Redemption

What is Redemption? 🌟

Redemption is a legendary Support item in League of Legends, categorized under Ability Power, Heal & Shield Power, and Mana & Regeneration. It is the primary global-range active healing item in the support item pool — its INTERVENTION active can be cast from anywhere on the map, providing both a heal to allies and percentage-HP true damage to enemies at the target location.

The item’s design positions it as a teamfight-decisive tool rather than a sustained healing source. A single well-timed INTERVENTION during a major objective or Baron/Drake teamfight heals the entire allied cluster for up to 350 HP at high champion levels while simultaneously dealing 10% max HP true damage to grouped enemies — a dual-purpose active that can swing fight outcomes entirely.

At 2,250 Gold, Redemption is one of the most gold-efficient support items in the game. The +10% Heal and Shield Power amplifies both the INTERVENTION healing and all other healing/shielding abilities the support casts. Sell price: 1,575 Gold. ID: 3107.

📊 Base Statistics

StatisticValue
Total Cost2,250 Gold
Combine Cost800 Gold
Sell Price1,575 Gold
Ability Power+30 AP
Ability Haste+15
Base Mana Regeneration+100%
Heal and Shield Power+10%
Item ID3107
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena

🔹 Recipe & Components

Redemption builds from an AP + AH component and a heal/mana-support component:

ComponentCostNotes
Fiendish Codex850 Gold (+200 combine)Amplifying Tome + Glowing Mote — AP + AH
Amplifying Tome400 GoldPart of Fiendish Codex — AP input
Glowing Mote250 GoldPart of Fiendish Codex — ability haste input
Forbidden Idol600 Gold (+400 combine)Faerie Charm base — mana regen + Heal and Shield Power
Faerie Charm200 GoldPart of Forbidden Idol — base mana regen input
Combine Cost800 GoldFinal assembly
Total2,250 GoldComplete Redemption
💡 Swiftplay Recipe Variant — Different ComponentsIn Swiftplay, Redemption builds from: Kindlegem + Ruby Crystal + Forbidden Idol + 1,000g combine = 2,800g total.Health stat changes to +400 in Swiftplay (replacing the base stats).Always verify the current Swiftplay recipe in-game — it differs meaningfully from the SR version.

⚡ Active Mechanic: INTERVENTION

INTERVENTION calls a 550-radius beam of light to strike a target location after a 2.5-second delay. Upon landing:

  • Ally champions in the area: healed for 150–350 HP based on target’s level — lower level champions receive less, higher level champions receive up to 350 HP
  • Enemy champions in the area: take 10% of their maximum health as true damage — percentage-based and unavoidable once the beam lands

INTERVENTION — Complete Mechanics Reference

MechanicBehavior
Activation area550 radius around target location
Cast delay2.5 seconds from cast to beam landing
Ally heal150–350 HP based on target champion’s level
Enemy damage10% of target’s maximum health as TRUE damage
Damage typeArea damage — triggers SPELL EFFECTS
Spell effect examplesLuden’s Companion and Summon Aery prioritize targets based on proximity to center
Blocked bySpell shield — INTERVENTION does NOT apply to targets with active spell shields
Targeting typeLocation-targeted effect — 5500 cast range
StealthINTERVENTION’s cast BREAKS stealth
Cast timeNo cast time — instant activation with delayed beam
Usable while deadYES — can be activated while respawning
Buying while deadBuying Redemption while dead disables INTERVENTION until respawn
Cooldown90 seconds
Reduced effectivenessEffects reduced by 50% if target was already affected by another Intervention in the last 12 seconds
⚠ INTERVENTION Is Blocked by Spell ShieldBanshee’s Veil, Edge of Night, and Sivir’s Spell Shield will block INTERVENTION’s effects on that target.The beam still lands and affects other targets in the area — only the spell-shielded target is unaffected.Against compositions with multiple spell shield items, INTERVENTION’s enemy damage component may be reduced in effectiveness.
💡 Can Be Used While Dead — The Most Unique InteractionINTERVENTION can be activated during the respawn timer while dead.This allows supports to contribute to an ongoing teamfight even after dying — cast INTERVENTION on the grouped allies or objectives the moment you die.The 2.5-second delay means casting immediately on death can land while your teammates are still alive in the fight.Positioning: before dying, identify where your team will be fighting. Cast INTERVENTION there the moment you go down.Buying Redemption while dead disables INTERVENTION until respawn — don’t upgrade/purchase during a critical fight window while dead.

INTERVENTION Heal — Level Scaling Reference

Champion LevelHeal Amount (approximate)
Level 1–3~150–175 HP
Level 6–8~200–240 HP
Level 10–12~260–290 HP
Level 15–16~310–325 HP
Level 17–18~335–350 HP (maximum)
📊 10% Max HP True Damage — What This Means in PracticeAgainst a 3,000 HP champion: 300 true damage.Against a 4,000 HP tank: 400 true damage.Against a 5,000 HP frontliner: 500 true damage.True damage bypasses armor AND magic resistance — it cannot be reduced by defensive stats.This makes INTERVENTION uniquely effective against high-HP tanks who would otherwise shrug off normal AP damage.The damage also scales — building HP to survive INTERVENTION makes the damage it deals larger.

đŸ—ș Map-Specific Differences

ModeHealthHeal/Shield PowerINTERVENTION Damage
SR 5v5N/A+10%10% max HP true damage
ARAMN/A+10%10% max HP true damage (standard)
Arena+300 HP+16%15% max HP true damage
Swiftplay+400 HP+10%10% max HP true damage

Arena significantly buffs Redemption: Heal and Shield Power increases from 10% to 16%, and INTERVENTION’s enemy damage increases from 10% to 15% max HP true damage. Arena also adds +300 Health as a new stat. The 15% max HP true damage in Arena turns INTERVENTION into a substantial HP-removing tool against high-HP compositions — 15% on a 4,000 HP target is 600 true damage on a 90-second cooldown active.

🎯 Best Champions for Redemption

Redemption is an enchanter and support-specialist item — designed for champions who prioritize team healing, shielding, and enabling over personal damage or tank stats. The +10% Heal and Shield Power amplifies every healing and shielding ability in a support’s kit, and INTERVENTION provides global-range impact during teamfights regardless of where the support is positioned.

✅ Ideal Picks

  • Soraka — Her kit revolves around sustained healing — every Starcall (Q) heal, Astral Infusion (W) heal, and Wish (R) global heal is amplified by the 10% Heal and Shield Power. INTERVENTION adds a second active healing tool to complement her passive sustain, and can be cast during the respawn timer to heal allies while she’s dead (complementing Wish’s global healing identity).
  • Lulu — Wild Growth (R) is a shield and a heal — both amplified by Heal and Shield Power. Her frequent Whimsy (W) buffs and Glitterlance (Q) poke make the ability haste particularly valuable for more frequent shield applications.
  • Nami — Her Ebb and Flow (W) bounces heals between ally and enemy simultaneously. Every healing tick is amplified by the 10% modifier. INTERVENTION adds a second grouped heal option for teamfights.
  • Janna — Monsoon (R) is a continuous channel heal — every tick amplified by Heal and Shield Power. Eye of the Storm (E) shield value scales with the 10% modifier. INTERVENTION’s 5500-range cast allows her to intervene in fights she can’t physically reach.
  • Renata Glasc — Her supportive kit generates multiple healing-adjacent interactions. INTERVENTION’s true damage contribution in teamfights adds a damage dimension that supports who typically deal zero damage can leverage.
  • Seraphine — Her High Note (Q) and Beat Drop (W) scale with AP while her Encore (R) extends support utility. The mana regeneration from Redemption sustains her ability-heavy mana costs, and the 10% Heal and Shield Power amplifies her shield from Stage Presence (P) passive.
  • Karma — Inspire (E) mantra shield scales with AP and benefits from Heal and Shield Power. Her ability haste synergy with Redemption allows more frequent Mantra applications. The mana regen covers her AP-cost-heavy build patterns.

❌ Suboptimal Picks

  • Engage supports (Nautilus, Leona, Blitzcrank): These champions deal damage and CC rather than heal or shield. The +30 AP contributes minimal damage for tanks, and the Heal and Shield Power provides near-zero value for champions with no significant heals or shields in their kit. Tank support items (Sunfire Aegis-style, Heartsteel) provide more relevant stats for the same role.
  • Damage carries: 30 AP is weak for damage-focused champions, and Heal and Shield Power is an entirely useless stat without heal/shield abilities to amplify. Any other AP item provides better damage efficiency.

⚙ Recommended Build Paths

Enchanter Core Build (Soraka / Nami / Janna)

  1. Staff of Flowing Water — First item — AP + Heal & Shield Power + ally AP buff on heal; enchanter foundation that Redemption compounds
  2. Redemption — Second item — +10% Heal/Shield Power stacks with Staff; INTERVENTION global active for teamfight timing
  3. Shurelya’s Battlesong — Third item — INSPIRING SPEECH movement speed for engage/disengage; compounding ability haste
  4. Ardent Censer — Fourth item — additional Heal/Shield Power + attack speed/on-hit buff to protected carry
  5. Mikael’s Blessing / Echoes of Helia — Fifth item based on team needs: cleanse for high-CC enemies or enchanted chain healing

Support AP Aggressive Build (Seraphine / Karma)

  1. Shurelya’s Battlesong — First item — playmaking engage or disengage active for proactive support
  2. Redemption — Second item — mana regen sustains AP-heavy ability patterns; INTERVENTION provides global impact during active play
  3. Imperial Mandate — Third item — mark-and-slow passive amplifies follow-up damage from carry partners
  4. Shadowflame — Fourth item — AP burst amplification for aggressive damage-support builds with high AP casters
  5. Situational fifth — Zhonya’s Hourglass vs burst, Rabadon’s Deathcap vs scaling compositions
💡 Pro Tip — INTERVENTION Timing in TeamfightsThe 2.5-second delay means INTERVENTION should be cast BEFORE the teamfight fully engages — not reactively.Cast on the location where you expect the fight to occur: Baron pit, Dragon pit, narrow jungle chokes.Against dive compositions: cast on your ADC the moment enemies commit to a dive — the beam lands 2.5 seconds after the dive begins.Used while dead: cast IMMEDIATELY when you die on the location where your team is fighting — the 2.5s delay means the beam can still land during the fight window.The 12-second Intervention reduction timer means only one Redemption per allied cluster is effective in rapid succession — coordinate with teammates who also hold Redemption.

🔄 Similar Items & Alternatives

ItemKey MechanicBest Forvs. Redemption
Ardent CenserHeal/Shield buff → AS + on-hit on protected targetHyper-carry protection supportsIndividual carry enhancement vs global teamfight impact
Staff of Flowing WaterHeal triggers AP + MS buff to allyAP-based enchanter healingAP teammate empowerment vs max HP true damage active
Mikael’s BlessingCleanse + heal activeAnti-CC protection supportsSingle-target CC cleanse vs AoE heal+damage active
Echoes of HeliaSoul Siphon chain healing on ability hitsSustained chain healersPassive sustain vs active burst heal
Moonstone RenewerStarlit Grace heal on ability use in combatActive teamfight healersPassive per-combat heal vs active global-range intervention
DawncoreEmpowers Heal and Shield Power itemsHeal/Shield Power stacking buildsBooster item vs standalone global active
Imperial MandateMark + speed for carry follow-upProactive playmaking supportsOffensive utility vs defensive global heal
Whispering CircletHeal and Shield Power scalingPure Heal/Shield Power buildsStat stacking vs active healing + true damage

❌ Common Mistakes & How to Avoid Them

  • Casting INTERVENTION reactively instead of proactively: The 2.5-second delay means casting after a fight starts is usually too late — the damage has already landed and allies are dead before the beam arrives. Identify fight locations in advance and pre-cast on entry chokepoints, objective pits, or before enemy engagement abilities land.
  • Not using it while dead: INTERVENTION can be used while dead — this is one of the most unique and impactful aspects of the item. Supports who die early in teamfights should cast INTERVENTION on their team immediately — the 2.5-second delay often still lands while the fight is ongoing.
  • Buying Redemption while dead during a critical window: Purchasing Redemption while dead disables INTERVENTION until respawn. If you already hold the item and die, casting INTERVENTION first before interacting with the shop is essential. Don’t purchase upgrades or other items accidentally disabling the active during a live fight.
  • Ignoring the 12-second reduction penalty for multiple Interventions: If a second Redemption is used on the same group within 12 seconds of the first, its effects are reduced by 50%. In coordinated five-man support builds, stagger INTERVENTION uses to avoid the reduction window — don’t both cast on the same cluster simultaneously.
  • Forgetting INTERVENTION breaks stealth: Casting INTERVENTION while in stealth (Twitch, Shaco, etc.) reveals the caster. In situations where stealth maintenance is critical, delay the cast until stealth is already broken by other means.
  • Undervaluing the 10% max HP true damage: Many supports treat INTERVENTION as purely a heal. The enemy damage component — 10% max HP true damage (15% in Arena) — is a meaningful damage source against high-HP targets. Against a 5,000 HP Malphite, INTERVENTION deals 500 true damage in an AoE. Use it aggressively on grouped enemies, not just defensively on your team.

✅ Best Practices

  • Pre-cast INTERVENTION: identify the fight location before engagement and cast 2.5 seconds early — Baron pit, Dragon pit, lane chokepoints where the fight will be centered
  • Use immediately on death — cast INTERVENTION the moment you die on your team’s position; the 2.5s delay frequently still lands during the active fight
  • Stack with other Heal and Shield Power items: Staff of Flowing Water, Ardent Censer, and Dawncore compound the 10% modifier — every stacked item increases all healing proportionally
  • In Arena: 15% max HP true damage on a 90-second cooldown is a significant burst tool in the confined combat format — prioritize casting it offensively on grouped enemies rather than defensively
  • Coordinate INTERVENTION timing with teammates who also hold Redemption — stagger casts 12+ seconds apart to avoid the 50% reduction penalty on overlapping usage
  • On Soraka: INTERVENTION’s global range complements her Wish (R) global heal — together they provide two independent global teamfight impact tools that can both activate from dead or far away

FAQ

Q: Can INTERVENTION really be used while dead?

A: A: Yes. INTERVENTION explicitly states it ‘can be used while dead.’ This is not a bug — it’s an intentional game design choice that gives supports global impact during their respawn timer. The moment you die, cast INTERVENTION on your team’s cluster. The 2.5-second delay means it can land during the ongoing fight. Note: if you BUY Redemption while dead, INTERVENTION is disabled until you respawn.

Q: Does INTERVENTION trigger spell effects?

A: A: Yes. INTERVENTION deals area damage and explicitly triggers spell effects. Items like Luden’s Companion and runes like Summon Aery interact with INTERVENTION’s cast — Luden’s Companion and Summon Aery prioritize targets based on proximity to the center of the beam. This makes Redemption synergize with spell-effect-dependent builds in ways that basic attack-based items don’t.

Q: Is INTERVENTION’s 10% max HP damage affected by the target’s resistances?

A: A: No. The damage is TRUE damage — it bypasses armor and magic resistance entirely. 10% max HP true damage is 10% regardless of how much armor or MR the target has built. This is why INTERVENTION is particularly valuable against high-HP tank compositions — their defensive stats provide no mitigation against the beam’s damage.

Q: How does the 12-second Intervention reduction work in practice?

A: A: If a target was already affected by another Intervention in the last 12 seconds, the second Intervention’s effects (both the heal and the damage) are reduced by 50%. This applies to the target individually — different targets in the AoE who weren’t affected by the first Intervention receive full effects. For teams where multiple players hold Redemption, stagger casts by at least 12 seconds to ensure full effectiveness.

Q: Does Heal and Shield Power affect the INTERVENTION heal?

A: A: Yes. The +10% Heal and Shield Power on Redemption itself amplifies INTERVENTION’s ally heal, and additional Heal and Shield Power from other items further increases it. At 30% total Heal and Shield Power, the maximum 350 HP heal becomes 455 HP. Stacking Heal and Shield Power items makes INTERVENTION’s healing increasingly powerful.

Q: Is Redemption worth building on non-support champions?

A: A: In most cases, no. The +30 AP is below average for AP damage dealers, and Heal and Shield Power is a near-useless stat without significant heals or shields in the champion’s kit. The INTERVENTION active provides value regardless of champion, but support-specific items with higher AP and damage passives outperform Redemption for non-support roles.

Q: How large is the 550-radius heal area?

A: A: The 550-radius area is notably generous — it’s roughly comparable to the capture radius of an objective point and covers a substantial portion of a standard narrow jungle corridor. In tight chokepoints (Dragon pit, Baron pit, jungle pathways), all five champions can frequently be within the 550-radius simultaneously, maximizing the multi-target heal value.

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