What is Hollow Radiance? đ„
Hollow Radiance is the anti-magic tank aura item â combining the IMMOLATE damage aura for sustained melee zone-control damage with meaningful magic resistance and HP for fighting AP-heavy compositions. While Sunfire Aegis serves as the physical/mixed-composition IMMOLATE tank item, Hollow Radiance adds +40 MR to the identical IMMOLATE aura framework, making it the correct IMMOLATE choice when the primary enemy threat is magic damage. The item is a direct replacement for Sunfire Aegis in the IMMOLATE item slot when the enemy team includes a fed AP carry, AP assassin, or AP-dominant composition.
IMMOLATE’s sustained 15 (+1% bonus HP) magic damage per second activates on any damage taken or dealt â effectively making the aura passive for any tank in combat. At 3,000 bonus HP, the IMMOLATE tick deals 15 + 30 = 45 magic damage per second. Over a 5-second melee exchange, that’s 225 AoE magic damage delivered to every enemy within 325 units â dealing meaningful zone pressure against squishy AP carries who attempt to position near the frontline.
DESOLATE adds a wave-clear execute dimension: non-champion kills generate an eruption that makes Hollow Radiance tanks capable of clearing minion waves and jungle camps by positioning in melee range while IMMOLATE and DESOLATE chain-kill units. The DESOLATE champion takedown version â 60 (+4% bonus HP) magic damage in a 500-unit radius â turns champion kills into AoE damage events that punish clustered enemies. Flavor text: “A relic of Icathia, remade.” Cost: 2,800 Gold. Sell: 1,960 Gold. ID: 6664.
đ Base Statistics
| Statistic | Value |
| Total Cost | 2,800 Gold |
| Combine Cost | 650 Gold |
| Sell Price | 1,960 Gold |
| Ability Haste | +10 AH |
| Magic Resistance | +40 MR |
| Health | +400 HP |
| Base Health Regeneration | +100% base health regeneration |
| IMMOLATE: Trigger | Taking or dealing damage activates the aura for 3 seconds |
| IMMOLATE: Aura radius (SR) | 325 units (+100% bonus size scaling) |
| IMMOLATE: Base damage per tick (SR) | 15 (+1% bonus HP) magic damage per second |
| IMMOLATE: Minion / monster damage | 125% â 18.75 (+1.25% bonus HP) magic damage per tick |
| IMMOLATE: Minion execute | Executes minions that would be killed by one more tick of damage |
| IMMOLATE: Damage type | Default damage â does NOT trigger spell effects; auto-targeted effect |
| IMMOLATE: Size scaling | Aura increases with user size; cannot be reduced below base radius by negative size modifiers |
| DESOLATE: Non-champion kill eruption | 30 (+2% bonus HP) magic damage within 350 units of the death location |
| DESOLATE: Champion takedown eruption | 60 (+4% bonus HP) magic damage within 500 units (within 3 seconds of damaging the champion) |
| DESOLATE: Damage type | Default damage â does NOT trigger spell effects; auto-targeted effect |
| Item group | IMMOLATE â Limited to 1 IMMOLATE item |
| Item ID | 6664 |
| Availability | SR 5v5, ARAM, Nexus Blitz, Arena |
| Flavor text | “A relic of Icathia, remade.” |
| đ IMMOLATE â Damage Per Tick at Bonus HP MilestonesFormula: 15 + (1% Ă bonus HP) magic damage per second to enemies within 325 units. Bonus HP = HP from items, runes, and abilities only (base HP does not count).500 bonus HP (light HP tank): 15 + 5 = 20 magic damage per tick. Over 5 seconds melee combat: 100 AoE magic damage.1,000 bonus HP (medium HP stack): 15 + 10 = 25 magic damage per tick. Over 5 seconds: 125 AoE magic damage.2,000 bonus HP (heavy HP stack): 15 + 20 = 35 magic damage per tick. Over 5 seconds: 175 AoE magic damage.3,000 bonus HP (full HP tank â Warmog’s + multiple HP items): 15 + 30 = 45 magic damage per tick. Over 5 seconds: 225 AoE magic damage.4,000 bonus HP (extreme HP build â Heartsteel stacks): 15 + 40 = 55 magic damage per tick. Over 5 seconds: 275 AoE magic damage.Against minions and monsters (125% multiplier): 3,000 bonus HP: 18.75 + 37.5 = 56.25 magic damage per tick vs minions. Minion wave HP: ~500-900 for caster/melee minions. After 2-3 ticks, DESOLATE eruptions chain-kill the wave.DESOLATE non-champion kill at 3,000 bonus HP: 30 + (2% Ă 3,000) = 30 + 60 = 90 magic damage in 350-unit eruption.DESOLATE champion takedown at 3,000 bonus HP: 60 + (4% Ă 3,000) = 60 + 120 = 180 magic damage in 500-unit eruption. |
đš Recipe & Components
Hollow Radiance builds from Bami’s Cinder + Spectre’s Cowl with a 650g combine:
| Component | Cost | Notes |
| Bami’s Cinder | 900 Gold (+250) | Ruby Crystal + Glowing Mote; +300 HP + AH component; Bami’s Cinder itself has the IMMOLATE aura at component level â the aura is available from Bami’s purchase before completing Hollow Radiance |
| Ruby Crystal | 400 Gold | Part of Bami’s Cinder â HP input |
| Glowing Mote | 250 Gold | Part of Bami’s Cinder â AH input |
| Spectre’s Cowl | 1,250 Gold (+150) | Ruby Crystal + Null-Magic Mantle + Rejuvenation Bead; +200 HP + 25 MR + HP regen; provides meaningful MR and HP regen mid-build before completing Hollow Radiance |
| Ruby Crystal | 400 Gold | Part of Spectre’s Cowl â HP input |
| Null-Magic Mantle | 400 Gold | Part of Spectre’s Cowl â MR input |
| Rejuvenation Bead | 300 Gold | Part of Spectre’s Cowl â HP regen input |
| Combine Cost | 650 Gold | |
| Total | 2,800 Gold | Complete Hollow Radiance â 2,800g is mid-range among tank legendaries; Bami’s Cinder IMMOLATE aura is active from component level providing AoE damage before full item completion |
| đĄ Bami’s Cinder â IMMOLATE Available from Component PurchaseBami’s Cinder (900g) carries the IMMOLATE aura at component level. As soon as Bami’s Cinder is purchased, the IMMOLATE passive activates â dealing damage to nearby enemies during combat. This means the AoE zone damage from Hollow Radiance’s core mechanic is available from the first 900g purchase, significantly before the full 2,800g item is complete.Bami’s Cinder IMMOLATE at component level scales with the current bonus HP â even at component purchase (typically 800-1,200 bonus HP from other items), the tick damage is already meaningful at 15 + 8-12 = 23-27 magic damage per second.Spectre’s Cowl (1,250g) provides +200 HP + 25 MR + HP regen on purchase. Against AP-heavy matchups, Spectre’s Cowl as second component brings significant MR and HP regen before completing the full Hollow Radiance â making the Spectre’s Cowl purchase itself a meaningful defensive investment mid-build.Purchase order options: Bami’s Cinder first (900g): IMMOLATE aura active early; better for fights and sustained laning where the AoE damage matters from the start. Spectre’s Cowl first (1,250g): immediate MR + HP regen for defensive stability; correct when the AP threat is causing problems in early laning before first item completion.At 2,800g total, Hollow Radiance costs less than Kaenic Rookern (2,900g) but more than Force of Nature (2,800g). All three are MR legendaries â the choice between them depends on which combination of stats and passives best fits the match situation. |
đ„ IMMOLATE & DESOLATE â Complete Mechanics Reference
IMMOLATE â Combat-Activated AoE Magic Damage Aura
IMMOLATE activates when the holder takes or deals any damage â the broadest possible trigger condition; any combat interaction starts the 3-second aura window. The aura resets to 3 seconds on each new damage instance, meaning sustained combat keeps IMMOLATE continuously active. The 325-unit radius covers the immediate melee combat zone â roughly 2Ă standard melee champion attack range. Enemies who attempt to stay in melee exchange range of the Hollow Radiance holder are continuously within the aura.
The bonus size scaling on the radius is a niche but relevant mechanic: effects that increase champion size (Cho’Gath Feast stacks, Elixir of Iron, certain ability amplifications) increase the aura radius proportionally based on 100% of the size increase. The wiki notes the aura cannot be reduced below its base 325-unit radius by negative size modifiers â size reduction effects can’t shrink the aura below baseline.
An important positioning limitation: some melee champions cannot apply IMMOLATE at maximum attack range against champions or monsters with large collision radii (specifically noting Dragon and Rift Herald as examples). Because IMMOLATE’s aura must reach the enemy’s center to deal damage, a champion with very large collision radius may have their center beyond the 325-unit aura range even when the Hollow Radiance holder is at maximum auto-attack range. This is a niche edge case, but relevant for dragon/objective fights.
DESOLATE â Kill-Triggered AoE Eruption
DESOLATE fires on two trigger types with different scale and conditions. The non-champion kill eruption (30 + 2% bonus HP, 350-unit radius) triggers automatically whenever the Hollow Radiance holder kills any non-champion unit â minion, jungle monster, ward, or structure. The eruption appears at the killed unit’s location, not the holder’s location. This makes DESOLATE’s wave-clear mechanic passive and position-independent: killing a minion at the far edge of the wave creates a 350-unit eruption there.
The champion takedown eruption (60 + 4% bonus HP, 500-unit radius) requires a takedown within 3 seconds of the Hollow Radiance holder dealing damage to the champion â the same 3-second window used in Hubris’s EMINENCE mechanic. At 3,000 bonus HP, this eruption deals 180 magic damage in a 500-unit area. The larger 500-unit radius vs 350-unit (minion kill) provides a wider zone that can catch multiple enemies clustering around a champion who just died â converting a champion kill into additional AoE damage on the entire surrounding cluster.
IMMOLATE Item Group â Cannot Combine Sunfire and Hollow Radiance
IMMOLATE is a named item group with a 1-item limit. Sunfire Aegis and Hollow Radiance are both IMMOLATE items and cannot be built simultaneously. The choice between them is exclusive and permanent for that build: Hollow Radiance for AP-heavy matchups (adding MR), Sunfire Aegis for physical/mixed matchups (adding armor instead of MR). Both items share the identical IMMOLATE passive formula â the stat profiles around that passive differ entirely.
IMMOLATE & DESOLATE â Full Mechanics Table
| Mechanic | Detail |
| IMMOLATE trigger | Taking or dealing any damage â activates aura for 3 seconds; refreshes on each new damage instance |
| IMMOLATE aura radius | 325 units (+100% bonus size scaling); cannot be reduced below base 325 by negative size modifiers |
| IMMOLATE tick damage (SR) | 15 (+1% bonus HP) magic damage per second |
| IMMOLATE tick vs minions / monsters | 125% â 18.75 (+1.25% bonus HP) magic damage per tick |
| IMMOLATE minion execute | Executes minions that would be killed by one more tick of damage |
| IMMOLATE damage type | Default damage â does NOT trigger spell effects; auto-targeted effect |
| IMMOLATE collision caveat | Some melee champs cannot apply aura at max attack range vs large-collision targets (Dragon, Rift Herald) â aura must reach enemy CENTER |
| DESOLATE: non-champion kill | 30 (+2% bonus HP) magic damage within 350 units at kill location |
| DESOLATE: champion takedown | 60 (+4% bonus HP) magic damage within 500 units â requires takedown within 3 seconds of dealing damage to the champion |
| DESOLATE damage type | Default damage â does NOT trigger spell effects; auto-targeted effect |
| Item group | IMMOLATE â Limited to 1 IMMOLATE item; Sunfire Aegis and Hollow Radiance cannot be combined |
| â ïž IMMOLATE & DESOLATE â Critical RulesIMMOLATE and DESOLATE deal DEFAULT damage â they do NOT trigger spell effects (items or runes that proc from ability/spell hits). Both are auto-targeted effects.IMMOLATE aura radius can INCREASE with champion size buffs (Cho’Gath Feast, Elixir of Iron) â size increases scale the 325-unit radius. Cannot be reduced BELOW 325 by negative size effects.Large collision targets (Dragon, Rift Herald): IMMOLATE must reach the enemy’s CENTER to deal damage. At max attack range against Dragon/Rift Herald, the holder may be too far for the aura center-to-center check to succeed.DESOLATE champion takedown: requires the Hollow Radiance holder to have dealt damage to the champion within the 3 seconds before the takedown. Assists count if the holder damaged the target within 3 seconds.DESOLATE eruption fires at the DEATH LOCATION of the killed unit â not at the Hollow Radiance holder’s position. Chain DESOLATE eruptions in clustered waves by killing units spread across the wave.1 IMMOLATE item limit â Sunfire Aegis and Hollow Radiance cannot both be equipped. The matchup determines which IMMOLATE item is correct: physical/mixed â Sunfire; AP-dominant â Hollow Radiance. |
| đĄ Hollow Radiance vs Sunfire Aegis â IMMOLATE Item SelectionHollow Radiance: +10 AH, +40 MR, +400 HP, +100% base HP regen. IMMOLATE + DESOLATE. Against AP-heavy compositions â the MR provides direct damage mitigation against magic abilities while IMMOLATE deals passive zone damage in melee exchanges.Sunfire Aegis: +10 AH, +40 armor, +450 HP. IMMOLATE + DESOLATE. Against physical/mixed compositions â the armor provides direct physical damage mitigation. +450 HP vs Hollow Radiance’s +400 HP (+50 HP difference); Hollow Radiance adds +40 MR + HP regen while Sunfire adds +40 armor.Key comparison points: IMMOLATE passive: IDENTICAL formula on both items â same damage per tick, same radius, same minion bonus. DESOLATE passive: IDENTICAL on both items. Sunfire: +40 armor. Correct when the primary damage source is physical (AD carries, physical assassins). Hollow Radiance: +40 MR + 100% base HP regen. Correct when the primary damage source is magic (AP mages, AP assassins, AP bruisers). Cost: both cost 2,800 Gold â identical gold efficiency before passive contributions.Cannot build both â the IMMOLATE group limit forces this to be a one-or-the-other decision based on enemy composition. Against balanced physical/magical compositions, Sunfire Aegis is typically preferred for the higher HP (+50) and armor, while Hollow Radiance is reserved for matchups where magic damage is the primary existential threat. |
đșïž Map-Specific Differences
| Stat / Passive | SR 5v5 / ARAM / Nexus Blitz | Arena |
| Health | +400 HP | +450 HP (increased by +50) |
| Base Health Regeneration | +100% base HP regen | 0% (removed) |
| IMMOLATE: Base damage | 15 per tick | 15 per tick (unchanged) |
| IMMOLATE: Health ratio | +1% bonus HP | +5% bonus HP (increased 5Ă) |
| IMMOLATE: Damage type | Default damage | Burn effect |
| DESOLATE: Non-champion kill damage | 30 (+2% bonus HP) / 350 units | 300% of IMMOLATE’s current tick damage |
| DESOLATE: Champion takedown | 60 (+4% bonus HP) / 500 units | unchanged (inferred same formula) |
| Hollow Radiance item ID | 6664 | same item |
| đĄ Arena Hollow Radiance â 5% Bonus HP IMMOLATE + Burn ClassificationArena makes four significant changes to Hollow Radiance:1. HP +400 â +450: minor 50 HP increase; Arena Hollow Radiance has a slightly higher HP contribution.2. Base HP regen 100% â 0%: the regen component is removed entirely in Arena. The between-combat regen that makes Hollow Radiance valuable in long SR games is non-existent in Arena’s round format, where the regen window between rounds serves the same recovery purpose.3. IMMOLATE ratio 1% bonus HP â 5% bonus HP: THIS IS THE MAJOR ARENA CHANGE. The tick damage formula becomes 15 + (5% Ă bonus HP). At Arena-typical HP builds: 500 bonus HP: 15 + 25 = 40 magic damage per tick (vs 20 on SR). 5Ă higher. 1,500 bonus HP: 15 + 75 = 90 magic damage per tick (vs 30 on SR). 3Ă higher. 2,500 bonus HP: 15 + 125 = 140 magic damage per tick (vs 40 on SR).4. IMMOLATE is classified as a Burn effect in Arena: Burn-specific interactions and immunities apply.5. DESOLATE non-champion kill = 300% of IMMOLATE’s current damage: at 1,500 bonus HP Arena IMMOLATE damage of 90, DESOLATE fires at 270 magic damage per kill eruption in 350 units. Extremely high non-champion wave-clear damage in Arena.Net Arena impact: Hollow Radiance becomes significantly stronger for sustained melee combat in Arena due to the 5Ă HP ratio increase. A tank with 2,000 bonus HP in Arena deals 115 IMMOLATE damage per tick â making Hollow Radiance a genuine damage-dealing item in Arena, not just a utility tank passive. |
đŻ When to Build Hollow Radiance
Hollow Radiance is correct when the primary damage threat from the enemy team is magic damage AND the game plan involves sustained melee engagement where IMMOLATE’s passive AoE damage contributes real value. The 40 MR directly reduces incoming AP ability damage, and the +100% base HP regen sustains the tank through extended laning and between-fight recovery. The IMMOLATE passive provides always-on zone damage that punishes AP carries who try to position near the frontline during teamfights.
â Build Hollow Radiance When:
- Enemy team has 2+ AP damage threats: when the midlaner is an AP carry (Syndra, Orianna, Viktor) AND the support is AP (Lux, Morgana, Vel’Koz), the combined magic damage pressure justifies Hollow Radiance over Sunfire Aegis for the MR stack; 40 MR reduces incoming magic damage by approximately 25-28% at typical early-mid game AP builds
- Playing an HP-scaling tank who benefits from IMMOLATE’s bonus HP ratio: Cho’Gath (Feast P stacks increase bonus HP dramatically â each stack adds 80-120 HP that feeds into IMMOLATE’s 1% formula), Sion (Soul Furnace W generates significant bonus HP over time from shield stacks), Nasus (Wither + Spirit Fire engage in melee range where IMMOLATE ticks simultaneously) â HP-stacking tanks amplify IMMOLATE damage passively as they build more HP items
- Need sustained HP regen for extended laning: the +100% base HP regen doubles the natural base HP regen rate, providing meaningful between-fight recovery in long lanes; tanks who face constant poke from AP supports (Zyra, Vel’Koz, Lux) benefit from the regen to sustain HP without requiring repeated back visits; the regen compounds with Spectre’s Cowl’s regen at component level
- Arena specifically with high bonus HP builds: the 5% bonus HP IMMOLATE ratio in Arena means HP-stacking builds generate extreme passive damage per tick; Heartsteel + Warmog’s + Hollow Radiance in Arena creates an IMMOLATE tick exceeding 100 magic damage per second against every enemy in the combat zone â among the highest passive AoE damage outputs in Arena
â Do NOT Build Hollow Radiance When:
- Enemy team is primarily physical damage: the 40 MR provides zero value against physical attackers; Sunfire Aegis provides 40 armor instead, directly reducing the primary damage source; building Hollow Radiance into an AD-heavy team pays 2,800g for the IMMOLATE passive while wasting the MR stat against non-magic damage
- Already own Sunfire Aegis (IMMOLATE group restriction): cannot own both simultaneously; the build decision is made at the first IMMOLATE item purchase based on the expected enemy composition through champion select and early game development
- Playing a ranged champion who stays far from enemies: IMMOLATE requires being within 325 units of enemies to deal damage; ranged carries and backline mages who maintain 500+ unit spacing from enemies never generate IMMOLATE ticks; the passive is entirely wasted on ranged positioning; Kaenic Rookern or Force of Nature provide better MR options for non-melee champions
đ„ Best Champions for Hollow Radiance
â Optimal â HP-Scaling Melee Tanks vs AP Compositions
- Cho’Gath â Feast (R) HP stacking. Every Feast stack adds bonus HP that directly increases IMMOLATE tick damage through the 1% formula. A fully stacked Cho’Gath with 6 Feast charges adds 720 bonus HP from R alone (120 HP Ă 6 stacks at max rank) on top of item HP. Combined with item HP, Cho’Gath reaches extremely high bonus HP totals that make IMMOLATE one of the higher-damage passives in the game. Ground Slam (E) also reduces nearby enemy attack speed â pairing with IMMOLATE creates an AoE combo of reduced attack speed and passive burn on all enemies in melee range simultaneously. Against AP compositions, Hollow Radiance provides the MR Cho’Gath needs while his natural bulk maximizes IMMOLATE damage.
- Malphite â Seismic Shard (Q) + Unstoppable Force (R). Malphite builds armor naturally; Hollow Radiance adds the MR to balance his resistance profile against AP threats while IMMOLATE fires passively during his sustained melee combat near the frontline. Post-Unstoppable Force (R) engage, Malphite stands in the middle of the enemy team for the full teamfight duration â every enemy in the 325-unit IMMOLATE radius takes continuous magic damage while Malphite’s armor stacking from other items handles the physical component.
- Sion â Death Surge (P) passive HP accumulation from Soul Furnace (W). Sion’s Soul Furnace W permanently increases max HP when killed near enemies â over a long game, this passive HP accumulation feeds into IMMOLATE’s bonus HP formula, gradually increasing IMMOLATE tick damage without requiring additional item investment. Sion’s Death Surge (P) passive rampage state also benefits from IMMOLATE: even in the P form after death, IMMOLATE continues ticking on enemies in range during Sion’s post-death rampage.
- Nasus â Wither (W) slows + Spirit Fire (E) armor reduction. Nasus’s Wither (W) slows targets to near-standstill; the slowed target remaining in melee range for extended periods takes full IMMOLATE tick damage across the entire Wither duration. Spirit Fire (E) reduces armor at range, then the slowed target is in IMMOLATE range while taking armor-reduced physical damage from Siphoning Strike (Q) simultaneously. The DESOLATE execute mechanic also benefits Nasus’s jungle camp clearing: IMMOLATE kills a camp unit, DESOLATE erupts, chaining into additional camp health reductions.
- Amumu â Bandage Toss (Q) + Tantrum (E) + Curse of the Sad Mummy (R). Amumu’s kit keeps him in close range of enemies for extended periods (R ultimate roots the entire surrounding group). IMMOLATE ticks on all rooted enemies during the R duration. Amumu’s passive Cursed Touch amplifies magic damage dealt to debuffed targets â IMMOLATE ticking on Cursed Touch-debuffed enemies deals amplified effective magic damage. Against AP compositions, Hollow Radiance’s MR also helps Amumu survive long enough for R to fully resolve.
Situational Picks
- Dr. Mundo: Infected Bonesaw (Q) + Goes Where He Pleases (R) HP regen. Mundo’s Maximum Dosage (R) recovers massive HP and also increases bonus HP temporarily â the IMMOLATE tick during R active benefits from the temporarily elevated bonus HP pool. However, Mundo typically builds Warmog’s + Spirit Visage as MR-tank core; Hollow Radiance fits as a third or fourth item when IMMOLATE zone control is needed alongside MR.
- Zac: Let’s Bounce! (R) knockback chain. Zac deals sustained melee damage through his Let’s Bounce R and stays in enemies’ faces for extended periods. HP-building Zac (from Bloblets passive HP healing) feeds IMMOLATE tick damage. Against AP compositions, Hollow Radiance MR + IMMOLATE passive creates the defensive + zone damage combination Zac needs to stay in extended melee range.
â Not Recommended
- Ranged AP mages (Syndra, Lux, Xerath): 100% incorrect â these champions never enter 325-unit melee range; IMMOLATE never activates; MR stat goes to waste on AP champions who don’t take physical damage; these champions want Horizon Focus or Shadowflame for their AP build
- AD marksmen and pure AD carries: MR provides zero value against physical damage; IMMOLATE aura at 325 units is inside enemy auto-attack range for most ADC skirmishes â these champions never enter 325-unit range by design; completely wrong item category
âïž Recommended Build Paths
Cho’Gath â Maximum HP Scaling IMMOLATE
- Bami’s Cinder â First back (900g) â IMMOLATE aura active at component level immediately; HP from Ruby Crystal and IMMOLATE damage scales with current bonus HP from all sources
- Hollow Radiance â First full item â IMMOLATE ticking at full 1% bonus HP formula; +40 MR vs AP carries in mid; Feast stacks begin amplifying IMMOLATE with each R use
- Warmog’s Armor â Second item â WARMOG’S HEART HP regen at 1,100+ HP; massive HP pool increase; +800 HP from Warmog’s adds +8 per tick to IMMOLATE (1% Ă 800); total bonus HP with Hollow Radiance + Warmog’s = ~1,600+ bonus HP â IMMOLATE tick at 15 + 16 = 31 magic damage
- Jak’Sho, The Protean â Third item â VOIDBORN RESILIENCE: +30% bonus resistances at max stacks; +45 armor + 45 MR base; combined with Hollow Radiance’s 40 MR and Jak’Sho’s MR, VOIDBORN amplifies the total MR by 30% at max stacks â creating very high effective MR against AP compositions
- Heartsteel â Fourth item â COLOSSAL CONSUMPTION: bonus HP stacking on champion hits; Heartsteel’s permanent HP accumulation feeds IMMOLATE directly â each Heartsteel proc adds bonus HP that permanently increases IMMOLATE tick damage; late-game Cho’Gath with Heartsteel + Feast stacks reaches enormous bonus HP totals
- Unending Despair â Fifth item situational â DESPAIR: AoE HP regen per second near enemies; paired with IMMOLATE, Unending Despair heals Cho’Gath while IMMOLATE deals AoE damage; simultaneous sustain + zone damage from two items during the same melee combat window
Malphite â Anti-AP Frontline IMMOLATE Tank
- Spectre’s Cowl â First back (1,250g) â +25 MR + HP regen + HP at component level; immediate MR versus AP lane threat before completing Hollow Radiance
- Hollow Radiance â First full item â IMMOLATE + 40 MR; Ground Slam (E) armor scaling + IMMOLATE zone = layered melee combo; post-R engage keeps IMMOLATE active against grouped enemy team
- Sunfire Aegis â CANNOT BUILD (IMMOLATE group limit). Replace with: Frozen Heart â +80 armor + 400 mana; WINTER’S CARESS attack speed reduction aura; layered with IMMOLATE zone: enemies in range attack slower AND take IMMOLATE magic damage simultaneously
- Randuin’s Omen â Third item â SEISMIC SHARD active AoE slow; ROCK SOLID crit damage reduction; after Malphite R engage + Hollow Radiance IMMOLATE ticking, Randuin’s Omen active provides additional AoE slow on the grouped enemies within the IMMOLATE radius
- Jak’Sho, The Protean â Fourth item â VOIDBORN: balanced resistance stacking; Malphite’s natural armor from other items + Jak’Sho MR creates a balanced resistance profile where VOIDBORN amplifies both armor and MR by 30% at 5 stacks
- Abyssal Mask â Fifth item â UNMAKE: nearby enemies take increased magic damage per stack applied by nearby allies; enemies in IMMOLATE range are also in Abyssal Mask UNMAKE range â IMMOLATE tick damage to UNMAKE-debuffed enemies is amplified by the magic damage increase debuff; two aura items compounding simultaneously
| đĄ Hollow Radiance + Abyssal Mask â IMMOLATE + UNMAKE Magic Damage StackHollow Radiance: IMMOLATE â 15 (+1% bonus HP) magic damage per second to enemies within 325 units.Abyssal Mask: UNMAKE â nearby enemies (450-unit range) receive a stacking magic damage amplification debuff each second; stacks from multiple allied ability hits; increases magic damage taken by all debuffed enemies.Combined zone: IMMOLATE radius 325 units is fully inside Abyssal Mask’s UNMAKE 450-unit range. Any enemy within 325 units of the Hollow Radiance holder is simultaneously: â Taking IMMOLATE magic damage per second (15 + 1% bonus HP). â Accumulating UNMAKE stacks from Abyssal Mask (increased magic damage taken from all sources). â The IMMOLATE damage itself benefits from UNMAKE’s magic damage amplification on the same targets.Net effect: enemies who stand in melee range of a Hollow Radiance + Abyssal Mask tank take compounding AoE magic damage from two passive sources simultaneously, and the IMMOLATE damage grows with each UNMAKE stack on the target. For AP-heavy teams with allied AP carries, UNMAKE’s magic damage amplification applies to all allied ability damage hitting the debuffed enemies â making Hollow Radiance the IMMOLATE item for AP-carry-supported tank compositions specifically. |
đ Similar Items â MR Tank and IMMOLATE Family
| Item | AH | Other Stats | Unique | vs. Hollow Radiance |
| Sunfire Aegis | +10 | +40 armor, +450 HP | IMMOLATE + DESOLATE (identical passives; +armor instead of MR) | Same IMMOLATE passive; Sunfire = physical matchup; Hollow Radiance = AP matchup |
| Kaenic Rookern | +10 | +60 MR, +400 HP | MAGEBANE: absorbs magic damage to generate a shield per second in combat | Higher MR (+60 vs +40); MAGEBANE shield vs IMMOLATE damage; different utility profiles |
| Force of Nature | +10 | +70 MR, +350 HP | STEADFAST: stacking MR bonus in combat up to +50; ABSORB movement speed | Higher MR + movement speed utility vs IMMOLATE damage + HP regen; different priorities |
| Spirit Visage | +10 | +40 MR, +400 HP | BOUNDLESS VITALITY: +25% healing/shielding received | Healing amplification vs IMMOLATE zone damage; different defensive support profiles |
| Abyssal Mask | +10 | +30 MR, +500 HP | UNMAKE: nearby enemies take increased magic damage | Enemy magic debuff aura vs self IMMOLATE damage; often built together |
| Warmog’s Armor | 0 | +800 HP, +200% HP regen | WARMOG’S HEART: extreme HP regen out of combat | Pure HP scaling (feeds IMMOLATE); no MR; build after Hollow Radiance |
| Heartsteel | 0 | +500 HP | COLOSSAL CONSUMPTION: permanent HP stacking on champion hits | Snowball HP stacking vs flat HP; feeds IMMOLATE formula; build alongside Hollow Radiance |
â Common Mistakes & How to Avoid Them
- Building Hollow Radiance into a physical-damage-heavy enemy team: the most common IMMOLATE item selection error. The 40 MR contributes zero damage mitigation against physical attacks. Against 4 AD champions, Hollow Radiance provides IMMOLATE (identical to Sunfire Aegis) plus wasted MR versus no armor. The damage from IMMOLATE is identical on both items â the only reason to choose Hollow Radiance over Sunfire Aegis is the MR differential. Always identify the enemy composition’s primary damage type before purchasing the first IMMOLATE item
- Not accounting for the large-collision-radius IMMOLATE blind spot: against Dragon, Baron, and Rift Herald, the IMMOLATE aura may not reach the objective’s center even when the Hollow Radiance holder is at maximum attack range. Position closer than maximum attack range to ensure the IMMOLATE 325-unit radius reaches the objective center. This is particularly relevant for objective tank-soaking â if the tank is taking objective damage but not hitting the objective with IMMOLATE, the passive zone damage isn’t contributing to the objective kill
- Forgetting that DESOLATE erupts at the killed unit’s location, not the holder’s position: DESOLATE eruptions appear where the killed unit dies, not where the Hollow Radiance holder is standing. In minion wave clear, DESOLATE erupts across the entire wave wherever units die â chain eruptions from DESOLATE can cover a much wider area than just the holder’s 325-unit IMMOLATE radius. Positioning within the wave (rather than at the edge) allows IMMOLATE to kill multiple units simultaneously, each triggering DESOLATE eruptions at their respective death locations across the entire wave
- Underestimating Arena’s 5% bonus HP IMMOLATE ratio: SR Hollow Radiance with 1% bonus HP feels like minor passive damage. Arena Hollow Radiance with 5% bonus HP is a primary damage source at high HP builds. Players who dismiss Hollow Radiance as a minor passive damage item in SR context may significantly undervalue it in Arena â at 2,000 bonus HP in Arena, IMMOLATE deals 115 magic damage per second, comparable to a dedicated damage ability on a short CD. In Arena, Hollow Radiance should be treated as a damage item that also provides defensive stats, not just a defensive item with minor passive damage
- Ignoring the HP regen on MR-tank builds: the +100% base HP regen is a small but consistent stat that compounds with the Spectre’s Cowl component’s regen during the build path. In prolonged laning phases against AP poke, the doubled base HP regen provides meaningful sustain between auto-attack poke instances. Don’t undervalue the regen as a third stat on the item â against Zyra, Vel’Koz, or Brand supports who apply constant poke, the regen meaningfully reduces the number of required back visits in a lane
â Best Practices
- Choose Hollow Radiance over Sunfire Aegis whenever the enemy has 2+ AP damage threats: the IMMOLATE passive is identical on both items; the only difference is 40 MR vs 40 armor; whenever AP is the dominant damage pattern, Hollow Radiance provides the same IMMOLATE value as Sunfire while adding meaningful magic damage reduction; the choice is entirely composition-driven and should be made at champion select
- Stack HP to amplify IMMOLATE tick damage: every 100 bonus HP adds 1 magic damage per IMMOLATE tick; Warmog’s Armor (+800 HP = +8 per tick), Heartsteel stacks (permanent HP accumulation per hit), and Cho’Gath Feast stacks (120 HP per stack) all passively increase IMMOLATE tick damage without requiring additional ability use; HP-stacking tank builds double as IMMOLATE damage-scaling builds
- Pair with Abyssal Mask for compounding melee AoE magic damage: Hollow Radiance IMMOLATE + Abyssal Mask UNMAKE both apply in the 325-unit melee range simultaneously; UNMAKE’s magic damage amplification applies to IMMOLATE ticks on the same targets; combined with allied AP carry damage hitting UNMAKE-debuffed enemies, the two aura items create the most effective magic damage amplification zone available to a tank build
- In Arena, treat Hollow Radiance as a damage-first item at high HP builds: the 5% bonus HP ratio makes IMMOLATE a primary damage source in Arena; prioritize HP-stacking items (Heartsteel, Warmog’s, Heartsteel again through Colossal Consumption stacking) to maximize the 5% ratio’s absolute damage output; at 3,000 bonus HP in Arena, IMMOLATE deals 165 magic damage per second â among the highest sustained AoE damage in the Arena item pool
- Build Bami’s Cinder first on first-back when the game requires early IMMOLATE uptime: Bami’s Cinder’s IMMOLATE activates at component level; buying Bami’s first provides the AoE zone damage advantage from 900g forward rather than waiting until full 2,800g completion; the earlier IMMOLATE availability matters in aggressive tank compositions where melee zone damage at level 5-6 contributes to early objective fights
FAQ
Q: Does IMMOLATE trigger spell effects?
A: A: No â IMMOLATE and DESOLATE both deal default damage and are explicitly classified as auto-targeted effects. They do NOT trigger spell effects (items or runes that proc from ability hits, spell damage, or similar spell-triggered effects). The damage from IMMOLATE is passive and constant â it doesn’t interact with spell vamp, spell-triggered on-hit effects, or spell proc mechanics. This is an important distinction for builds combining Hollow Radiance with spell-proc items, which won’t receive additional triggers from IMMOLATE’s ticking damage.
Q: Can both Hollow Radiance and Sunfire Aegis be built on the same champion?
A: No â both are IMMOLATE group items and the game limits each champion to 1 IMMOLATE item simultaneously. Purchasing either item after already owning the other is blocked at the item shop. The decision is permanent for the build: the first IMMOLATE item purchased commits to that item’s stat profile (MR for Hollow Radiance, armor for Sunfire Aegis) while the IMMOLATE and DESOLATE passives themselves are identical on both. Against mixed physical + magical damage compositions, the choice comes down to which damage type is more frequently lethal â generally Sunfire Aegis for physical-dominant and Hollow Radiance for AP-dominant.
Q: Does the IMMOLATE aura work during Sion’s Death Surge (P) passive?
A: Yes â Sion‘s Death Surge passive (the post-death rampage) is a combat state that involves Sion dealing and taking damage. IMMOLATE’s trigger is any taking or dealing damage instance, which is met during the Death Surge rampage when Sion attacks enemies. If IMMOLATE was already active when Sion died (the 3-second window hadn’t expired), it continues ticking. Any combat action during Death Surge refreshes the IMMOLATE window. This makes Hollow Radiance’s IMMOLATE particularly impactful on Sion â the passive continues dealing AoE zone damage even during the post-death rampage phase, turning even a Sion death into a continued IMMOLATE damage event against grouped enemies.
Q: How does the IMMOLATE size scaling work with Cho’Gath Feast stacks?
A: Cho’Gath’s Feast (R) stacks increase Cho’Gath’s size by a fixed percentage per stack. IMMOLATE’s aura radius scales with 100% of the holder’s bonus size increase. Each Feast stack that visually increases Cho’Gath’s size proportionally increases the IMMOLATE 325-unit base radius. At maximum Feast stacks (6 stacks), Cho’Gath’s size is significantly larger than base â the IMMOLATE radius increases accordingly, covering a wider area. The wiki notes the aura increases if the user increases in size (not base size), so Feast’s size amplification is what matters here. Combined with Cho’Gath’s natural large HP pool from Feast’s HP bonus (which increases IMMOLATE tick damage via the 1% formula), Cho’Gath is arguably the champion who benefits most from Hollow Radiance among all IMMOLATE users.
Q: Why does IMMOLATE not hit Dragon or Rift Herald at max attack range?
A: A: IMMOLATE damage requires the aura to reach the enemy’s CENTER point to deal damage. Dragon and Rift Herald have very large collision radii â the distance between the Hollow Radiance holder’s position and the objective’s center is greater than the holder’s max attack range due to the objective’s size. At max attack range against Dragon/Rift Herald, the holder’s edge-to-edge distance to the objective puts the objective’s center more than 325 units away from the holder. The solution is to position CLOSER than max attack range when fighting objectives â stand partially inside the objective’s collision radius to ensure the 325-unit IMMOLATE aura reaches the objective’s center.