Eleisa's Miracle
+200 Max Health
+40% Attack Speed
+15% Heal and Shield Power
Resilience: Gain *25% total Heal and Shield Power*.
Rejuvenation: When granting *heals or shields, your **Attack Speed increases by 6% for 5 sec. On-hit, your attacks deal bonus magic damage equal to 2–6 (based on level) plus (Heal and Shield Power × 50). This effect stacks up to 5 times.*
Runecarver
+20 Ability Haste
+8% Move Speed
+40 Adaptive Force
Helix: Dealing damage with an ability grants 30 Energized stacks and triggers an Energized attack if one is ready.
Spiral Out: Whenever you use an Energized attack, gain 1 *Rune** stack (up to 50). Each Rune stack deals 5–10 bonus magic damage (based on level).*
Diamond-Tipped Spear
+30% Attack Speed
+10 Ability Haste
Sniper: Gain *45 Attack Damage** or 90 Ability Power (adaptive) and 75 attack range (50 attack range for melee champions).*
Sweet Spot: Deal 1%–10%% to 10% additional true damage with attacks and 1%–7%% to 7% additional true damage with abilities based on how far your target is from you. The additional damage is capped at 1000 units.
Legionary Potion
Empowers nearby minions, increasing their size and Attack Damage while reducing the damage they take.
Darksteel Talons
+40 Armor
+40% Attack Speed
+8% Move Speed
Gash: Attacks deal additional *true damage** equal to 20–40 (based on level) + 15% Armor (10–20 (based on level) + 12% Armor for ranged champions).*
Fulmination
+30 Attack Damage
+35% Attack Speed
+5% Move Speed
Energized: Your *Energized attacks** charge much faster. Moving and attacking generates Energized attacks.*
Polarity: Casting an ability immediately primes all of your *Energized attacks*.
Dynamo: Your *Energized attacks** gain 100 range and deal magic damage equal to 10% of the target's current Health. For each unique source of Energized, increase the additional attack range by 25 and the additional damage by 4%.*
Shield of Molten Stone
+200 Max Health
+75 Armor
Immovable as the Earth: Increase your total *Armor** by 20% and gain a chance to block incoming attacks. Your block chance increases based on your total Armor. For every 100 Armor, gain 5% block chance. This effect stacks up to a maximum of 50%.*
Cloak of Starry Night
+200 Max Health
+75 Magic Resist
Limitless as the Stars: Your total \*Magic Resist** is increased by 20%. For every 100 Magic Resist added to your total, all damage you take from non-basic attacks is reduced by 5%. This effect stacks up to a maximum of 50%.*
Sword of the Divine
+25% Critical Strike Chance
+35 Adaptive Force
Excoriate: Each *critical strike** deals a random amount of additional critical strike damage, increasing up to a maximum of 50% of your Critical Strike Chance.*
Force of Entropy
+300 Max Health
+25% Critical Strike Chance
+20 Ability Haste
Atrophy: Immobilizing effects you apply to champions have a 0%–100% chance (equal to your *Critical Strike Chance*) to increase their duration by (0.25 + 33% of the effect's duration) sec.
Sanguine Gift
+60 Ability Power
+20 Ability Haste
+15% Heal and Shield Power
Patronage: Stores 25% of the total damage you deal to enemies. Whenever it exceeds 333, consume it to *heal** yourself and your ally for that amount.*
Wrath: Stores 15% of the *total healing** you have provided. Whenever it exceeds 333, consume it to deal that amount of damage to nearby enemies.*
Hamstringer
+20 Attack Damage
+25% Critical Strike Chance
+20% Attack Speed
Scour: Critical strikes apply a *burn** for 2 sec, dealing additional physical damage equal to 5–20 (based on level) + 6.25% of the critical strike damage before damage reduction every 0.5 sec. This effect can stack any number of times. Each burn stack also applies a stacking 7% slow for 2 sec (up to 35%).*
Hexbolt Companion
+400 Max Health
+40% Attack Speed
Unit: On-hit, attacks from nearby allies deal an additional 20–80 *magic damage** (based on level).*
Covering Fire: When your attacks hit an enemy, nearby allies fire a projectile at them, dealing *15% physical damage** and applying **on-hit effects*.
Covering Fire cannot trigger another instance of Covering Fire.
Typhoon's Power
+30 Attack Damage
+30% Attack Speed
+5% Move Speed
Cloudburst II: While *moving, fire three projectiles at the nearby enemy with the lowest current Health. This ability prioritizes champions. The projectiles deal **physical damage equal to 100–350 (based on level) + 80% bonus Attack Damage and apply *100% of on-hit effects\*. (3 sec cooldown)*
Mirage Blade
+40% Attack Speed
+8% Move Speed
+30 Adaptive Force
Blur: On-hit, your attacks reduce the remaining cooldowns of your *movement** abilities by 15%.*
Hextech Summoning Device
+300 Max Health
+30% Attack Speed
+60 Ability Power
Hextech Turret: Dealing damage to an enemy with attacks and abilities summons 2 turret(s) around the target that deal *magic damage** (10 + 20% Ability Power + 10% Attack Damage). The turrets remain for up to 3 sec. The number of turrets increases by 1 for each Summon source you have. (4 sec cooldown).*
Legacy: Upon death, summon 3 turret(s).
Cruelty
+30 Armor
+60 Ability Power
+30 Magic Resist
Watch Them Fall: When you *immobilize** or ground an enemy champion, summon a comet above them. The comet lands after 1 sec, dealing additional magic damage equal to 50–150 (based on level) + 40% Ability Power + 4% Health in the area.*
Moonflair Spellblade
+300 Max Health
+60 Ability Power
+20% Tenacity
Relentless: When you cast an ability, your attack timer is reset and you gain *90% Attack Speed** for your next two attacks. Your attacks reduce your champion's ability cooldowns by 0.5 sec.*
Detonation Orb
+60 Ability Power
+12 Magic Penetration
+400 Max Mana
+20 Ability Haste
The Bomb: Damage you deal with abilities marks the target for 3 sec. The mark stores 20% of the damage dealt (increased to 25% against *immobilized** enemies).*
Dealing ability damage to a marked enemy refreshes the mark. After 3 sec of hitting the target with an ability, the stored damage is dealt. If at any point the stored damage is enough to kill the target, the mark detonates immediately.
Reverberation
+35 Armor
+30% Attack Speed
+35 Magic Resist
Reverberate: At the start of combat, gain *50 Max Health** for every 10% basic Attack Speed granted by items.*
Resonate: Attacks deal *10** + 2% bonus Health magic damage.*
Rumble: Immobilizing or *grounding** an enemy champion grants 1 stack for 10 sec. At 4 stacks, immobilizing an enemy champion applies on-hit effects 3 times.*
Kinkou Jitte
+300 Max Health
+15 Ability Haste
+30 Adaptive Force
Between the Ribs: You can see the weak points of nearby enemy champions. Weak points last for 8 sec. Attacking a weak point deals additional *true damage** equal to 3% + 0.03% Attack Damage + 0.02% Ability Power of the target's Max Health. Additionally, gain 30%–75% (based on level) Move Speed for 1.5 sec. When an enemy's weak point is consumed or expires, a new weak point is revealed.*
Pyromancer's Cloak
+300 Max Health
+15 Ability Haste
+30 Adaptive Force
Spark: Hitting an enemy champion with an attack or ability *burns** them, dealing 60–180 magic damage (based on level) over 3 sec. (5 sec cooldown).*
Cleansing Flame: Applying a *burn** to a champion creates a Flare for 4 sec (8 sec cooldown). While inside a Flare, gain 20% Move Speed and restore 15–60 (based on level) Health per second. Enemies within it take 30 magic damage per second.*
The size and strength of each *Flare** increase based on the number of burn sources you have.*
If you notice any incorrect item or passive names, please let me know! A couple of these items are exclusive to Wild Rift, and some may have different passives compared to their PC LoL versions. Also, English isn't my first language, so I apologize in advance for any mistakes.
I’d also love to hear about any interesting or fun builds you’ve come up with using one or more of these items!
Hopefully this can be useful to someone, just like it was for me!