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* {{ii|Death's Dance}} stores [[damage]] taken ''after'' [[reduction]]s and the [[damage over time|bleed]] deals [[true damage]].
 
* {{ii|Death's Dance}} stores [[damage]] taken ''after'' [[reduction]]s and the [[damage over time|bleed]] deals [[true damage]].
 
** Damage done to a [[shield]] is fully applied and does not store damage.
 
** Damage done to a [[shield]] is fully applied and does not store damage.
** [[shield]]s absorb the true damage of the [[damage over time|bleed]].
+
** [[Shield]]s absorb the true damage of the [[damage over time|bleed]].
   
 
== Patch History ==
 
== Patch History ==

Revision as of 17:39, 13 May 2017

Death's Dance is a legendary item in League of Legends icon.png League of Legends.

Recipe

Death's Dance item.png
Death's Dance
3100 Gold 3100 (325 Gold 325)
Chain Vest item.png
800 Gold 800 (500 Gold 500)

Cost Analysis

Gold Value

Gold Efficiency*

  • When used by a champion that deals part magic damage or full magic damage, Death's Dance Death's Dance is 117.07% gold efficient, without its damage over time passive, and the rest of its healing passive.
  • When used by a champion that deals only physical damage, Death's Dance Death's Dance is 130.38% gold efficient, without its damage over time.


Similar Items


Usage

  • Death's Dance Death's Dance's is intended for attack damage casters who mostly deal physical damage. It's best used when looking for an aggressive sustain item, with the advantage over life steal that its sustain passive isn't restricted to basic attacks only.
  • Death's Dance Death's Dance second passive has to be judged critically, as its damage over time will interrupt channels that are interrupted by damage (e.g. Behind Enemy Lines Behind Enemy Lines), and delay abilities that are delayed by damage (e.g. Twitch's Twitch's Ambush Ambush).
    • This unique passive's usage is best realized, when looking at a simplified situation where an opponent inflicts instant burst damage onto you. By transforming 30% of the incoming damage into a damage over time effect, it is equal to a health multiplicator of e.g. 23.6% or 11.8%.
      • As a result, your opponent has to overkill you to actually finish you off within this time span, which slightly increases your time to react and deploy counter measures like shields or healing. At the same time it also slightly improves your time window for retaliation, and is as such most powerful in a fight between two Template:Cctip.
      • Regardless, it's important to not overestimate this unique passive's influence, as most Template:Cctip generally overkill an opponent, and as such aren't hindered by slightly increased health.

Notes

Patch History

V7.9
  • Attack damage increased to 80 from 75.
  • Damage taken dealt as a bleed effect increased to 30% from 15%.
V7.6
  • Undocumented: Bleed effect now doesn't cancel Recall Recall.
V6.1
  • Combine cost increased to 625 Gold 625 from 525 Gold 525.
    • Total cost increased to 3500 Gold 3500 from 3400 Gold 3400.
  • Attack damage increased to 75 from 65.
  • Healing increased to 15% from 12%.
  • Damage conversion increased to 15% from 12%.
  • Now also heals for physical damage done by pets.
V5.22 Added
  • Death's Dance Death's Dance:
    • Recipe: Caulfield's Warhammer Caulfield's Warhammer + Pickaxe Pickaxe + Vampiric Scepter Vampiric Scepter + 525 Gold 525 = 3400 Gold 3400
    • +65 attack damage.
    • +10 cooldown reduction.
    • Unique passive: Instantly heal for 12% of all physical damage dealt. Area of effect physical damage only heals 4% for every unit affected.
    • Unique passive: Stores 12% of all physical and magical damage received, and is taken as a damage over time instead, dealing one-third of the stored damage every second.

References

List of Items

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