FULL BUILD
T3Spellslinger's ShoesSpellslinger's Shoes
Deal bonus damage to minions
+35 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
2200
Deal bonus damage to minions
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
StormsurgeStormsurge
A powerful item for Scaling Mages
+90 Ability Power
+15 Magic Penetration
+6% Move Speed
Stormraider: When damaging a champion, dealing damage equal to 25% of their max Health within 2.5 second(s) applies Squall to them and grants you 25% bonus Movement Speed for 2.5s. (25s Cooldown)
Squall: After 2 second(s), strike the target, dealing magic damage equal to 125 plus 10%
. If the target is killed before the strike, it detonates immediately in a large area and grants 25 gold.
2800
A powerful item for Scaling Mages
Stormraider: When damaging a champion, dealing damage equal to 25% of their max Health within 2.5 second(s) applies Squall to them and grants you 25% bonus Movement Speed for 2.5s. (25s Cooldown)
Squall: After 2 second(s), strike the target, dealing magic damage equal to 125 plus 10%
Stormsurge TIPS: This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Infinity OrbInfinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 40% Health.
3100
Abilities deal bonus damage
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 40% Health.
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Rabadon's DeathcapRabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Boosts Ability Power
Overkill: Increases Ability Power by 30%.
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
CryptbloomCryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Restore health on champion kill
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Zhonya's HourglassZhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
RUNES
ElectrocuteElectrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 60-210 (
) + 10% extra
+ 5% 
Cooldown: 20-13s (
)
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 60-210 (
Cooldown: 20-13s (
Electrocute TIPS: The rune is perfect for champions who actively use basic attacks and abilities to control enemies. It is especially effective on high-mobility champions like Zed or Tristana, as it allows dealing additional damage with frequent attacks. The rune is actively used in the early game for quickly eliminating enemy champions who can't adapt to the aggression. Keep in mind that it is important to hit the target within a short interval for maximum effect.
Cheap ShotCheap Shot
Targets movement-impaired enemies
Deals 10-45 bonus true damage to enemies whose movement is impaired.
Cooldown: 5s
Targets movement-impaired enemies
Deals 10-45 bonus true damage to enemies whose movement is impaired.
Cooldown: 5s
Cheap Shot TIPS: The rune activates when you impair an enemy’s movement, dealing bonus true damage. It is perfect for mages like Viktor and Syndra, who can control enemy movement with their abilities. The rune enhances damage when the enemy is limited in mobility, allowing these mages to deal additional damage when the enemy cannot effectively dodge attacks.
Chain AssaultChain Assault
Triggers on attack after hitting a target with an ability
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 (
) + 3% bonus
+ 1.5%
).
Cooldown: 15s
Triggers on attack after hitting a target with an ability
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 (
Cooldown: 15s
Chain Assault TIPS: Hitting an enemy champion with an active ability marks them — your next two attacks or active abilities against that mark deal bonus adaptive damage. Great for champions who weave abilities into auto-attack combos; it provides a reliable damage boost for skirmishes and finishing off targets.
Eyeball CollectionEyeball Collection
Kills increase Attack Damage/Ability Power
Gains 1.5
or 3
after scoring a champion or epic monster takedown, stacking up to 8 times.
Kills increase Attack Damage/Ability Power
Gains 1.5
Eyeball Collection TIPS: This rune provides consistent damage scaling through takedowns, allowing you to gradually increase your power over the course of the game. It is ideal for aggressive champions who actively participate in fights and objective control. It works best on assassins, fighters, and carry champions who want to snowball and maintain their advantage.
TranscendenceTranscendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Transcendence TIPS: This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
SUMMONER SPELLS
FlashFlash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
IgniteIgnite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Ignites target enemy champion, dealing 72 true damage (72–380
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s






