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SUPPORT

ALISTAR

THE MINOTAUR

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

49% Win Rate
5000 G
1.55 / 5.01 / 10.97 / 2.50:1
2425 W 2511 L
  • Q
  • W
  • E
  • R
  • Most Played (Positions)

    • Support Support
      95%
    • Bottom Bottom
      3%
    • Jungle Jungle
      0%
    • Middle Middle
      0%
    • Top Top
      0%
  • Skill Order

    Q
    W
    E
    3846 G
    48%
    Pick Rate
    77%
    W
    Q
    E
    1026 G
    52%
    Pick Rate
    21%
    Q
    W
    Q
    26 G
    54%
    Pick Rate
    1%
  • Recommended Summoner Spells

    4898 G
    49%
    Pick Rate
    98%
    85 G
    47%
    Pick Rate
    2%
    8 G
    50%
    Pick Rate
    0%
    5 G
    40%
    Pick Rate
    0%

Recommended Item Builds

04:31 - 05:08
06:38 - 08:41
13:57 - 15:45
20:30 - 20:41
26:43 - 29:01
30:58 - 33:45
37:10 - 38:33
44:55 - 44:59
48:31 - 49:58

Most Picked Items

4648 G
50 %
Pick Rate
93%
3510 G
52 %
Pick Rate
70%
1968 G
61 %
Pick Rate
39%
1631 G
55 %
Pick Rate
33%
1122 G
40 %
Pick Rate
22%
754 G
47 %
Pick Rate
15%
682 G
51 %
Pick Rate
14%
664 G
47 %
Pick Rate
13%
643 G
45 %
Pick Rate
13%
365 G
50 %
Pick Rate
7%
320 G
25 %
Pick Rate
6%
305 G
61 %
Pick Rate
6%
303 G
60 %
Pick Rate
6%
298 G
63 %
Pick Rate
6%
128 G
39 %
Pick Rate
3%
101 G
44 %
Pick Rate
2%
99 G
66 %
Pick Rate
2%
87 G
47 %
Pick Rate
2%
85 G
21 %
Pick Rate
2%
79 G
44 %
Pick Rate
2%
Resolve
& Inspiration
Pick Rate96 % Win Rate 2317(48%)2400 Total 4779G
Resolve
& Domination
Pick Rate2 % Win Rate 44(56%)34 Total 79G
Resolve
& Precision
Pick Rate1 % Win Rate 32(46%)36 Total 69G
Resolve
& Sorcery
Pick Rate1 % Win Rate 15(36%)27 Total 42G
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+30% 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 25-50 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 6 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 240s of the game.

Absorbing a minion increases your damage by +4% against that type of minion permanently, and an extra +1% for each additional minion of that type absorbed.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 906 Win Rate : 50 % Pick Rate : 19 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+30% 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 25-50 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
Minion Dematerializer
Start the game with 6 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 240s of the game.

Absorbing a minion increases your damage by +4% against that type of minion permanently, and an extra +1% for each additional minion of that type absorbed.
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.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 247 Win Rate : 55 % Pick Rate : 5 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+30% 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 25-50 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 3 mins, until 12 min.

Biscuits restore 15% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 40.

Manaless: Champions without mana restore 20% missing health instead.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 194 Win Rate : 49 % Pick Rate : 4 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+30% 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.
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 6 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 240s of the game.

Absorbing a minion increases your damage by +4% against that type of minion permanently, and an extra +1% for each additional minion of that type absorbed.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
Total : 122 Win Rate : 59 % Pick Rate : 3 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+30% 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 25-50 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 8 - 40 bonus true damage (based on level).

Cooldown: 4s
Activates on damage occurring after the impairment.
Relentless Hunter
Gain 8 out of combat Movement Speed plus 8 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
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 29 Win Rate : 66 % Pick Rate : 37 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
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 25-50 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 8 - 40 bonus true damage (based on level).

Cooldown: 4s
Activates on damage occurring after the impairment.
Relentless Hunter
Gain 8 out of combat Movement Speed plus 8 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
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 6 Win Rate : 67 % Pick Rate : 8 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
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 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.
Domination
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
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.
  • Attack Speed +9% Attack Speed
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 5 Win Rate : 80 % Pick Rate : 6 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
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 2.5% maximum health.
Domination
Cheap Shot
Damaging champions with impaired movement or actions deals 8 - 40 bonus true damage (based on level).

Cooldown: 4s
Activates on damage occurring after the impairment.
Relentless Hunter
Gain 8 out of combat Movement Speed plus 8 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
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 5 Win Rate : 40 % Pick Rate : 6 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
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 +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 5%.
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.
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.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 8 Win Rate : 25 % Pick Rate : 12 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+30% 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 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.
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.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 8 Win Rate : 13 % Pick Rate : 12 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+30% 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 25-50 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.
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
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 7 Win Rate : 57 % Pick Rate : 10 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+30% 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 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 2.5% 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.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 4 Win Rate : 50 % Pick Rate : 6 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
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 25-50 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.
Sorcery
Celerity
All movement bonuses are 10% more effective on you.
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.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Magic Resist +6 Magic Resist
  • Armor +5 Armor
Total : 3 Win Rate : 33 % Pick Rate : 7 %
Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 70 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
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 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 2.5% maximum health.
Sorcery
Scorch
Your next damaging ability hit sets champions on fire dealing 10 - 30 bonus magic damage based on level after 1s.

Cooldown: 10s
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
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • 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 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
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
Celerity
All movement bonuses are 10% more effective on you.
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.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • 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 - 120 for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 10 - 120 (+3% of your maximum health) (+15% of your bonus attack damage) (+10% of your ability power)
Cooldown: 35s
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+30% 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 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 2.5% maximum 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.
Scorch
Your next damaging ability hit sets champions on fire dealing 10 - 30 bonus magic damage based on level after 1s.

Cooldown: 10s
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Magic Resist +6 Magic Resist
  • Armor +5 Armor
Total : 2 Win Rate : 0 % Pick Rate : 5 %
Processing your request fellow summoner