Cost Analysis
Gold Value
- 75 attack damage = 2625
- 10% cooldown reduction = 300
- 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, 108.98% gold efficient, without its damage over time passive, and the rest of its heal passive. is
- when used by a champion that deals only physical damage, 121.88% gold efficient, without its damage over time. is
Similar Items
Usage
- 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 auto attacks only.
- Generally for melee champions, lifesteal is most needed if the enemy champion is in possession of strong poke. At the same time as lifesteal helps you sustain this damage though, it forces you to auto attack minions, putting yourself into the poke range of the enemy. As such, unless you can outsustain the poke, the lifesteal itself might be rendered useless. By granting spellvamp on abilities on the other hand, allows you to regenerate while minimizing the enemy's window to poke.
- As spellvamp component is reduced for area of effect abilities , this component is most useful when mainly dealing single target damage. 's
's is intended for - bleed will interrupt channels that are interrupted by damage (e.g. or ), 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 opponent inflicts instant burst damage onto you. By transforming 15% of the incoming damage into a damage over time effect, it is equal to a HP multiplicator of e.g. 11.8% or 5.9%.
- 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 heals. 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 assassinss generally overkill an opponent, and as such aren't hindered by slightly increased HP.
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 opponent inflicts instant burst damage onto you. By transforming 15% of the incoming damage into a damage over time effect, it is equal to a HP multiplicator of e.g. 11.8% or 5.9%.
Notes
- channels that are interrupted by damage (e.g. or ), and delay abilities that are delayed by damage (e.g. ). 's bleed will interrupt
- heals for damage dealt by your champion. As such, physical damage dealt by pets like won't profit from its unique "lifesteal" passive. only
- lifesteal" also applies on physical on-hit effects, like . unique "
- damage taken after reductions and the bleed deals true damage.
- PENDING FOR TEST: Shields.
stores
Patch History
V6.1:
- 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%.
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.
:
References
List of Items
- Starter items
- Potions and Consumables
- Trinkets
- Distributed items
- Boots
- Basic items
- Epic items
- Legendary items
- Ornn's item upgrades
- Champion exclusive items
- Minion and Turret items
- Special Game Mode Items
- Removed items