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==Usage== |
==Usage== |
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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. |
+ | ** 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 |
+ | *** 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. |
+ | ** 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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− | * {{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. |
+ | * {{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 |
+ | ** 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, 15 October 2018
Death's Dance is a legendary item in League of Legends.
Recipe
Cost Analysis
Gold Value
- 80 attack damage =
2800
- 10% cooldown reduction =
266.67
- 15% "life steal" =
562.5
- 15% "spell vamp" =
412.5
Gold Efficiency*
- When used by a champion that deals part magic damage or full magic damage, 117.07% gold efficient, without its damage over time passive, and the rest of its healing passive. is
- When used by a champion that deals only physical damage, 130.38% gold efficient, without its damage over time. is
Similar Items
Usage
- The advantage over life steal that its sustain passive isn't restricted to basic attacks only.
- Generally for
melee champions, life steal is most needed if the enemy champion is in possession of strong poke. At the same time as life steal helps you sustain this damage though, it forces you to basic attack minions, 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 abilities on the other hand, allows you to regenerate while minimizing the enemy's window to poke.
- As spell vamp component is reduced for area of effect abilities , this component is most useful when mainly dealing unit-targeted damage. 's
- Generally for
- damage over time will interrupt channels that are interrupted by damage (e.g. ), and delay abilities that are delayed by damage (e.g. ).
- 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
assassins.
- Regardless, it's important to not overestimate this unique passive's influence, as most
assassins generally overkill an opponent, and as such aren't hindered by slightly increased health.
- 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
second passive has to be judged critically, as its - 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%.
Notes
- Death's Dance bleed will interrupt channels that are interrupted by damage (e.g. ), and delay abilities that are delayed by damage (e.g. ).
- Death's Dance unique 'life steal' also applies on physical on-hit effects.
- true damage, which will not give healing. or can actually decrease Death's Dance's efficiency as potential physical damage is converted into
- Death's Dance stores damage taken after reductions and the bleed deals true damage.
Patch History
- Attack damage increased to 80 from 75.
- Damage taken dealt as a bleed effect increased to 30% from 15%.
- Undocumented: Bleed effect now doesn't cancel .
- Combine cost increased to
625 from
525.
- 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
- Recipe:
525 =
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.
:
- Recipe:
References
List of Items
- Starter items
- Potions and Consumables
- Trinkets
- Distributed
- Boots items
- Basic items
- Epic items
- Legendary items
- Mythic items
- Minion and Turret items
- Special Game Mode Exclusive items
- Removed items
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