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ALISTAR

THE MINOTAUR

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

47% Win Rate
2347 G
1.61 / 5.25 / 11.29 / 2.46:1
1114 W 1202 L
  • Q
  • W
  • E
  • R
  • Most Played (Positions)

    • Support Support
      94%
    • Bottom Bottom
      4%
    • Jungle Jungle
      1%
    • Middle Middle
      0%
    • Top Top
      0%
  • Skill Order

    1650 G
    48%
    Pick Rate
    70%
    624 G
    47%
    Pick Rate
    27%
    8 G
    25%
    Pick Rate
    0%
    5 G
    60%
    Pick Rate
    0%
  • Recommended Summoner Spells

    2278 G
    48%
    Pick Rate
    97%
    49 G
    29%
    Pick Rate
    2%
    7 G
    43%
    Pick Rate
    0%
    7 G
    71%
    Pick Rate
    0%

PERFORMANCE CHART

KDA CHART

WIN CHART

PICK CHART

Recommended Item Builds

00:06 - 04:21
11:03 - 11:41
13:20 - 17:18
19:13 - 22:20
25:48 - 28:44
30:45 - 32:04
37:28 - 39:40

Most Picked Items

2073 G
50 %
Pick Rate
88%
1758 G
52 %
Pick Rate
75%
756 G
59 %
Pick Rate
32%
632 G
55 %
Pick Rate
27%
509 G
38 %
Pick Rate
22%
365 G
43 %
Pick Rate
16%
308 G
48 %
Pick Rate
13%
293 G
43 %
Pick Rate
12%
247 G
55 %
Pick Rate
11%
211 G
57 %
Pick Rate
9%
200 G
60 %
Pick Rate
9%
182 G
64 %
Pick Rate
8%
163 G
48 %
Pick Rate
7%
94 G
24 %
Pick Rate
4%
84 G
58 %
Pick Rate
4%
54 G
46 %
Pick Rate
2%
48 G
31 %
Pick Rate
2%
42 G
0 %
Pick Rate
2%
34 G
53 %
Pick Rate
1%
34 G
18 %
Pick Rate
1%
Resolve
& Inspiration
Pick Rate95 % Win Rate 1065(48%)1147 Total 2241G
Resolve
& Precision
Pick Rate2 % Win Rate 22(54%)18 Total 41G
Resolve
& Domination
Pick Rate1 % Win Rate 15(45%)18 Total 33G
Resolve
& Sorcery
Pick Rate1 % Win Rate 8(44%)10 Total 18G
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.


Duration: 1.5s
Cooldown: 45s
Unflinching
After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10s. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.
Inspiration
Hextech Flashtraption
While Flash is on cooldown it is replaced by Hexflash.

Hexflash: Channel for 2s to blink to a new location.

Cooldown: 20s. Goes on a 10s cooldown when you enter champion combat.
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
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 278 Win Rate : 49 % Pick Rate : 12 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.


Duration: 1.5s
Cooldown: 45s
Unflinching
After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10s. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.
Inspiration
Hextech Flashtraption
While Flash is on cooldown it is replaced by Hexflash.

Hexflash: Channel for 2s to blink to a new location.

Cooldown: 20s. Goes on a 10s cooldown when you enter champion combat.
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.
  • Attack Speed +9% Attack Speed
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 247 Win Rate : 49 % Pick Rate : 11 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 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.
Inspiration
Hextech Flashtraption
While Flash is on cooldown it is replaced by Hexflash.

Hexflash: Channel for 2s to blink to a new location.

Cooldown: 20s. Goes on a 10s cooldown when you enter champion combat.
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.
  • Attack Speed +9% Attack Speed
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 94 Win Rate : 55 % Pick Rate : 4 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.


Duration: 1.5s
Cooldown: 45s
Unflinching
After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10s. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.
Inspiration
Hextech Flashtraption
While Flash is on cooldown it is replaced by Hexflash.

Hexflash: Channel for 2s to blink to a new location.

Cooldown: 20s. Goes on a 10s cooldown when you enter champion combat.
Cosmic Insight
+5% CDR
+5% Max CDR
+5% Summoner Spell CDR
+5% Item CDR
  • Attack Speed +9% Attack Speed
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 70 Win Rate : 50 % Pick Rate : 3 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 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.
Precision
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.
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
  • Armor +5 Armor
Total : 8 Win Rate : 75 % Pick Rate : 20 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
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.
Precision
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.
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
  • Armor +5 Armor
Total : 4 Win Rate : 50 % Pick Rate : 10 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Font of Life
Impairing the movement of an enemy champion marks them for 4s.

Ally champions who attack marked enemies heal for 5 + 1% of your max health over 2s.
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 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.
Precision
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.
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
  • Armor +5 Armor
Total : 3 Win Rate : 67 % Pick Rate : 7 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Conditioning
After 10 min gain +9 Armor and +9 Magic Resist and increase your Armor and Magic Resist by 5%.
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.
Precision
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.
Triumph
Takedowns restore 12% of your missing health and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
  • Armor +5 Armor
Total : 3 Win Rate : 67 % Pick Rate : 7 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.


Duration: 1.5s
Cooldown: 45s
Unflinching
After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10s. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.
Domination
Relentless Hunter
Gain 10 out of combat Movement Speed plus 9 per Bounty Hunter stack.

Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
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 and when your Ghost Poro spots an enemy champion up to 10 stacks.

After gaining 10 stacks, additionally gain 10 adaptive force.
  • Attack Speed +9% Attack Speed
  • Adaptive Force +10 Adaptive Force
  • Armor +5 Armor
Total : 3 Win Rate : 33 % Pick Rate : 9 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 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.
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.
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.
  • Attack Speed +9% Attack Speed
  • Adaptive Force +10 Adaptive Force
  • Armor +5 Armor
Total : 3 Win Rate : 67 % Pick Rate : 9 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

Cooldown: 45s
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.


Duration: 1.5s
Cooldown: 45s
Unflinching
After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10s. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.
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.
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.
  • Attack Speed +9% Attack Speed
  • Adaptive Force +10 Adaptive Force
  • Armor +5 Armor
Total : 3 Win Rate : 100 % Pick Rate : 9 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Font of Life
Impairing the movement of an enemy champion marks them for 4s.

Ally champions who attack marked enemies heal for 5 + 1% of your max health over 2s.
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.
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.
Relentless Hunter
Gain 10 out of combat Movement Speed plus 9 per Bounty Hunter stack.

Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
  • Attack Speed +9% Attack Speed
  • Adaptive Force +10 Adaptive Force
  • Armor +5 Armor
Total : 2 Win Rate : 0 % Pick Rate : 6 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+4% of your maximum health)
Cooldown: 35s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Font of Life
Impairing the movement of an enemy champion marks them for 4s.

Ally champions who attack marked enemies heal for 5 + 1% of your max health over 2s.
Conditioning
After 10 min gain +9 Armor and +9 Magic Resist and increase your Armor and Magic Resist by 5%.
Revitalize
Heals and shields you cast or receive are 5% stronger and increased by an additional 10% on targets below 40% health.
Sorcery
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.
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
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 3 Win Rate : 67 % Pick Rate : 17 %
Resolve
Grasp of the Undying
Every 4s in combat, your next basic attack on a champion will:
  • Deal bonus magic damage equal to 4% of your max health
  • Heals you for 2% of your max health
  • Permanently increase your health by 5

  • Ranged Champions: Damage, healing, and permanent health gained reduced by 40%.
    Demolish
    Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

    Cooldown: 45s
    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.
    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
    Scorch
    Your next damaging ability hit sets champions on fire dealing 15 - 35 bonus magic damage based on level after 1s.

    Cooldown: 10s
    • Attack Speed +9% Attack Speed
    • Armor +5 Armor
    • Magic Resist +6 Magic Resist
    Total : 2 Win Rate : 0 % Pick Rate : 11 %
    Resolve
    Aftershock
    After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

    Damage: 10 - 120 (+4% of your maximum health)
    Cooldown: 35s

    Resistance bonus from Aftershock capped at: 80-150 (based on level)
    Demolish
    Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.

    Cooldown: 45s
    Bone Plating
    After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 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.
    Sorcery
    Celerity
    All movement bonuses are 7% more effective on you and gain 1% Movement Speed.
    Waterwalking
    Gain 25 Movement Speed and an adaptive bonus of up to 18 Attack Damage or 30 Ability Power (based on level) when in the river.



    May you be as swift as the rushing river and agile as a startled Rift Scuttler.
    • Attack Speed +9% Attack Speed
    • Armor +5 Armor
    • Magic Resist +6 Magic Resist
    Total : 2 Win Rate : 50 % Pick Rate : 11 %
    Resolve
    Aftershock
    After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 + 50% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

    Damage: 10 - 120 (+4% of your maximum health)
    Cooldown: 35s

    Resistance bonus from Aftershock capped at: 80-150 (based on level)
    Font of Life
    Impairing the movement of an enemy champion marks them for 4s.

    Ally champions who attack marked enemies heal for 5 + 1% of your max health over 2s.
    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.
    Sorcery
    Nimbus Cloak
    Shortly after casting your Ultimate, gain a decaying movement speed increase that lasts for 2.5s and allows you to pass through units.

    Increase: 100 Movement Speed
    Cooldown: 60s, reduced by Cooldown Reduction
    Celerity
    All movement bonuses are 7% more effective on you and gain 1% Movement Speed.
    • Attack Speed +9% Attack Speed
    • Armor +5 Armor
    • Magic Resist +6 Magic Resist
    Total : 1 Win Rate : 0 % Pick Rate : 6 %
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