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==Usage==
 
==Usage==
* {{ii|Death's Dance}}'s is intended for [[attack damage]] [[League of Legends terminology#C|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 attack]]s only.
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* The advantage over [[life steal]] that its sustain passive isn't restricted to [[basic attack]]s only.
** Generally for {{tip|melee}} [[champion]]s, [[life steal]] is most needed if the enemy [[champion]] is in possession of strong [[League of Legends terminology#Poke|poke]]. At the same time as [[life steal]] helps you sustain this damage though, it forces you to [[basic attack]] [[minion]]s, putting yourself into the poke range of the enemy. As such, unless you can outsustain the poke, the [[life steal]] itself might be rendered useless. By granting [[spell vamp]] on [[Champion ability|abilities]] on the other hand, {{ii|Death's Dance}} allows you to regenerate while minimizing the enemy's window to poke.
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** Generally for {{tip|melee}} [[champion]]s, [[life steal]] is most needed if the enemy [[champion]] is in possession of strong [[League of Legends terminology#Poke|poke]]. At the same time as [[life steal]] helps you sustain this damage though, it forces you to [[basic attack]] [[minion]]s, putting yourself into the poke range of the enemy.
** As {{ii|Death's Dance}}'s [[spell vamp]] component is reduced for [[area of effect]] [[Champion ability|abilities]] , this component is most useful when mainly dealing [[unit-targeted]] [[damage]].
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*** As such, unless you can outsustain the poke, the [[life steal]] itself might be rendered useless. By granting [[spell vamp]] on [[Champion ability|abilities]] on the other hand, {{ii|Death's Dance}} allows you to regenerate while minimizing the enemy's window to poke.
* {{ii|Death's Dance}} second passive has to be judged critically, as its [[damage over time]] will interrupt [[channel]]s that are interrupted by [[damage]] (e.g. {{ai|Behind Enemy Lines|Quinn}}), and delay [[Champion ability|abilities]] that are delayed by [[damage]] (e.g. {{cai|Ambush|Twitch}}).
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** As {{ii|Death's Dance}}'s [[spell vamp]] component is reduced for [[area of effect]] [[Champion ability|abilities]] , this component is most useful when mainly dealing [[unit-targeted]] [[damage]].
** 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. {{tt|23.6%|till 1 second after taking damage}} or {{tt|11.8%|till 2 seconds after taking damage}}.
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* {{ii|Death's Dance}} second passive has to be judged critically, as its [[damage over time]] will interrupt [[channel]]s that are interrupted by [[damage]] (e.g. {{ai|Behind Enemy Lines|Quinn}}), and delay [[Champion ability|abilities]] that are delayed by [[damage]] (e.g. {{cai|Ambush|Twitch}}).
  +
** This unique passive's usage is best realized, when looking at a simplified situation where an enemy 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. {{tt|23.6%|till 1 second after taking damage}} or {{tt|11.8%|till 2 seconds after taking damage}}.
 
*** As a result, your opponent has to [[League of Legends terminology#O|overkill]] you to actually finish you off within this time span, which slightly increases your time to react and deploy counter measures like [[shield]]s 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 {{tip|slayer|assassins}}.
 
*** As a result, your opponent has to [[League of Legends terminology#O|overkill]] you to actually finish you off within this time span, which slightly increases your time to react and deploy counter measures like [[shield]]s 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 {{tip|slayer|assassins}}.
 
*** Regardless, it's important to not overestimate this unique passive's influence, as most {{tip|slayer|assassins}} generally [[League of Legends terminology#O|overkill]] an opponent, and as such aren't hindered by slightly increased [[health]].
 
*** Regardless, it's important to not overestimate this unique passive's influence, as most {{tip|slayer|assassins}} generally [[League of Legends terminology#O|overkill]] an opponent, and as such aren't hindered by slightly increased [[health]].

Revision as of 23:11, October 15, 2018

Death's Dance is a finished item in League of Legends.

Recipe

Death's Dance item
Death's Dance
Gold 3600 (Gold 500)
Vampiric Scepter item
Gold 900 (Gold 550)

Cost Analysis

Gold Value

Gold Efficiency*

  • When used by a champion that deals part magic damage or full magic damage, Death's Dance item Death's Dance is 100.81% 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 item Death's Dance is 112.27% gold efficient, without its damage over time.


Similar Items


Usage

  • The advantage over life steal that its sustain passive isn't restricted to basic attacks only.
  • Death's Dance item 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 OriginalSquare Twitch's Ambush Ambush).
    • This unique passive's usage is best realized, when looking at a simplified situation where an enemy 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 Slayer icon assassins.
      • Regardless, it's important to not overestimate this unique passive's influence, as most Slayer icon assassins 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 Gold 625 from Gold 525.
    • Total cost increased to Gold 3500 from 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 item Death's Dance:
    • Recipe: Caulfield's Warhammer item Caulfield's Warhammer + Pickaxe item Pickaxe + Vampiric Scepter item Vampiric Scepter + Gold 525 = 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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