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ASSASSIN

AKALI

THE ROGUE ASSASSIN

MidOrFeed uses data based on ranked games from Master , Grandmaster and Challenger played in this season (Last Week)

47% Win Rate
8711 G
6.11 / 4.81 / 4.45 / 2.19:1
4115 W 4473 L
  • Q
  • W
  • E
  • R
  • Most Played (Positions)

    • Middle Middle
      44%
    • Top Top
      36%
    • Support Support
      14%
    • Jungle Jungle
      1%
    • Bottom Bottom
      0%
  • Skill Order

    7240 G
    47%
    Pick Rate
    83%
    1026 G
    50%
    Pick Rate
    12%
    165 G
    43%
    Pick Rate
    2%
    55 G
    44%
    Pick Rate
    1%
  • Recommended Summoner Spells

    4130 G
    47%
    Pick Rate
    47%
    4081 G
    47%
    Pick Rate
    47%
    317 G
    47%
    Pick Rate
    4%
    176 G
    51%
    Pick Rate
    2%

PERFORMANCE CHART

KDA CHART

WIN CHART

PICK CHART

Recommended Item Builds

05:05 - 05:45
09:23 - 11:16
13:03 - 14:06
19:27 - 19:42
25:03 - 29:46
31:56 - 32:34
36:45 - 36:52
42:35 - 45:28

Most Picked Items

6771 G
50 %
Pick Rate
78%
5464 G
51 %
Pick Rate
63%
3743 G
54 %
Pick Rate
43%
2835 G
50 %
Pick Rate
33%
1945 G
41 %
Pick Rate
22%
1788 G
47 %
Pick Rate
21%
1533 G
45 %
Pick Rate
18%
1472 G
59 %
Pick Rate
17%
1097 G
46 %
Pick Rate
13%
1059 G
47 %
Pick Rate
12%
908 G
60 %
Pick Rate
10%
858 G
45 %
Pick Rate
10%
773 G
51 %
Pick Rate
9%
746 G
45 %
Pick Rate
9%
708 G
45 %
Pick Rate
8%
493 G
44 %
Pick Rate
6%
344 G
58 %
Pick Rate
4%
243 G
20 %
Pick Rate
3%
212 G
18 %
Pick Rate
2%
180 G
33 %
Pick Rate
2%
Precision
& Domination
Pick Rate44 % Win Rate 1809(47%)1980 Total 3842G
Domination
& Inspiration
Pick Rate17 % Win Rate 690(47%)746 Total 1458G
Precision
& Resolve
Pick Rate13 % Win Rate 550(47%)592 Total 1161G
Domination
& Resolve
Pick Rate11 % Win Rate 468(48%)506 Total 983G
Precision
Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized

Energized attacks heal you for 3 - 60 (+0.3 Bonus AD, +0.3 AP) and grant +20% movement speed for 1s.

Healing from minions is 20% effective for Ranged Champions.
Triumph
Takedowns restore 12% of your missing health and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Legend: Tenacity
Gain 5% tenacity plus an additional 2.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Domination
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
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.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 1080 Win Rate : 47 % Pick Rate : 28 %
Precision
Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized

Energized attacks heal you for 3 - 60 (+0.3 Bonus AD, +0.3 AP) and grant +20% movement speed for 1s.

Healing from minions is 20% effective for Ranged Champions.
Overheal
Excess healing on you becomes a shield, for up to 10 (+10% Max Health).

Shield is built up from 20 to 100% of excess healing from yourself or any ally.
Legend: Tenacity
Gain 5% tenacity plus an additional 2.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Domination
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
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.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 662 Win Rate : 45 % Pick Rate : 17 %
Precision
Conqueror
Attacks or spells that deal damage to an enemy champion grant 2-6 Adaptive Force (based on level) for 2s (8s for melee). Stacks up to 5 times.

When fully stacked, 10% of your damage is converted to True Damage and you heal for that amount.
Triumph
Takedowns restore 12% of your missing health and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Legend: Tenacity
Gain 5% tenacity plus an additional 2.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Domination
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
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.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 415 Win Rate : 50 % Pick Rate : 11 %
Precision
Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized

Energized attacks heal you for 3 - 60 (+0.3 Bonus AD, +0.3 AP) and grant +20% movement speed for 1s.

Healing from minions is 20% effective for Ranged Champions.
Overheal
Excess healing on you becomes a shield, for up to 10 (+10% Max Health).

Shield is built up from 20 to 100% of excess healing from yourself or any ally.
Legend: Bloodline
Gain 0.6% life steal for every Legend stack (max 20 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Domination
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
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.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 218 Win Rate : 47 % Pick Rate : 6 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

Damage: 30 - 180 (+0.4 bonus AD, +0.25 AP) damage.

Cooldown: 25 - 20s


'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
Magical Footwear
You get free Slightly Magical Boots at 10 min, but you cannot buy boots before then. For each takedown you acquire the boots 30s 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.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Armor +5 Armor
Total : 564 Win Rate : 50 % Pick Rate : 39 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

Damage: 30 - 180 (+0.4 bonus AD, +0.25 AP) damage.

Cooldown: 25 - 20s


'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
Ghost Poro
When your wards expire, they leave behind a Ghost Poro, which grants vision for 60s. Nearby enemy champions scare the Ghost Poro away.

Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power for every Ghost Poro spawned, up to 10.

After spawning 10 poros, additionally gain 10 adaptive force.
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
Magical Footwear
You get free Slightly Magical Boots at 10 min, but you cannot buy boots before then. For each takedown you acquire the boots 30s 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.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Armor +5 Armor
Total : 173 Win Rate : 52 % Pick Rate : 12 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

Damage: 30 - 180 (+0.4 bonus AD, +0.25 AP) damage.

Cooldown: 25 - 20s


'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
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.
Magical Footwear
You get free Slightly Magical Boots at 10 min, but you cannot buy boots before then. For each takedown you acquire the boots 30s sooner.

Slightly Magical Boots give you an additional +10 Movement Speed.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Armor +5 Armor
Total : 85 Win Rate : 44 % Pick Rate : 6 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

Damage: 30 - 180 (+0.4 bonus AD, +0.25 AP) damage.

Cooldown: 25 - 20s


'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.
Inspiration
Magical Footwear
You get free Slightly Magical Boots at 10 min, but you cannot buy boots before then. For each takedown you acquire the boots 30s 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.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Armor +5 Armor
Total : 62 Win Rate : 48 % Pick Rate : 4 %
Precision
Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized

Energized attacks heal you for 3 - 60 (+0.3 Bonus AD, +0.3 AP) and grant +20% movement speed for 1s.

Healing from minions is 20% effective for Ranged Champions.
Overheal
Excess healing on you becomes a shield, for up to 10 (+10% Max Health).

Shield is built up from 20 to 100% of excess healing from yourself or any ally.
Legend: Tenacity
Gain 5% tenacity plus an additional 2.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Resolve
Second Wind
After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10s.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.

When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 152 Win Rate : 53 % Pick Rate : 13 %
Precision
Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized

Energized attacks heal you for 3 - 60 (+0.3 Bonus AD, +0.3 AP) and grant +20% movement speed for 1s.

Healing from minions is 20% effective for Ranged Champions.
Overheal
Excess healing on you becomes a shield, for up to 10 (+10% Max Health).

Shield is built up from 20 to 100% of excess healing from yourself or any ally.
Legend: Tenacity
Gain 5% tenacity plus an additional 2.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Resolve
Second Wind
After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10s.
Revitalize
Heals and shields you cast or receive are 5% stronger and increased by an additional 10% on targets below 40% health.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 138 Win Rate : 54 % Pick Rate : 12 %
Precision
Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized

Energized attacks heal you for 3 - 60 (+0.3 Bonus AD, +0.3 AP) and grant +20% movement speed for 1s.

Healing from minions is 20% effective for Ranged Champions.
Triumph
Takedowns restore 12% of your missing health and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Legend: Tenacity
Gain 5% tenacity plus an additional 2.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Resolve
Second Wind
After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10s.
Revitalize
Heals and shields you cast or receive are 5% stronger and increased by an additional 10% on targets below 40% health.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 128 Win Rate : 43 % Pick Rate : 11 %
Precision
Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized

Energized attacks heal you for 3 - 60 (+0.3 Bonus AD, +0.3 AP) and grant +20% movement speed for 1s.

Healing from minions is 20% effective for Ranged Champions.
Triumph
Takedowns restore 12% of your missing health and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Legend: Tenacity
Gain 5% tenacity plus an additional 2.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Resolve
Second Wind
After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10s.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.

When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 83 Win Rate : 46 % Pick Rate : 7 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

Damage: 30 - 180 (+0.4 bonus AD, +0.25 AP) damage.

Cooldown: 25 - 20s


'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.
Resolve
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 25-50 less damage.


Duration: 1.5s
Cooldown: 45s
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.

When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 155 Win Rate : 57 % Pick Rate : 16 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

Damage: 30 - 180 (+0.4 bonus AD, +0.25 AP) damage.

Cooldown: 25 - 20s


'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.
Resolve
Second Wind
After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10s.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.

When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 126 Win Rate : 54 % Pick Rate : 13 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

Damage: 30 - 180 (+0.4 bonus AD, +0.25 AP) damage.

Cooldown: 25 - 20s


'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.
Resolve
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 25-50 less damage.


Duration: 1.5s
Cooldown: 45s
Revitalize
Heals and shields you cast or receive are 5% stronger and increased by an additional 10% on targets below 40% health.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 124 Win Rate : 44 % Pick Rate : 13 %
Domination
Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

Damage: 30 - 180 (+0.4 bonus AD, +0.25 AP) damage.

Cooldown: 25 - 20s


'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.
Resolve
Second Wind
After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10s.
Revitalize
Heals and shields you cast or receive are 5% stronger and increased by an additional 10% on targets below 40% health.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 81 Win Rate : 49 % Pick Rate : 8 %
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