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==Usage==
 
* The advantage over [[life steal]] is that its sustain passive isn't restricted to [[basic attack]]s or [[on-hit|on-hit abilities]] 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#Increasing ability drain|ability drain]] 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#Increasing ability drain|ability drain]] component is reduced for [[area of effect]] [[Champion ability|abilities]], this component is most useful when mainly dealing [[unit-targeted]] [[damage]].
 
* {{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}}.
 
*** 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]].
 
   
 
==Notes==
 
==Notes==
 
* '''Death's Dance''' bleed 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}}).
 
* '''Death's Dance''' bleed 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}}).
* '''Death's Dance''' unique '[[life steal]]' also applies on physical [[on-hit effect]]s.
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* Area of effect true damage will always heal for the full amount, rather than for 33%.
* {{ri|Conqueror}} or {{ii|Infinity Edge}} can actually ''decrease'' '''Death's Dance's''' efficiency as potential physical damage is converted into [[true damage]], which will ''not'' give healing.
 
 
* '''Death's Dance''' stores [[damage]] taken ''after'' [[reduction]]s and the [[damage over time|bleed]] deals [[true damage]].
 
* '''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]].
 
** However, magic and physical [[shield]]s will not absorb the [[damage over time|bleed]], as only regular [[shield]]s can absorb [[true damage]].
 
** However, magic and physical [[shield]]s will not absorb the [[damage over time|bleed]], as only regular [[shield]]s can absorb [[true damage]].
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  +
==Usage==
  +
* As {{ii|Death's Dance}}'s [[Spell_vamp#Increasing ability drain|ability drain]] component is reduced for [[area of effect]] [[Champion ability|abilities]], this component is most useful when mainly dealing [[unit-targeted]] [[damage]].
  +
* The 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}}.
  +
*** 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]].
   
 
== Patch History ==
 
== Patch History ==

Revision as of 12:55, December 5, 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*

  • Death's Dance item Death's Dance is 112.27% gold efficient, without its second passive.


Similar Items


Notes

Usage

  • As Death's Dance item Death's Dance's ability drain component is reduced for area of effect abilities, this component is most useful when mainly dealing unit-targeted damage.
  • The 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.

Patch History

V8.24
  • Healing changed to all types of damage from only physical damage.
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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