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Choose Champion Build:
-
Aatrox
-
Rhaast
-
Varus
-
Lux
-
Ryze
-
Ezreal
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
+10% Tenacity/Slow Resist
Spells:
Flash
Teleport
Items
Ability Order
Deathbringer Stance (PASSIVE)
Aatrox Passive Ability
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Smite
Items
Ability Order
The Darkin Scythe (PASSIVE)
Kayn Passive Ability
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order
Living Vengeance (PASSIVE)
Varus Passive Ability
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order
Arcane Mastery (PASSIVE)
Ryze Passive Ability
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Aatrox
Once honored defenders of Shurima against the Void, Aatrox and his brethren would eventually become an even greater threat to Runeterra, and were defeated only by cunning mortal sorcery. But after centuries of imprisonment, Aatrox was the first to find freedom once more, corrupting and transforming those foolish enough to try and wield the magical weapon that contained his essence. Now, with stolen flesh, he walks Runeterra in a brutal approximation of his previous form, seeking an apocalyptic and long overdue vengeance.

Passive:

Aatrox's next basic attack gains 50 bonus range and deals 8% − 16% (based on level) of the target's maximum health as bonus physical damage on-hit, capped at 400 against monsters. Enemy champions are also Mutilated for 3 seconds.
Cooldown is reduced by 2 seconds when


Q:


Each cast deals physical damage, with monsters taking 10% AD bonus damage and Minions 50% − 0% (based on level) reduced damage. All units take 25% increased damage on the second cast and 50% on the third.
Hitting enemies at the far end of the first two casts and the center of the third deals 50% bonus damage and knocks up enemies for 0.25 seconds, doubled to 0.5 seconds against
monsters.
FIRST SWING DAMAGE:
10 / 25 / 40 / 55 / 70 (+ 64 / 68 / 72 / 76 / 80% AD)
SECOND SWING DAMAGE:
12.5 / 31.25 / 50 / 68.75 / 87.5 (+ 80 / 85 / 90 / 95 / 100% AD)
THIRD SWING DAMAGE:
15 / 37.5 / 60 / 82.5 / 105 (+ 96 / 102 / 108 / 114 / 120% AD)
Total champion Damage:
56.25 / 140.63 / 225 / 309.38 / 393.75 (+ 360 / 382.5 / 405 / 427.5 / 450% AD)
Total Monster Damage:
56.25 / 140.63 / 225 / 309.38 / 393.75 (+ 416.25 / 438.75 / 461.25 / 483.75 / 506.25% AD)
TARGET RANGE: 650 / 525
EFFECT RADIUS: 200
COOLDOWN: 16 / 15 / 14 / 13 / 12
W:


If hits a Champion icon champion or large monster, they are chained to the impact area. If the chained enemy is still in the impact area after 1.5 seconds, they are dragged to the center and take the same damage again.
PHYSICAL DAMAGE:
30 / 40 / 50 / 60 / 70 (+ 40% AD)
Minion Damage:
60 / 80 / 100 / 120 / 140 (+ 80% AD)
SLOW:
15 / 20 / 25 / 30 / 35%
Total damage:
60 / 80 / 100 / 120 / 140 (+ 80% AD)
TARGET RANGE: 825
COOLDOWN: 18 / 17 / 16 / 15 / 14
E:

PASSIVE:

Additionally, Aatrox periodically stores a charge, up to 2 stored at once.
ACTIVE: Aatrox Dash dashes in the target direction, gaining bonus attack damage for 1.5 seconds.
resets Aatrox's basic attack timer and can be cast during his other spell casts without interruption.
BONUS ATTACK DAMAGE:
15 / 25 / 35 / 45 / 55
HEALING:
20 / 22.5 / 25 / 27.5 / 30%
NON-CHAMPIONS HEALING:
3 / 3.38 / 3.75 / 4.13 / 4.5%
TARGET RANGE: 300
COST: 1 CHARGE
COOLDOWN: 3 / 2.5 / 2 / 1.5 / 1
RECHARGE TIME: 24 / 20 / 16 / 12 / 8
Ultimate:

After a small delay, Aatrox unleashes his true demonic form for 12 seconds, fearing nearby allied and enemy minions for 3 seconds, and for the first second gaining bonus movement speed.
While transformed


BONUS AD:
20 / 25 / 30% AD
BONUS MOVEMENT SPEED:
120 / 180 / 240
COOLDOWN: 160 / 140 / 120

Whether mistaken for a demon or god, many tales have been told of the Darkin Blade... but few know his real name, or the story of his fall.
In ancient times, long before desert sands swallowed the empire, a mighty champion of Shurima was brought before the Sun Disc to become the avatar for a now forgotten celestial ideal. Remade as one of the Ascended, his wings were the golden light of dawn, and his armor sparkled like a constellation of hope from beyond the great veil.
Aatrox was his name. He was at the vanguard of every noble conflict. So true and just was his conduct that other god-warriors would always gather at his side, and ten thousand mortals of Shurima marched behind him. When Setaka, the Ascended warrior-queen, called for his help against the rebellion of Icathia, Aatrox answered without hesitation.
But no one predicted the extent of the horrors that the rebels would unleash—the Void quickly overwhelmed its Icathian masters, and began the grinding annihilation of all life it encountered.
After many years of desperate battle, Aatrox and his brethren finally halted the Void's perverse advance, and seared the largest rifts shut. But the surviving Ascended, the self-described Sunborn, had been forever changed by what they had encountered. Though Shurima had triumphed, they all had lost something in their victory... even noble Aatrox.
And in time, Shurima fell, as all empires must.
Without any monarch to defend, or the existential threat of the Void to test them, Aatrox and the Sunborn began to clash with one another, and eventually this became a war for the ruins of their world. Mortals fleeing the conflict came to know them instead by a new and scornful name: the darkin.
Fearing that these fallen Ascended were as dangerous to Runeterra's survival as the Void incursions had been, the Targonians intervened. It is said that the Aspect of Twilight gave mortals the knowledge to trap the darkin, and the newly reborn Aspect of War united many in fighting back against them. Never fearing any foe, Aatrox and his armies were ready, and he realized only too late that they had been deceived. A force greater than a thousand dead suns pulled him inside the sword he had carried into battle countless times, and forever bound his immortal essence to it.
The weapon was a prison, sealing his consciousness in suffocating, eternal darkness, robbing him even of the ability to die. For centuries, he strained against this hellish confinement... until some nameless mortal was foolish enough to try and wield the blade once more. Aatrox seized upon this opportunity, forcing his will and an imitation of his original form onto his bearer, though the process quickly drained all life from the new body.
In the years that followed, Aatrox groomed many more hosts—men and women of exceptional vitality or fortitude. Though his grasp of such magics had been limited in life, he learned to take control of a mortal in the span of single breath, and in battle he discovered he could feast on his victims to build himself ever larger and stronger.
Aatrox traveled the land, searching desperately, endlessly, for a way return to his previous Ascended form… but the riddle of the blade proved unsolvable, and in time he realized he would never be free of it. The flesh he stole and crudely shaped began to feel like a mockery of his former glory—a cage only slightly larger than the sword. Despair and loathing grew in his heart. The heavenly powers that Aatrox had once embodied had been wiped from the world, and all memory.
Raging against this injustice, he arrived at a solution that could only be born of a prisoner's desperation. If he could not destroy the blade or free himself, then he would embrace oblivion instead.
Now, Aatrox marches toward this merciless goal, bringing war and death wherever he goes. He clings to a blind hope: if he can drive all of creation into a final, apocalyptic battle—where everything, everything else is destroyed—then maybe he and the blade will also cease to exist.

Passive

Rhaast heals for 34.5% − 43% (based on level) of the post-mitigation Attack damage physical damage that he deals with spells against enemy champions.
Q:

Rhaast dash's forward dealing a percent of his targets maximum health, before flourishing his scythe, dealing the same damage to all nearby enemies
The dash's speed scales with Rhaast's total movement speed.
MAX. MONSTER DAMAGE:
200 / 250 / 300 / 350 / 400
Damage:
50% AD (+ 5% (+ 4% per 100 bonus AD) of target's maximum health
TARGET RANGE: 350
COST: 50 MANA
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
W:

After a short delay in which he can't perform any other actions, Rhaast performs an upwards sweep with his scythe, dealing physical damage to all enemies in a line and Knocking them up for one second
PHYSICAL DAMAGE:
90 / 135 / 180 / 225 / 270 (+ 130% bonus AD)
TARGET RANGE: 700
COST: 60 / 65 / 70 / 75 / 80 MANA
COOLDOWN: 13 / 12 / 11 / 10 / 9
E:

Rhaast gains 40% bonus movement speed, is ghosted and can ignore terrain collision for 1.5 seconds. Immobilizing effects will interrupt

Rhaast heals himself upon moving through terrain for the first time and, if he's not in combat with enemy champions, shadow step's duration is increased. While inside terrain, Rhaast's vision pierces all obstructions although he cannot see into brush.
Entering combat with a champion after the effect is enhanced reduces the remaining duration to 1.5 seconds. The effect also cannot remain active out of terrain for longer than 1.5 seconds.
HEAL:
100 / 115 / 130 / 145 / 160 (+ 40% bonus AD)
EMPOWERED DURATION:
7 / 7.5 / 8 / 8.5 / 9
COST: 90 MANA
COOLDOWN: 21 / 19 / 17 / 15 / 13
Ultimate:

PASSIVE: Whenever Rhaast damages an enemy champion, he applies

ACTIVE: Rhaast infests a marked enemy champion for up to 2.5 seconds, revealing them and becoming untargetable for the duration. Reactivating

Upon reactivation or at the end of the duration, Rhaast wrenches himself free from their body in the cursor's direction, dealing a percent of his targets health as physical damage and healing himself
Damage:
10% (+ 13% per 100 bonus AD) of target's maximum health
Heal:
7% (+ 9.1% per 100 bonus AD) of target's maximum health
OR
70% of the pre-mitigation damage
TARGET RANGE: 550
COST: 100 MANA
COOLDOWN: 120 / 100 / 80

???
One of the ancient darkin,



Passive:


Q:

FIRST CAST:


SECOND CAST:

Detonating Blighted Quiver Blight stacks on an enemy champion reduces cooldown by 4
seconds.
MINIMUM PHYSICAL DAMAGE:
10 / 46.7 / 83.3 / 120 / 156.7 (+ 110% AD)
MINIMUM FULLY REDUCED DAMAGE:
3.3 / 15.6 / 27.8 / 40 / 52.2 (+ 36.3% AD)
MAXIMUM PHYSICAL DAMAGE:
15 / 70 / 125 / 180 / 235 (+ 165% AD)
MAXIMUM FULLY REDUCED DAMAGE:
5 / 23.3 / 41.7 / 60 / 78.3 (+ 54.45% AD)
TARGET RANGE: 925 − 1625 (BASED ON CHANNEL TIME)
SPEED: 1850
COST: 70 / 75 / 80 / 85 / 90 MANA
COOLDOWN: 20 / 18 / 16 / 14 / 12
W:

PASSIVE: Varus' basic attacks deal Ability power bonus magic damage and apply Blight for 6 seconds, stacking up to 3 times.
Varus' other abilities detonate Blight on enemies upon damaging them, dealing magic damage for each stack. This damage is capped at 360 against monsters.
ACTIVE: Varus's next Piercing Arrow Piercing Arrow deals 6% / 7% / 8% / 9% / 10% of the target's missing health bonus magic damage, increased by 0% − 50% (based on Piercing Arrow channel time), for a maximum of 9% / 10.5% / 12% / 13.5% / 15% of the target's missing health. This damage is capped at 360 against monsters.


MAGIC DAMAGE PER STACK:
3 / 3.5 / 4 / 4.5 / 5% (+ 2% per 100 AP) of the target's maximum health
Maximum magic damage:
9 / 10.5 / 12 / 13.5 / 15% (+ 6% per 100 AP) of the target's maximum health
BONUS MAGIC DAMAGE:
7 / 10.5 / 14 / 17.5 / 21 (+ 25% AP)
COOLDOWN: 40
E:

Varus fires a hail of arrows that deals physical damage on impact to all enemies in the target area.
The area is desecrated for 4 seconds, Slow icon slowing all enemies standing in it and applying Grievous Wounds.
PHYSICAL DAMAGE:
70 / 105 / 140 / 175 / 210 (+ 60% bonus AD)
SLOW:
25 / 30 / 35 / 40 / 45%
TARGET RANGE: 925
COST: 80 MANA
COOLDOWN: 18 / 16 / 14 / 12 / 10
Ultimate:

Varus flings out a tendril of corruption that infects the first enemy champion hit, dealing magic damage and rooting them for 2 seconds while inflicting them with full stacks of Blighted Quiver Blight over 1.5 seconds.
On impact, the tendril seeks out nearby enemy champions for 2 seconds, after which they are also infected. Tendrils will continue to spread until there are no champions in range that have not already been affected.
Chain of Corruption will attempt to spread even if the first target dies or becomes free
of the snare
MAGIC DAMAGE:
100 / 175 / 250 (+ 100% AP)
TARGET RANGE: 1075
COLLISION RADIUS: 60
EFFECT RADIUS: 550
TETHER RADIUS: 600
SPEED: 1850
COST: 100 MANA
COOLDOWN: 110 / 90 / 70

Regardless of what he would later become,

During the earliest stages of the war with Icathia, even though it lay far from that cursed place, Varus’s homeland was attacked. While other wardens abandoned their posts to join the defense of the outlying villages, he alone remained, screaming in anguish with every arrow he loosed—for he had chosen to uphold his oaths rather than return home to protect his own family.
Emissaries from the Ascended Host found him kneeling in solemn meditation amid the corpses of his foes. It was said that his cold gaze unsettled even the god-warriors themselves, and yet, in recognition of his noble sacrifice,

As one of the great Ascended, he was utterly consumed by his pursuit of vengeance against the Icathians, and the voidling horrors they had unleashed. It is likely that

Their name became feared throughout the known world.
The Darkin
Warring among themselves, they destroyed any other who stood against them. With his crystalline bow,

Eventually,

In the months that followed, the queen carried

And there

The bow remained hidden for centuries, unknown, untouched, and all but forgotten, until Noxian invaders attacked the First Lands. Two beast hunters—Valmar and his heartlight, Kai—fought against the first wave at the Temple of Pallas. Though their courage was great and they drove off the attackers, Kai was mortally wounded, and a grief-stricken Val carried him inside, believing the well’s forbidden magic could restore him.
But the temple held only damnation, and both hunters were consumed by the unleashed power of the darkin within it. The very matter of their bodies was unraveled and bound together again to craft a new body, a body fit to free


Even so, the human and darkin elements of this imperfect form are in constant flux, with each managing to wrest control for a short time before being reined in by the other.

How long they can keep

A dashing adventurer, unknowingly gifted in the magical arts, Ezreal raids long-lost catacombs, tangles with ancient curses, and overcomes seemingly impossible odds with ease. His courage and bravado knowing no bounds, he prefers to improvise his way out of any situation, relying partially on his wits, but mostly on his mystical Shuriman gauntlet, which he uses to unleash devastating arcane blasts. One thing is for sure—whenever Ezreal is around, trouble isn’t too far behind. Or ahead. Probably everywhere.

passive:

Every time

Q:


If

Damage:
15 / 40 / 65 / 90 / 115 (+ 110% AD) (+ 30% AP)
TARGET RANGE: 1150
SPEED: 2000
COST: 28 / 31 / 34 / 37 / 40 MANA
COOLDOWN: 5.5 / 5.25 / 5 / 4.75 / 4.5
W:


Hitting the orb with an ability or basic attack detonates it, dealing magic damage.
Detonating with an ability refunds the cost of that ability plus 60 mana
Damage:
75 / 120 / 165 / 210 / 255 (+ 60% bonus AD) (+ 70% AP)
TARGET RANGE: 1150
COST: 50 MANA
COOLDOWN: 12
E:




damage:
80 / 130 / 180 / 230 / 280 (+ 50% bonus AD) (+ 75% AP)
TARGET RANGE: 475
EFFECT RADIUS: 750
COST: 90 MANA
COOLDOWN: 19 / 17.5 / 16 / 14.5 / 13
Ultimate:

After gathering energy for 1 second,

Damage
350 / 500 / 650 (+ 100% bonus AD) (+ 90% AP)
minimum damage:
105 / 150 / 195 (+ 30% bonus AD) (+ 27% AP)
TARGET RANGE: GLOBAL
SPEED: 2000
COST: 100 MANA
COOLDOWN: 120

Born and raised in a wealthy neighborhood of Piltover,

He was often left in the care of his uncle, the esteemed Professor Lymere. The professor did not enjoy having to wrangle such a rash and unruly child, and assigned the strictest tutors to teach him subjects including advanced cartography, hextech mechanics, and the ancient histories of Runeterra. But the boy had a knack for simply absorbing information, and found studying a waste of time. He passed assessments easily, with little or no preparation, infuriating his uncle and giving himself more time to roam the university grounds.

Whenever Ezreal’s parents returned to Piltover, his father in particular would tell him all they had seen, and their plans for future expeditions—none more ambitious and secretive than the search for the lost tomb of Ne’Zuk, a Shuriman tyrant who was said to be able to jump instantly from one place to another. If Ezreal’s father could learn whatever sorcery Ne’Zuk had possessed, he joked that wherever he was traveling, he would simply drop into Piltover for dinner with his son each night.
As the boy grew older, the time between his parents’ visits grew longer until, one year, they did not return at all. Professor Lymere tearfully admitted that they had most likely perished, somewhere out in the desert.
But

Abandoning his reluctant studies, the budding explorer would strike out on his own. He knew, if he was ever to find his mother and father, he had to start with the final resting place of Ne’Zuk. He spent weeks secretly gathering supplies from the university—celestial diagrams, translations of runic sigils, guides on the burial rites of Shurima, and a pair of protective goggles. Leaving a note of farewell for his uncle, he snuck onto a supply ship bound for Nashramae.
Following his mother’s meticulous field notes, he crossed the Great Sai with merchant caravans heading south. For many months, he delved into cavernous ruins beneath the shifting sands, relishing the freedom of the unknown, facing unspeakable horrors that guarded hidden chambers. With each step,

Finally, he managed what they evidently had not. Beneath the newer mausoleum of some unnamed emperor, he uncovered the tomb of Ne’Zuk.
The great sarcophagus lay empty, save for a gleaming bronze gauntlet, with a bright, crystalline matrix at its center. As soon as

Breathing hard,

Soon after returning to Piltover,

From the untamed borders of Noxus and Demacia, to the seedy depths of Zaun, and the frozen wilderness of the Freljord—Ezreal chases fame and glory, uncovering long-lost artifacts and solving the riddles of history. While some may dispute the details of his anecdotes, or call his methods into question, he never answers his critics.
After all, they’re clearly just jealous.
Luxanna Crownguard hails from Demacia, an insular realm where magical abilities are viewed with fear and suspicion. Able to bend light to her will, she grew up dreading discovery and exile, and was forced to keep her power secret, in order to preserve her family's noble status. Nonetheless, Lux's optimism and resilience have led her to embrace her unique talents, and she now covertly wields them in service of her homeland.

Passive:

Lux's offensive abilities mark all affected enemies with light energy for 6 seconds.
Her basic attacks and Final Spark Final Spark consume the mark, dealing 20 − 190 (based on level) (+ 20% AP) bonus magic damage.
Q:


Damage:
70 / 115 / 160 / 205 / 250 (+ 70% AP)
TARGET RANGE: 1175
SPEED: 1200
COST: 40 / 45 / 50 / 55 / 60 MANA
COOLDOWN: 10
W:


The outgoing wand shields

The returning wand shields for twice the amount, for the same duration, while also stacking with the outgoing shield and resetting its duration.
SHIELD STRENGTH:
50 / 65 / 80 / 95 / 110 (+ 20% AP)
RETURNING SHIELD STRENGTH:
100 / 130 / 160 / 190 / 220 (+ 40% AP)
Maximum shield
150 / 195 / 240 / 285 / 330 (+ 60% AP)
TARGET RANGE: 1075
SPEED: 1400
COST: 60 MANA
COOLDOWN: 14 / 13 / 12 / 11 / 10
E:

Lux sends an anomaly of twisted light to the target area, slowing nearby enemies and granting sight of the area around it for up to 5 seconds.
At the end of the duration or if

Slow:
25 / 30 / 35 / 40 / 45%
Damage:
60 / 105 / 150 / 195 / 240 (+ 60% AP)
TARGET RANGE: 1000
EFFECT RADIUS: 310
SPEED: 1200
COST: 70 / 80 / 90 / 100 / 110 MANA
COOLDOWN: 10 / 9.5 / 9 / 8.5 / 8
Ultimate:

After gathering energy for 1 second, Lux fires a giant laser in a line that deals magic damage to all enemies hit, briefly revealing them as well as the surrounding area.
If

Damage:
300 / 400 / 500 (+ 75% AP)
cooldown refunded
30 / 40 / 50%
TARGET RANGE: 3340
COST: 100 MANA
COOLDOWN: 80 / 65 / 50

Luxanna - or


From the earliest age, both






Being told what to do did not sit well with young





As the last light of day sank in the west, her horse lost its footing on a patch of ice and fell, breaking its foreleg.



As night fell and




Since that night,



The terror that there was something wrong with her almost crushed her spirit. But after a strange night in the capital of Demacia when

The Crownguards left


Yet even as she understood more of her powers,




At the age of sixteen,


But as each night fell, Lux's zestful streak once again came to the fore, and she would use her powers to slip beyond the city walls. Demacia had beguiled










Beyond Demacia's walls,



Widely considered one of the most adept sorcerers on Runeterra, Ryze is an ancient, hard-bitten archmage with an impossibly heavy burden to bear. Armed with immense arcane power and a boundless constitution, he tirelessly hunts for World Runes — fragments of the raw magic that once shaped the world from nothingness. He must retrieve these artifacts before they fall into the wrong hands, for Ryze understands the horrors they could unleash on Runeterra.

passive:

Ryze's spells deal extra damage based on his Bonus Mana, and he gains a percentage increase to his maximum Mana based on his Ability Power.
Bonus Mana
(5% per 100 AP)
Q:

PASSIVE: Ryze's other basic abilities reset overload's cooldown and charge a Rune for 4 seconds, up to 2.
Overload
ACTIVE: Ryze unleashes a runic blast in the target direction, dealing magic damage to the first enemy struck and consuming all of his Runes.
If Ryze consumes 2 Runes, he shields himself for 65 − 150 (based on level) (+ 60% AP) (+ 3% bonus mana) damage for 2 seconds and gains bonus movement speed for the duration.
Flux: deals increased damage, based on rank, and spreads to all nearby enemies marked with

MAGIC DAMAGE:
60 / 85 / 110 / 135 / 160 / 185 (+ 45% AP) (+ 3% bonus mana)
BONUS MOVEMENT SPEED:
25 / 28 / 31 / 34 / 37 / 40%
BONUS DAMAGE:
40 / 50 / 60 / 70 / 80%
TARGET RANGE: 1000
COST: 40 MANA
COOLDOWN: 6
W:

Ryze instantly deals magic damage and roots the target enemy for 0.75 seconds.
flux: rune prison's root duration is increased to 1.5 seconds
Damage:
80 / 100 / 120 / 140 / 160 (+ 60% AP) (+ 1% bonus mana)
TARGET RANGE: 615
COST: 50 / 60 / 70 / 80 / 90 MANA
COOLDOWN: 13 / 12 / 11 / 10 / 9
E:

Ryze hurls an orb of runic energy at the target enemy, dealing magic damage and marking them with Flux for 3 seconds, causing his next basic ability against them to consume the mark and gain bonus effects.
FLUX:

Enemies killed by any of Ryze's abilities while marked with Flux also spread Flux to nearby enemies.
Damage:
70 / 90 / 110 / 130 / 150 (+ 30% AP) (+ 2% bonus mana)
TARGET RANGE: 615
EFFECT RADIUS: 325
COST: 60 / 70 / 80 / 90 / 100 MANA
COOLDOWN: 3.25 / 3 / 2.75 / 2.5 / 2.25
Ultimate:

Ryze opens a portal on the ground at his current location and begins channeling. If Ryze successfully channels for 2 seconds, all allied units within the portal blink to the target location and very briefly become untargetable.

Ryze can move around and cast spells during this channel, but the channel can be interrupted by interrupting and immobilizing effects.


TARGET RANGE: 1750 / 3000
EFFECT RADIUS: 475
COST: 100 MANA
COOLDOWN: 180


His master, a sorcerer named Tyrus of Helia, was a member of an ancient order whose mission had been to gather and protect the most dangerous artifacts in Runeterra.

In spite of the order’s best efforts, knowledge of the Runes began to spread—few could even begin to understand their importance, or the sheer power held within them, and yet all saw them as weapons that could be turned against their rivals.



Two nations were pitted against one another, and tensions were running high. Tyrus pleaded with their leaders in parley at the village of Khom, but he saw this conflict had already escalated beyond his ability to mediate. Fleeing into the hills, he and

The earth fell away beneath them, the bedrock itself seeming to retch and squeal, while the sky above them recoiled as if mortally wounded. They looked back upon the valley where the rival armies had stood, and beheld insanity—destruction on a scale so massive that it defied all physical sense. The buildings, the people, all were gone, and the ocean, once a day’s journey to the east, now rushed to meet them.

Open warfare soon raged across Runeterra.

Wherever they met those who held the World Runes, Tyrus pleaded for restraint. Many were deeply sobered by the threat of total annihilation—indeed, those who had already suffered most bitterly in the war might have agreed to turn over their Runes to him, and yet none of them wished to be the first to do so.
As time passed and the conflict spread,


Bitter and angry, the older mage insisted that common mortals were like reckless children, toying with powers they did not understand. He would no longer play diplomat to ignorant power-mongers. He had to stop them.


In an instant, he unleashed all the magic he could muster. A moment later, Tyrus’s corpse lay smoldering on the floor.


Soon, the greatest civilizations all but destroyed one another, ending the war.

Even with his life abnormally prolonged by the magic he is exposed to,

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