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SUPPORT
MAGE

BARD

THE WANDERING CARETAKER

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

49% Win Rate
2066 G
2.74 / 5.35 / 11.74 / 2.71:1
1019 W 1021 L
  • Q
  • W
  • E
  • R
  • Most Played (Positions)

    • Support Support
      92%
    • Bottom Bottom
      3%
    • Top Top
      2%
    • Jungle Jungle
      1%
    • Middle Middle
      0%
  • Skill Order

    1311 G
    51%
    Pick Rate
    63%
    336 G
    45%
    Pick Rate
    16%
    259 G
    49%
    Pick Rate
    13%
    49 G
    53%
    Pick Rate
    2%
    41 G
    39%
    Pick Rate
    2%
  • Recommended Summoner Spells

    1994 G
    49%
    Pick Rate
    97%
    27 G
    52%
    Pick Rate
    1%
    26 G
    46%
    Pick Rate
    1%
    9 G
    44%
    Pick Rate
    0%

PERFORMANCE CHART

KDA CHART

WIN CHART

PICK CHART

Recommended Item Builds

04:54 - 05:14
10:21 - 11:03
16:25 - 17:12
22:15 - 23:09
24:43 - 27:44
31:28 - 32:08
36:30 - 40:06

Most Picked Items

1429 G
50 %
Pick Rate
69%
1130 G
53 %
Pick Rate
55%
832 G
53 %
Pick Rate
40%
822 G
49 %
Pick Rate
40%
443 G
55 %
Pick Rate
21%
281 G
47 %
Pick Rate
14%
249 G
55 %
Pick Rate
12%
197 G
59 %
Pick Rate
10%
193 G
48 %
Pick Rate
9%
176 G
47 %
Pick Rate
9%
163 G
46 %
Pick Rate
8%
161 G
51 %
Pick Rate
8%
146 G
50 %
Pick Rate
7%
145 G
41 %
Pick Rate
7%
131 G
42 %
Pick Rate
6%
120 G
61 %
Pick Rate
6%
107 G
56 %
Pick Rate
5%
101 G
64 %
Pick Rate
5%
92 G
51 %
Pick Rate
4%
91 G
64 %
Pick Rate
4%
Domination
& Sorcery
Pick Rate36 % Win Rate 371(50%)357 Total 741G
Domination
& Resolve
Pick Rate30 % Win Rate 313(50%)308 Total 627G
Domination
& Inspiration
Pick Rate14 % Win Rate 144(50%)144 Total 290G
Resolve
& Domination
Pick Rate4 % Win Rate 41(45%)49 Total 91G
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.'
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.
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.
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.
Sorcery
Celerity
All movement bonuses are 7% more effective on you and gain 1% Movement Speed.
Scorch
Your next damaging ability hit sets champions on fire dealing 15 - 35 bonus magic damage based on level after 1s.

Cooldown: 10s
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
  • Magic Resist +6 Magic Resist
Total : 89 Win Rate : 49 % 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.'
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.
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.
Sorcery
Celerity
All movement bonuses are 7% more effective on you and gain 1% Movement Speed.
Scorch
Your next damaging ability hit sets champions on fire dealing 15 - 35 bonus magic damage based on level after 1s.

Cooldown: 10s
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
  • Magic Resist +6 Magic Resist
Total : 57 Win Rate : 51 % Pick Rate : 8 %
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.'
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.
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.
Sorcery
Scorch
Your next damaging ability hit sets champions on fire dealing 15 - 35 bonus magic damage based on level after 1s.

Cooldown: 10s
Absolute Focus
While above 70% health, gain an adaptive bonus of up to 18 Attack Damage or 30 Ability Power (based on level).

Grants 1.8 Attack Damage or 3 Ability Power at level 1.
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
  • Magic Resist +6 Magic Resist
Total : 51 Win Rate : 57 % 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.'
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.
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.
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.
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.
  • Adaptive Force +10 Adaptive Force
  • Magic Resist +6 Magic Resist
  • Magic Resist +6 Magic Resist
Total : 51 Win Rate : 41 % 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.'
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.
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.
Resolve
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.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 61 Win Rate : 66 % Pick Rate : 10 %
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.'
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.
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.
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.
Resolve
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.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 42 Win Rate : 38 % 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
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.
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.
Resolve
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
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 40 Win Rate : 38 % 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.'
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.
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.
Resolve
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
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.
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Magic Resist +6 Magic Resist
Total : 30 Win Rate : 50 % Pick Rate : 5 %
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.'
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.
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.
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
Future's Market
You can enter debt to buy items. The amount you can borrow increases over time.

Lending Fee: 50 gold
Cosmic Insight
+5% CDR
+5% Max CDR
+5% Summoner Spell CDR
+5% Item CDR
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Armor +5 Armor
Total : 21 Win Rate : 57 % 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.'
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
Perfect Timing
Start the game with a Commencing Stopwatch that transforms into a Stopwatch after 10 min. Stopwatch has a one time use Stasis effect.

Reduces the cooldown of Zhonya's Hourglass, Guardian Angel, and Gargoyle Stoneplate by 15%.
Future's Market
You can enter debt to buy items. The amount you can borrow increases over time.

Lending Fee: 50 gold
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Armor +5 Armor
Total : 19 Win Rate : 42 % 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.'
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.
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.
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.
Inspiration
Perfect Timing
Start the game with a Commencing Stopwatch that transforms into a Stopwatch after 10 min. Stopwatch has a one time use Stasis effect.

Reduces the cooldown of Zhonya's Hourglass, Guardian Angel, and Gargoyle Stoneplate by 15%.
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)
  • Armor +5 Armor
  • Armor +5 Armor
Total : 19 Win Rate : 47 % 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.'
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.
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.
Inspiration
Perfect Timing
Start the game with a Commencing Stopwatch that transforms into a Stopwatch after 10 min. Stopwatch has a one time use Stasis effect.

Reduces the cooldown of Zhonya's Hourglass, Guardian Angel, and Gargoyle Stoneplate by 15%.
Cosmic Insight
+5% CDR
+5% Max CDR
+5% Summoner Spell CDR
+5% Item CDR
  • Scaling Cooldown Reduction +1-10% CDR (based on level)
  • Armor +5 Armor
  • Armor +5 Armor
Total : 18 Win Rate : 44 % Pick Rate : 6 %
Resolve
Guardian
Guard allies within 175 units of you, and allies you target with spells for 2.5s. While Guarding, if you or the ally take damage, both of you gain a shield and are hasted for 1.5s.

Cooldown: 70 - 40 seconds
Shield: 70 - 150 + 25% of your ability power + 12% of your bonus health.
Haste: +20% Movement Speed.
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
Revitalize
Heals and shields you cast or receive are 5% stronger and increased by an additional 10% on targets below 40% 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.
  • Adaptive Force +10 Adaptive Force
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 10 Win Rate : 50 % Pick Rate : 11 %
Resolve
Guardian
Guard allies within 175 units of you, and allies you target with spells for 2.5s. While Guarding, if you or the ally take damage, both of you gain a shield and are hasted for 1.5s.

Cooldown: 70 - 40 seconds
Shield: 70 - 150 + 25% of your ability power + 12% of your bonus health.
Haste: +20% Movement Speed.
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.
Domination
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.
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.
  • Adaptive Force +10 Adaptive Force
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 8 Win Rate : 50 % Pick Rate : 9 %
Resolve
Guardian
Guard allies within 175 units of you, and allies you target with spells for 2.5s. While Guarding, if you or the ally take damage, both of you gain a shield and are hasted for 1.5s.

Cooldown: 70 - 40 seconds
Shield: 70 - 150 + 25% of your ability power + 12% of your bonus health.
Haste: +20% Movement Speed.
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
Revitalize
Heals and shields you cast or receive are 5% stronger and increased by an additional 10% on targets below 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
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.
  • Adaptive Force +10 Adaptive Force
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 7 Win Rate : 29 % Pick Rate : 8 %
Resolve
Guardian
Guard allies within 175 units of you, and allies you target with spells for 2.5s. While Guarding, if you or the ally take damage, both of you gain a shield and are hasted for 1.5s.

Cooldown: 70 - 40 seconds
Shield: 70 - 150 + 25% of your ability power + 12% of your bonus health.
Haste: +20% Movement Speed.
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.
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.
  • Adaptive Force +10 Adaptive Force
  • Armor +5 Armor
  • Scaling Health +15-90 Health (based on level)
Total : 7 Win Rate : 29 % Pick Rate : 8 %
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