounty Hunter stack.
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Scaling Cooldown Reduction+1-10% CDR (based on level)
Magic Resist+6 Magic Resist
Magic Resist+6 Magic Resist
Total : 426Win Rate : 51 % Pick Rate : 27 %
Inspiration
Glacial Augment
Basic attacking a champion slows them for 2s. The slow increases in strength over its duration.
Ranged: Ranged attacks slow by up to 30% - 40%
Melee: Melee attacks slow by up to 45% - 55%
Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5s, slowing all units inside by 60%.
Cooldown: 7-4s per unit
Magical Footwear
You get free Slightly Magical Boots at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner.
Slightly Magical Boots give you an additional +10 Movement Speed.
Biscuit Delivery
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.
Biscuits restore 10% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 50.
Manaless: Champions without mana restore 12% missing health instead.
Time Warp Tonic
Consuming a potion or biscuit grants 50% of its health or mana restoration immediately, but puts that consumable on a short cooldown. In addition, gain 5% Movement Speed while under their effects.
Cooldown: equal to the duration of the consumable.
Domination
Cheap Shot
Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).
Cooldown: 4s Activates on damage occurring after the impairment.
Ingenious Hunter
Gain 15% Active Item CDR plus an additional 5% per Bounty Hunter stack (includes Trinkets).
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Scaling Cooldown Reduction+1-10% CDR (based on level)
Magic Resist+6 Magic Resist
Magic Resist+6 Magic Resist
Total : 111Win Rate : 61 % Pick Rate : 7 %
Inspiration
Glacial Augment
Basic attacking a champion slows them for 2s. The slow increases in strength over its duration.
Ranged: Ranged attacks slow by up to 30% - 40%
Melee: Melee attacks slow by up to 45% - 55%
Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5s, slowing all units inside by 60%.
Cooldown: 7-4s per unit
Magical Footwear
You get free Slightly Magical Boots at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner.
Slightly Magical Boots give you an additional +10 Movement Speed.
Biscuit Delivery
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.
Biscuits restore 10% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 50.
Manaless: Champions without mana restore 12% missing health instead.
'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Taste of Blood
Heal when you damage an enemy champion.
Healing: 18-35 (+0.2 bonus AD, +0.1 AP) health (based on level)
Cooldown: 20s
Eyeball Collection
Collect eyeballs for champion takedowns. Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power, per eyeball collected.
Upon completing your collection at 10 eyeballs, additionally gain an adaptive bonus of 6 Attack Damage, or 10 Ability Power.
Collect 1 eyeball per champion takedown.
Ravenous Hunter
Heal for a percentage of the damage dealt by your abilities. Healing: 1.5% + 2.5% per Bounty Hunter stack.
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion. Healing reduced to one third for Area of Effect abilities.
Inspiration
Biscuit Delivery
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.
Biscuits restore 10% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 50.
Manaless: Champions without mana restore 12% missing health instead.
Time Warp Tonic
Consuming a potion or biscuit grants 50% of its health or mana restoration immediately, but puts that consumable on a short cooldown. In addition, gain 5% Movement Speed while under their effects.
Cooldown: equal to the duration of the consumable.
Adaptive Force+10 Adaptive Force
Magic Resist+6 Magic Resist
Scaling Health+15-90 Health (based on level)
Total : 35Win Rate : 46 % Pick Rate : 6 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.
'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Cheap Shot
Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).
Cooldown: 4s Activates on damage occurring after the impairment.
Zombie Ward
Takedowns on enemy Wards cause friendly Zombie Wards to sprout from their corpses.
Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power for every Zombie Ward spawned, up to 10.
After spawning 10 Zombie Wards, additionally gain 10 adaptive force.
Zombie Wards are visible, last for 120s and do not count towards your ward limit.
Ultimate Hunter
Your ultimate gains 5% reduced cooldown, plus an additional 4% per Bounty Hunter stack.
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Inspiration
Time Warp Tonic
Consuming a potion or biscuit grants 50% of its health or mana restoration immediately, but puts that consumable on a short cooldown. In addition, gain 5% Movement Speed while under their effects.
Cooldown: equal to the duration of the consumable.
Minion Dematerializer
Start the game with 3 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 180s of the game.
Absorbing a minion increases your damage by +6% against that type of minion permanently, and an extra +3% for each additional minion of that type absorbed.
Adaptive Force+10 Adaptive Force
Magic Resist+6 Magic Resist
Scaling Health+15-90 Health (based on level)
Total : 22Win Rate : 50 % Pick Rate : 4 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 seconds
Transcendence
Gain 10% CDR when you reach level 10.
Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power.
Adaptive Force+10 Adaptive Force
Magic Resist+6 Magic Resist
Magic Resist+6 Magic Resist
Total : 36Win Rate : 44 % Pick Rate : 17 %
Inspiration
Glacial Augment
Basic attacking a champion slows them for 2s. The slow increases in strength over its duration.
Ranged: Ranged attacks slow by up to 30% - 40%
Melee: Melee attacks slow by up to 45% - 55%
Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5s, slowing all units inside by 60%.
Cooldown: 7-4s per unit
Perfect Timing
Begin the game with a Commencing Stopwatch that transforms into a Perfectly Timed Stopwatch after 14 minutes. Each takedown you acquire reduces this timer by 120 seconds.
Perfectly Timed Stopwatch can be used for a one time 2.5 second Stasis effect.
Biscuit Delivery
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.
Biscuits restore 10% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 50.
Manaless: Champions without mana restore 12% missing health instead.
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 seconds
Transcendence
Gain 10% CDR when you reach level 10.
Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power.
Adaptive Force+10 Adaptive Force
Magic Resist+6 Magic Resist
Magic Resist+6 Magic Resist
Total : 12Win Rate : 75 % Pick Rate : 6 %
Inspiration
Glacial Augment
Basic attacking a champion slows them for 2s. The slow increases in strength over its duration.
Ranged: Ranged attacks slow by up to 30% - 40%
Melee: Melee attacks slow by up to 45% - 55%
Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5s, slowing all units inside by 60%.
Cooldown: 7-4s per unit
Magical Footwear
You get free Slightly Magical Boots at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner.
Slightly Magical Boots give you an additional +10 Movement Speed.
Minion Dematerializer
Start the game with 3 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 180s of the game.
Absorbing a minion increases your damage by +6% against that type of minion permanently, and an extra +3% for each additional minion of that type absorbed.