Black Cleaver

What is Black Cleaver? ⚔️

Black Cleaver is the definitive armor-stripping fighter item — a 3,000 gold legendary that converts physical damage output into escalating armor reduction on the target, compounding the damage of every subsequent physical hit in the same fight window. At 5 CARVE stacks (30% armor reduction), Black Cleaver fundamentally changes the math of physical damage: a target with 100 armor normally reduces physical damage by 50%. With 30% CARVE reduction applied, that 100 armor becomes 70 effective armor — physical damage resistance drops from 50% mitigation to 41.2% mitigation. That’s a shift from 50 damage out of 100 physical to 59 damage out of 100 physical on every hit after full stacks are applied.

The FATALITY limitation is the critical constraint — Black Cleaver occupies the FATALITY item slot, shared with other items in the same class. Only one FATALITY item can be held at a time, making the choice of which FATALITY item to build a fundamental strategic decision in fight-heavy AD builds. For fighters who want AD + HP + AH + armor reduction on one item, Black Cleaver is the most efficient single-item armor debuffer in the game.

FERVOR’s +20 movement speed for 2 seconds on physical damage is a persistent combat movement tool — in melee exchanges where physical damage is continuous, FERVOR keeps the fighter’s movement speed elevated throughout the fight. For engage fighters who need to stick to kiting targets, FERVOR provides a reliable anti-kite mechanism that doesn’t require an active cooldown.

CARVE — Armor Reduction Math at Each Stack LevelArmor reduction formula: 6% reduction per stack, applied multiplicatively to the target’s current armor value.Stack duration: 6 seconds, refreshed on each new physical damage application.Maximum stacks: 5 stacks = 30% total armor reduction.Effective armor remaining after CARVE by target armor value:50 armor target:1 stack (−6%): 50 × 0.94 = 47 armor → 32.0% dmg reduction (vs 33.3% baseline).3 stacks (−18%): 50 × 0.82 = 41 armor → 29.1% dmg reduction.5 stacks (−30%): 50 × 0.70 = 35 armor → 25.9% dmg reduction. Physical damage taken +10.8% vs baseline.100 armor target (standard tank baseline):1 stack (−6%): 100 × 0.94 = 94 armor → 48.5% dmg reduction (vs 50% baseline).3 stacks (−18%): 100 × 0.82 = 82 armor → 45.1% dmg reduction.5 stacks (−30%): 100 × 0.70 = 70 armor → 41.2% dmg reduction. Physical damage taken +17.6% vs baseline.200 armor target (armored frontline):1 stack (−6%): 200 × 0.94 = 188 armor → 65.3% dmg reduction (vs 66.7% baseline).3 stacks (−18%): 200 × 0.82 = 164 armor → 62.1% dmg reduction.5 stacks (−30%): 200 × 0.70 = 140 armor → 58.3% dmg reduction. Physical damage taken +25.0% vs baseline.Team benefit — CARVE is SHARED:CARVE’s armor reduction applies to the target’s total armor for ALL physical damage sources, not just the Black Cleaver holder’s damage. Every ADC auto-attack, assassin ability, and physical ability from ANY ally deals against the reduced armor value once stacks are on the target. In a team with multiple physical damage dealers, CARVE’s 30% armor reduction amplifies total physical damage output across the entire team.

📊 Base Statistics

StatisticValue
Total Cost3,000 gold
Combine Cost225 gold
Sell Price2,100 gold
Attack Damage+40 AD
Ability Haste+20 AH
Health+400 HP
Item ID3071
Item ClassFATALITY — Limited to 1 FATALITY item
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena
CARVE: TriggerDealing physical damage to an enemy champion
CARVE: Stack duration6 seconds (refreshes on each physical damage application)
CARVE: Max stacks5 stacks
CARVE: Armor reduction per stack6% armor reduction
CARVE: Armor reduction at max stacks30% armor reduction
CARVE: Spell shield interactionNOT blocked by spell shield
CARVE: First hit ruleFirst physical damage instance does NOT benefit from CARVE (debuff applied after hit, not before)
CARVE: Multi-hit stacking limitDoes NOT stack multiple times per frame from the same effect
CARVE: 0 damage triggerTriggers on 0 physical damage dealt by basic attacks
CARVE: Pet/effect triggersTriggers on most physical damage including pets and effects that apply multiple damage instances
CARVE: Clone interactionStacks transfer to clones; CARVE by clone also applies stacks
FERVOR: TriggerDealing physical damage
FERVOR: Effect+20 bonus movement speed for 2 seconds
FERVOR: Clone interactionCan grant bonus movement speed from clones

🔬 CARVE — Complete Mechanics Deep-Dive

The First-Hit Rule — Critical for Burst Damage Calculation

The most commonly misunderstood element of Black Cleaver: the first physical damage instance against a target does NOT benefit from CARVE’s armor reduction. The sequence is: ability/attack hits → CARVE stack applied → armor reduction activates. The first hit experiences the target’s full unmodified armor. Every subsequent physical damage instance against the same target benefits from the stacks applied by previous hits.

In practice, this means the Black Cleaver holder’s opening hit is always against unreduced armor — the first Q, the first auto-attack, the first ability in the combo. The design intention is clear: CARVE rewards sustained physical damage rather than one-shot burst. Against a full CARVE stack target (built by earlier hits or a teammate’s damage), every ability in the combo benefits from the existing 30% reduction.

⚠️ CARVE Stack Priority — Maximising Armor Reduction Uptime:Scenario A — Solo Black Cleaver holder opening a fight:Hit 1: Ability fires at full armor (100 armor, 50% mitigation). CARVE stack 1 applied.Hit 2: Ability hits at 94 armor (6% reduction from stack 1, 48.5% mitigation). Stack 2 applied.Hit 3: Ability hits at 88 armor (12% reduction). Stack 3 applied.Hit 4: Ability hits at 82 armor (18% reduction). Stack 4 applied.Hit 5+: Ability hits at 76 → 70 armor (24% → 30% reduction). Maximum CARVE from hit 5+.Scenario B — Pre-stacked CARVE from a teammate:If a jungle tank or support fighter has applied 5 CARVE stacks on the target before the ADC’s burst window, every ADC ability and auto-attack in the burst fires against 70 effective armor (30% reduction at 100 baseline). The ADC’s first hit benefits from full CARVE — the limitation of CARVE’s first-hit rule is circumvented by having another physical damage dealer pre-stack.Stack refresh — 6-second window:CARVE stacks last 6 seconds and refresh on each new physical damage application. In continuous melee combat, stacks do not expire as long as physical damage continues every 6 seconds or less. However, during gaps in combat (repositioning, CC duration, ranged retreat), stacks can expire if more than 6 seconds pass without physical damage to the target.

CARVE Stack Triggers — What Counts as Physical Damage

CARVE’s breadth of triggers is wider than standard ‘on-hit’ effects. It applies to most physical damage instances, including: basic attacks (even 0 damage auto-attacks on shields), ability physical damage, pet physical damage (Tibbers auto-attacks, Heimer turrets — physical damage component), and effects that apply multiple instances of physical damage type. The 0 physical damage trigger on basic attacks means CARVE stacks even when a basic attack deals 0 effective damage (hitting an unbreakable shield), which can be tactically relevant for pre-stacking CARVE on shielded targets before the shield breaks.

The once-per-frame stacking limit prevents specific multi-hit effects from applying multiple stacks simultaneously. Certain ability cast instances — Aphelios Infernum, Blitzcrank’s Power Fist, Camille’s Precision Protocol, Darius’s Crippling Strike, Jhin’s Whisper, Jinx’s Switcheroo!, Nasus’s Siphoning Strike, Nautilus’s Staggering Blow, Nocturne’s Umbra Blades, Quinn’s Harrier, and others — are limited to one CARVE stack per frame from their damage on a single target, preventing rapid double or triple stacking from single cast instances.

CARVE — Complete Trigger Reference:Confirmed CARVE triggers:✓ Basic attacks (including 0 physical damage hits against shields)Ability physical damage (Q/W/E/R dealing physical damage)Pet physical damage (Tibbers melee, Heimer turret physical component)Effects that apply multiple instances of physical damage typePhysical damage from most on-hit effects triggered by ability hitsPer-frame limit (one CARVE stack maximum per frame from single damage instances):• Aphelios Infernum (R); Blitzcrank Power Fist; Camille Precision Protocol; Caitlyn Headshot; Darius Crippling Strike; Dr. Mundo Blunt Force Trauma; Draven Spinning Axe; Garen Decisive Strike; Hecarim Devastating Charge; Jhin Whisper; Jinx Switcheroo!; Nasus Siphoning Strike; Nautilus Staggering Blow; Nocturne Umbra Blades; Quinn Harrier; Rek’Sai Relentless Pursuit; Riven’s kit elements; Sett Pit Grit; Shaco Backstab; Trundle Chomp; Vi abilities; Wukong abilities(This list is representative — check current patch wiki for complete per-frame limits)Non-basic damage applying only one CARVE stack per frame:• Ambessa Drakehound’s Step; Briar Snack Attack; Aphelios Chakram; Illaoi Harsh Lesson; Jarvan IV Martial Cadence; K’Sante Dauntless Instinct; Riven Runic Blade; Vayne Tumble; Viego Blade of the Ruined King on-hit; Xin Zhao Determination; Blade of the Ruined King on-hit; Hullbreaker; Muramana; Recurve Bow; Titanic Hydra Passive/Active; Dark Harvest; Shield BashSpell shield interaction:✓ CARVE is NOT blocked by spell shield (Sivir E, Nocturne W, Banshee’s Veil). When an ability is blocked by spell shield, CARVE still applies the stack despite the ability’s damage being prevented. Physical damage dealt as 0 still triggers CARVE.

FERVOR — Movement Speed in Combat

FERVOR activates on every physical damage event — basic attacks, ability hits, and pet attacks — granting +20 bonus movement speed for 2 seconds. Because the 2-second duration resets on every physical damage hit, in continuous melee combat FERVOR maintains near-permanent +20 bonus movement speed. This makes FERVOR most valuable for melee fighters who are actively auto-attacking or dealing ability hits continuously during chase or sustained fight scenarios.

FERVOR’s clone interaction — granting movement speed from clone damage — is a niche mechanic relevant to clone champions (LeBlanc, Shaco, Wukong, Neeko). When the holder’s clone deals physical damage, FERVOR activates on the holder. This can create unexpected FERVOR uptime when clones are dealing physical damage off-screen while the real champion is elsewhere.

🔨 Recipe & Components

ComponentCostNotes
Black Cleaver (Total)3,000 gold40 AD + 20 AH + 400 HP + CARVE + FERVOR
Phage1,100 gold (350 combine)Ruby Crystal (400g) + Long Sword (350g) + 350 combine; +200 HP + 15 AD at component — the HP + AD input; strong first-back purchase providing immediate tankiness; Phage’s own RAGE passive (movement speed on hit) may not apply at component stage but HP foundation is immediate
  └ Ruby Crystal400 goldHP input
  └ Long Sword350 goldAD input
Kindlegem800 gold (150 combine)Ruby Crystal (400g) + Glowing Mote (250g) + 150 combine; +200 HP + 10 AH at component — the AH + HP input; Kindlegem also builds into Spirit Visage, Warmog’s, Locket, and many support items, making it a safe first-back in ambiguous build situations
  └ Ruby Crystal400 goldHP input
  └ Glowing Mote250 goldAH input
Pickaxe875 gold25 AD at component — the primary AD input; no combat passive at component but meaningful AD spike
Combine Cost225 goldLow combine — most value is in the components; both Phage and Kindlegem are strong standalone components
Sell Value2,100 gold70% return on investment
🔑 Black Cleaver Component Strategy:Low 225g combine — component-heavy value:Black Cleaver’s 225g combine is among the lowest of any legendary item. The vast majority of its gold value is in the three components: Phage (1,100g), Kindlegem (800g), and Pickaxe (875g). This means both Phage and Kindlegem function as strong mid-build stopping points — completing either on the first back provides substantial stats before full item completion.Phage first — HP + AD for lane durability:Phage (1,100g) provides +200 HP + 15 AD immediately, giving the fighter lane durability (HP) and offensive presence (AD) without requiring the full 3,000g investment. For fighters who need to survive early laning before full item power, Phage first is the standard opening.Kindlegem first — AH for ability cycling:Kindlegem (800g) provides +10 AH + 200 HP. For fighters whose win condition is rapid ability cycling (Renekton, Camille with short Q/E cooldowns), Kindlegem first prioritises AH reduction on crucial ability cooldowns. Also a safer first back at 800g if the first clear was shorter than ideal.

🎯 When to Build Black Cleaver

Build Black Cleaver When:

  • Playing a physical damage fighter against armored frontlines or tanks building armor: CARVE’s 30% armor reduction at 5 stacks is most efficient against targets who have invested in armor (Frozen Heart, Thornmail, Randuin’s, Warmog’s Armor + natural HP scaling with moderate armor). Against a 150-armor tank, CARVE reduces effective armor to 105 — a shift from 60% damage mitigation to 51.2% mitigation. The absolute damage increase scales with how much armor the target has: CARVE is more valuable against high-armor targets than low-armor squishies.
  • Team has multiple physical damage dealers who will all benefit from shared CARVE stacks: CARVE’s armor reduction applies to ALL allies’ physical damage against the stacked target. In a team composition with ADC + physical jungler + fighter top laner, the Black Cleaver holder’s CARVE stacks amplify every auto-attack from the ADC, every physical ability from the jungler, and every hit from any physical damage ally. A single Black Cleaver on the team’s fighter provides team-wide armor strip — duplicating it on a second fighter provides redundant stacking (stacks don’t exceed 5) and FERVOR separately but not additional CARVE benefit.
  • Champion kit benefits from the AH + HP + AD stat combination for sustained fighting: Black Cleaver’s stat distribution (+40 AD, +20 AH, +400 HP) suits fighters whose abilities deal physical damage on short cooldowns — champions who cycle abilities in rapid succession benefit most from the 20 AH reducing those cooldowns, the 40 AD scaling each ability’s physical damage, and the 400 HP providing durability for the sustained melee range fights where CARVE stacks accumulate.
  • Champion needs anti-kite sustained chase in melee range — FERVOR provides reliable movement speed: FERVOR’s +20 movement speed on each physical damage hit creates persistent chase/anti-kite speed during continuous combat. For fighters against ADC-heavy compositions where the enemy kites backward (Caitlyn, Jinx, Ezreal), FERVOR keeps the fighter’s movement speed elevated while dealing physical damage in melee range. Unlike dash items that require cooldowns, FERVOR is a continuous effect that never depletes as long as physical damage is landing.
  • Black Cleaver is the FATALITY item that provides the most value for this specific champion’s kit among alternatives: As a FATALITY-class item, Black Cleaver competes in the same slot with other FATALITY items. If Black Cleaver’s stat combination and CARVE passive align better with the champion’s kit than the available FATALITY alternatives, it is the correct choice. Evaluate FATALITY item choice based on: (1) does the kit apply many physical damage hits? (2) is armor reduction more valuable than the alternative FATALITY passive? (3) does 400 HP provide more value than an alternative item’s HP equivalent?

Consider Alternatives When:

  • The primary threats are magic damage dealers and the team needs MR, not armor reduction: CARVE reduces the target’s armor — it provides no value against AP/magic damage enemies. Against full AP compositions, Black Cleaver’s passive is entirely wasted and the AD stats provide no mitigation against the AP threat. Prioritise MR items (Spirit Visage, Force of Nature) over Black Cleaver when magic damage is the primary survival threat.
  • Playing against squishy targets with naturally low armor (30–50 armor range): CARVE’s armor reduction provides less absolute value against targets with low base armor. Against a 40-armor squishy at 5 stacks (40 × 0.70 = 28 effective armor, reduction from 28.6% to 21.9% mitigation — only +8% physical damage increase), lethality items provide more damage per gold than CARVE stacking. Lethality bypasses a flat armor value entirely rather than reducing by percentage — against low-armor squishies, lethality > armor reduction % efficiency.
  • The team already has a Black Cleaver holder and building a second one would waste CARVE stacks above 5: Two Black Cleavers in the same team means both holders share the same 5-stack cap on the same target. The second Black Cleaver contributes FERVOR and stats but no additional CARVE stacking beyond what the first provides. If the team already has Black Cleaver, an alternative FATALITY item (or a non-FATALITY physical damage item) is more efficient for the second physical damage fighter.

👥 Best Champions for Black Cleaver

Optimal — Physical Ability Spammers with Sustained Melee Presence

  • Darius: Decimate (Q) AoE physical + Crippling Strike (W) slow + Apprehend (E) pull + Noxian Guillotine (R) execute. Darius’s HEMORRHAGE (P) bleed stacks accumulate alongside CARVE stacks — every Q, W, auto-attack, and E applies both HEMORRHAGE and CARVE simultaneously. At 5 CARVE stacks on a tank, Darius’s Decimate Q deals against 30% reduced armor, amplifying both the Q’s direct damage and each HEMORRHAGE bleed tick. Noxian Guillotine R’s execute scaling benefits from reduced target armor — the R fires at the same reduced armor value as every other physical hit after 5 stacks.
  • Renekton: Cull the Meek (Q) AoE heal + Ruthless Predator (W) stun + Slice and Dice (E) dash + Dominus (R) AoE. Renekton’s ability spam — Q+auto+W+auto+E+Q+auto — generates CARVE stacks rapidly from the continuous physical damage applications across his rotation. FERVOR’s +20 movement speed between each dashing E position keeps Renekton’s effective pursuit speed elevated. At 20 AH from Black Cleaver, Renekton’s already short ability cooldowns reduce further, tightening the gap between each CARVE-applying ability cast.
  • Camille: Precision Protocol (Q) enhanced attacks + Tactical Sweep (W) cone slow + Hookshot (E) grapple + The Hextech Ultimatum (R) capture. Camille’s Q double-hit applies physical damage twice in rapid succession — both hits apply CARVE stacks (within the per-frame limit on Q). Camille’s W cone deals physical damage to multiple enemies in the cone, applying CARVE to each. In her extended 1v1 ultimate cage, continuous Q+auto cycling maintains CARVE at 5 stacks throughout the isolated fight, ensuring every subsequent hit benefits from maximum armor reduction.
  • Garen: Decisive Strike (Q) silence + Courage (W) damage reduction + Judgment (E) spinning AoE + Demacian Justice (R) execute. Garen’s E Judgment hits spin attacks against a single target in melee range, each tick applying CARVE. Against a CARVE-stacked target, every E tick deals against reduced armor — with 5 stacks active, Garen’s E goes from spinning against 100 armor (50% mitigation) to spinning against 70 armor (41.2% mitigation). E’s multi-hit nature means CARVE builds rapidly during the E channel, with each tick after the first benefiting from the previous tick’s stack.
  • Nasus: Siphoning Strike (Q) farming + Wither (W) extreme slow + Spirit Fire (E) AoE armor debuff + Fury of the Sands (R) transformation. Nasus’s Q Siphoning Strike is his primary damage source — each Q hit applies CARVE from the physical hit. Spirit Fire (E) also reduces armor independently. CARVE + Spirit Fire’s armor debuff stack: if both are applied simultaneously, the target suffers both CARVE’s percentage reduction AND Spirit Fire’s flat armor reduction. At 5 CARVE stacks + Spirit Fire: the combined armor deficit makes Nasus’s Q deal substantially amplified physical damage against even high-armor tanks. Black Cleaver’s 20 AH reduces Q’s cooldown (6s base → lower with AH), tightening the Q farming cycle in later teamfights.
  • Sett: Knuckle Down (Q) empowered autos + Haymaker (W) shield + Facebreaker (E) AoE pull + The Show Stopper (R) slam. Sett’s Q empowers his next two auto-attacks with bonus physical damage — both Q-empowered autos apply CARVE stacks. In extended brawl fights where Sett’s identity shines (absorbing damage and dealing it back through W Grit), CARVE stacks accumulate from the continuous auto-attack exchanges. FERVOR’s movement speed keeps Sett in melee range during the mutual damage exchange, preventing the enemy from creating the distance needed to kite out of Sett’s Q range.
  • Volibear: Thundering Smash (Q) dash + Frenzied Maul (W) AoE + Sky Splitter (E) AoE lightning + Stormbringer (R) AoE. Volibear’s ability kit deals mixed damage but Q and W have significant physical components. CARVE stacks from Q and W physical hits, and FERVOR’s movement speed compounds with Volibear’s Q dash speed. At 20 AH, Volibear’s short-cooldown Q re-activates faster — improving chase patterns between consecutive Q dashes and CARVE re-application on fleeing targets.
  • Wukong: Crushing Blow (Q) armor reduction auto + Warrior Trickster (W) clone + Nimbus Strike (E) AoE dash + Cyclone (R) knockup spin. Wukong’s Q already applies −5% armor debuff independently — Q + CARVE stacks create a dual armor reduction system. The W clone physical damage triggers CARVE stacks on whatever the clone attacks, and FERVOR can activate from clone hits. Cyclone R’s spin hits apply CARVE to each enemy hit per tick — in a grouped teamfight, Cyclone’s AoE physical ticks rapidly apply CARVE to all nearby champions simultaneously (subject to per-frame stack limit per individual target).
  • Hecarim: Rampage (Q) AoE physical + Spirit of Dread (W) sustain + Devastating Charge (E) knock-back + Onslaught of Shadows (R) AoE fear. Hecarim’s movement speed scales his E Devastating Charge damage — FERVOR’s bonus movement speed compounds with Hecarim’s speed-scaling identity. Every Rampage Q hit applies CARVE and resets on consecutive Q casts, building stacks rapidly in extended fights. At 5 CARVE stacks, every subsequent Rampage Q deals against reduced armor — the Q’s AoE also applies CARVE to multiple targets in the AoE simultaneously.

Situational

  • Tryndamere: Bloodlust (Q) fury heal + Mocking Shout (W) slow + Spinning Slash (E) dash + Undying Rage (R) immortality. Tryndamere’s primary damage is auto-attack-based — Black Cleaver’s AH is partially wasted since Tryndamere’s abilities are on longer cooldowns and he primarily autos. CARVE stacks from auto-attacks are strong, and FERVOR’s movement speed helps with chase, but pure crit/AS builds often outperform Black Cleaver on Tryndamere for raw DPS. Situational when the team needs CARVE contribution and Tryndamere’s build has item flexibility.
  • Illaoi: Prophet of an Elder God (P) tentacles + Tentacle Smash (Q) AoE + Harsh Lesson (W) dash + Test of Spirit (E) extract soul + Leap of Faith (R) AoE. Illaoi’s W Harsh Lesson applies physical damage with one CARVE stack per frame. R spawns multiple tentacles that simultaneously smash nearby champions — CARVE from R applies to each champion hit. Situational because Illaoi’s primary power comes from tentacle positioning and E soul mechanics rather than CARVE stacking.

Not Recommended

  • AP mages: CARVE reduces armor, not MR. AP champions’ primary damage is magic damage — CARVE provides zero amplification to magic damage output. Black Cleaver’s AD and HP stats are suboptimal for mage builds that want AP, MR, or mana.
  • Assassins primarily building lethality for squishy targets: Lethality is more efficient than armor % reduction against low-armor squishies (ADCs, mages). Against 40-armor targets, lethality bypasses flat armor while CARVE’s 30% percentage reduction only removes 12 effective armor at max stacks. Black Cleaver is anti-tank; lethality assassins are anti-carry.

⚙️ Recommended Build Paths

Darius — Sustained Physical Dominance

  1. Phage — First back (1,100g): 200 HP + 15 AD immediately; durability in the kill-heavy Darius laning phase
  2. Black Cleaver — First item (3,000g): CARVE active; 40 AD + 20 AH + 400 HP; HEMORRHAGE + CARVE dual debuff on every Q and auto; AH tightens Q/W/E cycle
  3. Stridebreaker — Second item: HALTING SLASH active slow; gap-close and slow on demand; physical damage applies CARVE while in extended range; AD + HP for sustained durability
  4. Sterak’s Gage — Third item: PRIMAL INSTINCT shield on burst damage; AD + HP scaling with total base AD; shield activates in burst windows where Darius overextends after R reset
  5. Dead Man’s Plate — Fourth item: SHIPBREAKER momentum movement speed + armor; approach speed for Apprehend (E) range gap; physical damage from the empowered auto activates CARVE on impact
  6. Spirit Visage — Fifth item: MR + HP + healing amplification; Darius’s Q heal amplified by Visage; covers MR deficit in AP-heavy matchups while maintaining sustained healing in brawl fights

Renekton — Fast CARVE Stack + Anti-Tank Build

  1. Kindlegem — First back (800g): 10 AH + 200 HP; AH reduces Q/W/E cooldowns immediately; most impactful first-back buy for ability-cycling Renekton
  2. Black Cleaver — First item (3,000g): CARVE stacks rapidly from Q+auto+W+auto+E rotation; 20 AH total tightens every ability in Renekton’s burst combo; 400 HP for dive tank durability
  3. Sunfire Aegis — Second item: IMMOLATE proximity AoE magic damage; additional sustained damage in melee range on top of CARVE-reduced armor; HP + armor for physical matchups
  4. Hullbreaker — Third item (split-push Renekton): BOARDING PARTY solo split-push bonus; AD + HP + armor for extended split-push durability; CARVE on tower-diving targets before Hullbreaker bonus applies during siege
  5. Sterak’s Gage — Fourth item: shield + AD scaling; survivability in extended teamfight dives after R transformation ends
  6. Force of Nature — Fifth item: STEADFAST MR stacking vs AP; +4% MS at max stacks for anti-kite; Renekton taking magic damage during extended fights stacks STEADFAST while CARVE maintains armor debuff on the physical side
💡 Black Cleaver + Stridebreaker — Gap-Close + CARVE Stack Combo:Stridebreaker‘s HALTING SLASH active: dash toward target, dealing physical damage + slow in AoE. Each target hit by HALTING SLASH receives CARVE stacks from the physical damage — and the slow keeps them in range for the subsequent ability rotation that builds CARVE to 5. For fighters whose challenge is closing distance before the kill window expires (Darius without E range, Garen without E range), Stridebreaker’s reliable gap-close + CARVE initiation provides the engage tool that naturally transitions into full CARVE stacking during the resulting melee exchange.Stridebreaker physical damage → immediate CARVE stack on every hit target → FERVOR +20 MS activates → fighter continues into melee range for the full ability rotation that builds CARVE to 5 stacks.Combined: Stridebreaker + Black Cleaver = gap-close tool + armor reduction system + sustained movement speed — covering three of the fighter’s primary needs in one two-item combination.

🔄 Similar Items — Fighter AD & Armor Reduction Family

ItemProfilevs. Black Cleaver
Stridebreaker+55 AD, +20 AH, +400 HP; HALTING SLASH active: dash + AoE slow; TITANIZE: % HP increase on HP itemsComplementary rather than competitive — Stridebreaker provides the gap-close active that Black Cleaver’s FERVOR supplements. Both provide AD + AH + HP. Stridebreaker’s active is a cooldown gap-close; FERVOR is passive continuous. Common to build both on melee fighters needing engagement tools
Sterak’s Gage+50 base AD, +400 HP; PRIMAL INSTINCT: shield equal to 100% base AD when taking large burst damage; BATTLE FURY: +30% total AD when shield activatesDefensive burst protection vs offensive armor reduction. Sterak’s for surviving burst damage windows. Black Cleaver for sustained armor-reducing sustained damage identity. Often paired together — Black Cleaver first for armor strip offense, Sterak’s second for survivability
Trinity Force+40 AD, +20 AH, +333 HP; SPELLBLADE: empowered physical hit after each ability (150% base AD bonus); THREEFOLD STRIKE: takedowns grant permanent +3% base ADSPELLBLADE burst vs CARVE sustained debuff. Trinity Force for ability-to-auto weaving champions (Irelia, Corki). Black Cleaver for sustained CARVE stacking fighters. Both provide AD + AH + HP — different passive identities. Trinity Force for per-ability burst; Black Cleaver for team armor reduction
Sunfire Aegis+400 HP, +50 armor, +20 AH; IMMOLATE: AoE magic damage proximity burn; SMOTHER: bonus damage vs immobilized targetsArmor + HP tank vs AD + HP fighter. Sunfire is defensive (armor, no AD); Black Cleaver is offensive (AD, no armor). Sunfire for full tank builds; Black Cleaver for fighters wanting both damage and durability. Common to build Black Cleaver second after Sunfire on tanky fighters
Dead Man’s Plate+350 HP, +45 armor; MOMENTUM: out-of-combat movement speed buildup; SHIPBREAKER: empowered attack dealing bonus damage at max momentumArmor + movement speed approach vs AD + armor reduction. Dead Man’s for tanks who need approach speed and physical protection. Black Cleaver for fighters who already have durability and want offensive output + armor stripping. Often paired: DMP provides approach momentum, Black Cleaver provides armor reduction once in range
Hullbreaker+65 AD, +400 HP, +150% base HP regen; BOARDING PARTY: bonus resistances + bonus damage to structures when alone; nearby cannon minions empoweredSplit-push identity vs teamfight CARVE. Hullbreaker for solo-lane split-push fighters (Tryndamere, Fiora, Jax). Black Cleaver for teamfight fighters who fight in 3v3+ scenarios where CARVE’s team benefit multiplies. Both provide AD + HP — different passive contexts

❌ Common Mistakes & How to Avoid Them

  • Expecting the first physical damage hit to benefit from CARVE: The first physical damage instance against a target is always calculated against the target’s full unreduced armor — the CARVE stack is applied after the damage resolution, not before. Combos that open with the highest-damage ability (Darius Q, Garen E start) deal that opening damage at full armor. Plan combos to open with a lower-damage ability that applies CARVE stack 1, then follow up with the high-damage abilities that benefit from existing stacks.
  • Building a second Black Cleaver when a teammate already has one: CARVE stacks cap at 5 on a single target regardless of how many Black Cleavers are in the team. Two Black Cleaver holders simultaneously attacking the same target both apply CARVE stacks, but the total never exceeds 5 — the second holder’s stacking provides no benefit to the team’s armor reduction beyond what the first already achieves. If a teammate already has Black Cleaver, build an alternative physical damage item that adds different value (Stridebreaker active, Trinity Force SPELLBLADE) instead of duplicating CARVE.
  • Building Black Cleaver into low-armor squishies when lethality would be more efficient: Against ADC targets with 40–60 armor, CARVE’s 30% reduction at max stacks removes only 12–18 effective armor. Lethality items (Youmuu’s, Serylda’s Grudge, Edge of Night) bypass a flat armor value — at 20+ lethality, the armor penetration against a 40-armor target is mathematically superior to CARVE’s percentage reduction. Black Cleaver is an anti-tank item; against squishies, armor penetration outperforms armor reduction in physical damage efficiency.
  • Not applying CARVE before the ADC’s primary burst window: In coordinated teamfights, the Black Cleaver holder should be the first to engage the target — applying CARVE stacks before the ADC’s auto-attack burst or the AP carry’s ability combo. A fighter who engages 1–2 seconds before the rest of the team can build 3–5 CARVE stacks on the primary target, ensuring the ADC’s follow-up damage hits into already-reduced armor. Entering combat simultaneously with the ADC means the ADC’s burst fires against unreduced armor for the first few hits.
  • Underestimating FERVOR’s sustained movement speed value — not using it for anti-kite: FERVOR’s +20 movement speed triggers on every physical damage hit and lasts 2 seconds, refreshing continuously in melee exchange. Fighters who land a physical hit but then back off lose FERVOR uptime — the bonus requires being in continuous physical damage range to maintain. Use FERVOR by staying in physical damage range: auto-attack between abilities, maintain continuous melee pressure, and don’t create gaps in physical damage output that allow FERVOR to expire and the target to gain distance.

✅ Best Practices

  • Pre-stack CARVE on the primary tank before the team’s physical damage burst fires: In teamfights where the Black Cleaver holder can engage before full team commitment, apply 3–5 CARVE stacks on the priority target before the ADC or physical assassin commits to their burst window. At 5 stacks, the ADC’s entire burst sequence deals against 30% reduced armor from the first auto-attack onward — rather than the first 4 autos dealing against unreduced armor while CARVE builds. The 6-second stack duration provides a generous window for the pre-stack → team engage sequence.
  • Combine with a champion who has multiple rapid-hit physical damage sources to reach 5 stacks as fast as possible: Garen’s E Judgment, Wukong’s Cyclone R, Renekton’s Q + auto + W weave, Darius’s Q + auto + auto — champions who land 3+ physical damage instances in the first 2 seconds of combat reach 3–4 CARVE stacks before the opponent can react. Champions who apply one physical hit every 1–2 seconds take the full 8–10+ seconds to reach 5 stacks, reducing CARVE’s practical contribution in faster burst fight windows.
  • Use CARVE stacks from 0-damage basic attacks against shields to pre-stack before the shield breaks: CARVE triggers on 0 physical damage basic attacks — when the target has a spell shield or a small HP shield absorbing hits, auto-attacks still apply CARVE stacks even when the shield absorbs the physical damage. Against Sterak’s Gage-shielded targets or Sion’s Unstoppable Force Q shield, auto-attacking the shield applies CARVE stacks so that when the shield breaks, the target is already 2–3 stacks deep into armor reduction before the first unshielded damage instance lands.
  • Pair with Void Staff or Serpent’s Fang for teammates on balanced compositions — CARVE helps physical, magic pen helps magic: CARVE amplifies physical damage team-wide, but provides nothing against magic damage. In compositions where the team has both physical and magic damage dealers, having the Black Cleaver holder be the physical-side amplifier while an AP teammate runs magic pen items (Void Staff, Shadowflame, Cryptbloom) creates a two-vector armor and MR reduction system. Physical damage allies exploit CARVE; magic damage allies exploit MR reduction — the target’s resistances are attacked from both directions.
  • In the FATALITY item decision, evaluate Black Cleaver against Trinity Force and Stridebreaker based on ability combo identity: Black Cleaver suits sustained multi-hit physical damage fighters who fight in teamfights against armored targets. Trinity Force suits ability-to-auto weave fighters (Irelia, Corki physical builds) whose burst depends on SPELLBLADE proc. Stridebreaker suits fighters who need a gap-close active and prefer the Halting Slash chase tool over CARVE’s sustained stacking. The FATALITY slot decision is binary — building the wrong FATALITY item for the champion’s kit and game state is a significant gold efficiency loss.

🎬 Final Summary

Black Cleaver is the teamfight fighter’s armor reduction anchor — a 3,000 gold FATALITY-class item whose value multiplies with the number of physical damage allies benefiting from CARVE’s shared armor reduction. At 5 CARVE stacks (30% armor reduction), the target’s physical damage resistance is fundamentally reduced for every ally’s auto-attack, physical ability, and fighter melee exchange until the stacks expire. No other single item in the game applies team-wide armor reduction at this scale from one purchase.

The first-hit rule — CARVE debuff applied after the first physical damage instance, not before — is the central mechanical reality that separates Black Cleaver’s optimal play from suboptimal play. Building the combo sequence to deliver the highest-damage abilities after CARVE stacks exist (not as the opening hit) maximises the reduction’s impact. Pre-stacking for teammates is the highest-value play pattern: the Black Cleaver holder as initiator who applies 5 CARVE stacks on the primary target before the ADC’s burst window fires.

The FATALITY limitation makes the Black Cleaver selection a strategic decision that shapes the team’s physical damage amplification structure. One Black Cleaver per team is sufficient for full 5-stack coverage — duplicating it wastes the slot. The 225g combine and component-heavy build path (Phage + Kindlegem + Pickaxe) makes mid-build stats efficient at both the 800g (Kindlegem) and 1,100g (Phage) stopping points, letting the fighter scale gracefully without needing the full 3,000g completion to contribute meaningful stats.

Key Action Items:1. Pre-stack CARVE on the priority target before the team’s physical damage burst fires — engage 1–2 seconds ahead of the ADC and physical assassin, apply 3–5 physical hits to build CARVE to max, then the team’s full burst window lands against 30% reduced armor from the first ally hit onward2. Do not build a second Black Cleaver if a teammate already has one — CARVE caps at 5 stacks regardless of how many holders are in the fight; invest the FATALITY slot in an alternative item (Stridebreaker, Trinity Force) that provides different passive value3. Apply CARVE stacks from 0-damage basic attacks against shielded targets — auto-attacking a spell shield or HP shield still applies CARVE stacks even at 0 damage; pre-stack CARVE during the shield so that when the shield breaks, the first unshielded damage hit benefits from already-existing armor reduction4. Maintain FERVOR movement speed uptime by staying in continuous physical damage range — FERVOR’s +20 bonus movement speed refreshes every 2 seconds from each physical damage hit; gaps in physical damage output drop the movement speed bonus and allow kiting targets to increase the distance; auto-attack between abilities to maintain persistent FERVOR for anti-kite purposes

📝 SEO & Meta Information

FieldContent
Meta TitleBlack Cleaver — Complete Item Guide 2026 | MagicStark
Meta DescriptionBlack Cleaver guide 2026: CARVE 30% armor reduction 5 stacks, FERVOR movement speed, first-hit rule, FATALITY class, Darius Renekton Garen builds, team armor strip strategy.
URL/black-cleaver-item-guide-league-of-legends/
KeywordsBlack Cleaver LoL, CARVE armor reduction, Black Cleaver 30% armor, FATALITY item, Black Cleaver Darius build, FERVOR movement speed, Black Cleaver fighter, MagicStark
Item ID3071
Sell Value2,100 gold
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena

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FAQ

Q: Does CARVE’s armor reduction apply to my first hit or only from the second hit onward?

A: Only from the second hit onward. The first physical damage instance against a target is calculated against the target’s full unmodified armor — the CARVE stack is applied after the damage is resolved, not before. Every physical damage instance from the second hit onward benefits from all previously applied stacks. This means your opening ability or auto-attack always hits at full armor; plan your highest-damage abilities to land after CARVE stacks have accumulated from earlier hits.

Q: Does CARVE’s armor reduction benefit my entire team or just me?

A: CARVE’s armor reduction applies to the target’s total armor stat — which means ALL allies’ physical damage sources deal against the reduced armor value while stacks are active. If you have 5 CARVE stacks on a tank, every auto-attack from your ADC, every physical ability from your jungler, and every melee hit from any ally deals against the 30% armor-reduced target. One Black Cleaver holder provides team-wide armor strip — building a second Black Cleaver in the same team provides no additional stacking beyond 5.

Q: Does CARVE apply through spell shield?

A: Yes — CARVE is not blocked by spell shield. When an ability hits a spell shield (Sivir E, Nocturne W, Banshee’s Veil), the ability’s damage is blocked, but CARVE still applies the armor reduction stack. This also applies to 0-damage basic attacks — auto-attacking a shield that absorbs the hit still applies a CARVE stack. This rule can be exploited to pre-stack CARVE during a target’s shield window so that when the shield breaks, the first unshielded hits benefit from existing armor reduction.

Q: What is the FATALITY item limitation and what other items share this slot?

A: The FATALITY limitation means you can only hold one FATALITY-class item at a time. Black Cleaver is one of several FATALITY items — the exact list of other FATALITY items can be found on the current patch wiki. When building Black Cleaver, check whether an alternative FATALITY item (such as Trinity Force or Stridebreaker) would provide more value for the specific champion’s kit and game state. The FATALITY slot forces a strategic choice between different fighter item identities.

Q: How quickly can I reach 5 CARVE stacks in a real fight?

A: Speed depends on how many physical damage instances the champion lands per second. A champion like Renekton who opens with Q+auto+W+auto+E can apply 5+ physical damage instances within 2–3 seconds, reaching 5 CARVE stacks near the start of the fight. A champion landing one ability every 2 seconds takes 8–10 seconds to reach full stacks. The 6-second refresh means stacks persist as long as physical damage continues every 6 seconds. In teamfights, pre-engage the target 2–3 seconds before allies commit to build 4–5 stacks before the burst window opens.

Q: Does FERVOR movement speed stack with other movement speed sources?

A: Yes — FERVOR’s +20 bonus movement speed is additive with other bonus movement speed sources (Dead Man’s Plate MOMENTUM, Stridebreaker HALTING SLASH MS, Hecarim’s passive, Garen E movement speed). The 20 bonus MS adds directly to the champion’s total movement speed while active. In continuous melee combat where physical damage lands every 1–2 seconds, FERVOR maintains the +20 MS bonus effectively permanently, making it a reliable anti-kite tool throughout extended fights.

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