What is Eclipse? đ
Eclipse is the high-AD burst fighter item with a built-in two-hit health scaling damage proc and shield â a legendary that rewards champions who apply damage quickly from multiple sources within a narrow 2-second window. Unlike pure lethality items that amplify flat armour penetration, Eclipse’s EVER RISING MOON passive deals percentage max HP damage on the trigger â a damage type that scales with the target’s health pool rather than your AD, making it effective against both tanks and squishies regardless of their armour investment.
The shield component is equally important: 160 HP (+ 40% bonus AD) for melee or 80 HP (+ 20% bonus AD) for ranged on every EVER RISING MOON proc. In a fight where Eclipse triggers multiple times (once every 6 seconds), these recurring shields add up to significant effective HP â providing both offensive max HP damage and defensive sustain from a single item purchase. The shield duration of 2 seconds means it needs to matter immediately after proc, not passively.
The 60 AD + 15 AH base stat line is one of the most AD-generous combinations in the fighter item pool. For champions whose ability damage scales directly with AD â Zed, Talon, Camille, Fiora â the raw 60 AD contributes to every ability in the rotation immediately. The 15 AH simultaneously shortens those cooldowns, increasing the rate at which the two-hit window can be opened. Both stats compound with EVER RISING MOON directly.
| EVER RISING MOON â Damage & Shield MathTrigger condition: Apply 2 stacks to the same champion within 2 seconds. Stacks come from: basic attacks, abilities, item effects, summoner spells, CC application, and DoT effects â up to 1 stack per cast instance per champion.SR Melee damage (at 3,000 target HP): 6% Ă 3,000 = 180 bonus physical damage on proc.SR Melee damage (at 4,000 target HP): 6% Ă 4,000 = 240 bonus physical damage on proc.SR Ranged damage (at 3,000 target HP): 4% Ă 3,000 = 120 bonus physical damage on proc.SR Melee shield: 160 + (40% Ă bonus AD). At 100 bonus AD: 160 + 40 = 200 HP shield for 2 seconds.SR Melee shield at 200 bonus AD: 160 + 80 = 240 HP shield per proc.ARAM Melee shield: 160 + (50% Ă bonus AD) â the bonus AD ratio increases from 40% to 50%.Arena Melee damage: 8% target max HP (up from 6%) â significantly stronger against tanky opponents.Arena Melee shield: 250 + (50% Ă bonus AD) base shield increased from 160; AD ratio increased from 40% to 50%. |
đ Base Statistics
| Statistic | Value |
| Total Cost | 2,900 gold |
| Combine Cost | 625 gold |
| Sell Price | 2,030 gold |
| Attack Damage | +60 AD |
| Ability Haste | +15 AH |
| EVER RISING MOON: Trigger | 2 stacks on same champion within 2 seconds |
| EVER RISING MOON: Stack sources | Basic attacks, abilities, item effects, summoner spells, CC application, DoT ticks |
| EVER RISING MOON: Stack rate | Up to 1 stack per cast instance per champion |
| EVER RISING MOON: Melee damage | 6% of target’s max HP bonus physical damage |
| EVER RISING MOON: Ranged damage | 4% of target’s max HP bonus physical damage |
| EVER RISING MOON: Melee shield | 160 (+ 40% bonus AD) for 2 seconds |
| EVER RISING MOON: Ranged shield | 80 (+ 20% bonus AD) for 2 seconds |
| EVER RISING MOON: Cooldown | 6 seconds |
| Spell shield interaction | NOT blocked by spell shields (bypasses Edge of Night, Banshee’s Veil) |
| Item limit | Limited to 1 Eclipse |
| Item ID | 6692 |
| Availability | SR 5v5, ARAM, Nexus Blitz, Arena |
đșïž Map-Specific Differences
| Stat / Effect | SR 5v5 / Nexus Blitz | ARAM |
| Stat / Effect | SR 5v5 / Nexus Blitz | ARAM |
| Attack Damage | +60 AD | +60 AD (unchanged) |
| Ability Haste | +15 AH | +15 AH (unchanged) |
| EVER RISING MOON Melee shield | 160 (+ 40% bonus AD) | 160 (+ 50% bonus AD) |
| EVER RISING MOON Ranged shield | 80 (+ 20% bonus AD) | 80 (+ 25% bonus AD) |
| EVER RISING MOON Melee damage | 6% target max HP | 6% target max HP (unchanged) |
| Stat | Arena Value |
| AD (Arena) | +50 AD (reduced from 60) |
| Ability Haste (Arena) | +10 AH (reduced from 15) |
| EVER RISING MOON Melee damage | 8% target max HP (increased from 6%) |
| EVER RISING MOON Ranged damage | 5.34% target max HP (increased from 4%) |
| EVER RISING MOON Melee shield | 250 (+ 50% bonus AD) (base up from 160, ratio up from 40%) |
| EVER RISING MOON Ranged shield | 125 (+ 20% bonus AD) (base up from 80, ratio unchanged) |
| EVER RISING MOON Ranged ratio | Unchanged for ranged champions |
| đĄ Arena Eclipse â Significantly Stronger vs Tanks: Arena’s 8% max HP damage per EVER RISING MOON proc (up from 6%) is a major damage increase against tanky opponents. At 4,000 HP, each proc deals 320 bonus physical damage vs SR’s 240. Combined with the increased melee shield (250 + 50% bonus AD vs 160 + 40%), Arena Eclipse is substantially more powerful per proc â the reduced 50 AD and 10 AH are minor concessions relative to the proc amplification. |
đš Recipe & Components
Full build path with component costs and mid-build value:
| Component | Cost | Notes |
| Eclipse (Total) | 2,900 gold | Full EVER RISING MOON active on completion |
| Caulfield’s Warhammer | 1,050 gold (100 combine) | 20 AD + 15 AH at component â strongest mid-build stopping point; AH immediately shortens cooldowns |
| â Long Sword | 350 gold | AD component |
| â Glowing Mote | 250 gold | AH component |
| â Long Sword | 350 gold | AD component |
| Pickaxe | 875 gold | +25 AD at component â flat damage spike |
| Long Sword | 350 gold | +10 AD at component |
| Combine Cost | 625 gold | â |
| Sell Value | 2,030 gold | ~70% return on investment |
| đ Caulfield’s Warhammer First-Back Priority: Completing Caulfield’s Warhammer (1,050g) on the first meaningful back gives +20 AD and +15 AH immediately â with the AH applying to all ability cooldowns from that point forward. This mid-build stopping point is particularly strong for Eclipse because the AH from Caulfield’s Warhammer accelerates the rotation speed needed to apply two EVER RISING MOON stacks reliably within the 2-second window. |
⥠EVER RISING MOON â Complete Mechanics Reference
Stack Generation â Everything That Applies Stacks
EVER RISING MOON’s breadth of stack sources is what makes Eclipse generically powerful across champion archetypes. The passive stacks from every damage interaction type simultaneously â meaning a single ability that deals damage AND applies a CC AND triggers a DoT can generate stacks from each of those tagged interactions individually. However, each cast instance generates a maximum of 1 stack per champion â a single ability that hits multiple times from one cast generates only 1 stack, not one per hit.
| Source | Stack Behaviour |
| Basic attacks | Generate 1 stack per auto-attack |
| Abilities (damage) | Generate 1 stack per cast instance per champion hit |
| Item effects (damage) | Generate 1 stack â but only if tagged as pet damage OR applies a debuff (e.g. Black Cleaver shred) |
| Summoner spells | Generate 1 stack (Ignite application, Exhaust, etc.) |
| CC application | Generate 1 stack when applying CC â even without damage |
| DoT effects | Generate 1 stack per tick if the DoT is from a unique cast instance |
| Proc damage | Does NOT generate stacks unless also tagged as pet damage |
| Blind, Cripple, Drowsy, Kinematics, Nearsight, Stasis | Do NOT count as valid CC for stack generation |
| Black Cleaver debuff | CAN trigger a stack via its debuff application â despite being proc damage |
| Zed Razor Shuriken + Shadow Slash with Shadows | Special-cased: each tick of damage from the Shadow interaction generates its own stack |
| Ambessa Public Execution | Special-cased: generates a stack for suppression application AND the damage dealt separately |
Key Mechanical Rules
- Stacks are generated BEFORE the damage instances that cause them. This means if the second stack triggers EVER RISING MOON, the proc damage and shield activate simultaneously with the damage that applied the second stack â not after it. The sequence is: stack applied â proc triggered â damage + shield activate at the same moment.
- EVER RISING MOON is NOT blocked by spell shields. Unlike most damage abilities, the EVER RISING MOON proc bypasses Edge of Night’s ANNUL and Banshee’s Veil’s Eternal Winter. A target shielded against the next ability still takes EVER RISING MOON proc damage if stacks were applied before the shield consumed the ability. This is a critical offensive advantage against teams who build spell shields specifically to counter burst patterns.
- EVER RISING MOON deals proc damage â does not trigger spell effects. The proc bonus damage doesn’t interact with spell effect triggers (Spellblade, Lich Bane, etc.) â it is proc damage, not ability damage or an on-hit effect.
- Proc targets the closest enemy champion when multiple champions are hit simultaneously. If your AoE ability hits three champions at once and two of them each receive their second stack from that cast, EVER RISING MOON fires against the closest champion only. Prioritise positioning to ensure the desired target is closest when AoE two-hit procs are likely.
- The 6-second cooldown begins on proc â not on stack application. After EVER RISING MOON fires, the 6-second window is a hard cooldown before it can fire again on any champion, regardless of how many stacks you apply during that period.
| Melee vs. Ranged EVER RISING MOON â Key Differences:Melee: 6% max HP damage, 160 (+ 40% bonus AD) shield. At 200 bonus AD, shield = 240 HP per proc. Melee is the primary design target â the numbers are tuned for in-range sustained combat.Ranged: 4% max HP damage, 80 (+ 20% bonus AD) shield. At 200 bonus AD, shield = 120 HP per proc. Still meaningful but significantly less impactful â Eclipse is primarily a melee item. Ranged champions exist in the build path but are not the optimal target.ARAM Melee shield bonus AD ratio increases from 40% to 50%: At 200 bonus AD, ARAM melee shield = 160 + 100 = 260 HP per proc vs SR’s 240 HP. Minor but compounding advantage in ARAM’s constant fight environment.Arena Melee: 8% damage + 250 (+ 50% bonus AD) shield. At 200 bonus AD: 250 + 100 = 350 HP shield per proc. The Arena melee version of Eclipse is among the strongest individual item procs in the mode. |
đŻ When to Build Eclipse
Build Eclipse When:
- Playing a melee fighter or assassin with multiple stack sources per rotation: Champions whose ability rotation naturally hits the same target twice within 2 seconds â Fiora (Q Lunge â auto-attack), Camille (E dash into W), Zed (Living Shadow Q â main Q) â generate EVER RISING MOON stacks from different sources in the same combo, making the proc nearly automatic in any engagement.
- Targeting high-HP tanks who shrug off flat AD damage: The 6% max HP damage from EVER RISING MOON scales with the target’s health pool â a 5,000 HP tank takes 300 bonus physical damage per proc. Against a Malphite or Ornn who resists flat AD, Eclipse’s percentage health damage remains effective while pure AD items lose proportional value.
- Wanting both aggressive burst and a defensive shield in one item: Eclipse’s recurring shield (every 6 seconds) functions as a passive defensive tool across the entire fight. Unlike one-time shields from items like Sterak’s Gage, EVER RISING MOON reactivates every 6 seconds for as long as you can apply two hits to a target.
- Facing compositions where spell-shield defenses protect priority targets: EVER RISING MOON bypasses spell shields (Edge of Night ANNUL, Banshee’s Veil Eternal Winter). Against teams who invest in spell-shield items specifically to protect their carry from burst windows, Eclipse’s proc deals damage regardless of shield status.
- Building 60 AD is a high-priority stat for your ability scaling: Eclipse provides more base AD than most 3,000-gold items in the fighter category. For ability-scaling AD champions where 60 AD directly amplifies Q / W / E ratios, the base stat efficiency alone justifies the purchase before even factoring in EVER RISING MOON.
Do NOT Build Eclipse When:
- Your champion’s rotation hits the same target only once per cast cycle: If your ability pattern naturally applies only one interaction per 2-second window, EVER RISING MOON requires a basic attack to complete the two-hit trigger â which may not align with your champion’s optimal combat pattern. Assess whether your ability rotation naturally provides two interactions before assuming EVER RISING MOON triggers automatically.
- You need armour penetration against heavily armoured opponents: Eclipse provides no lethality or percentage armour penetration. EVER RISING MOON’s % max HP damage bypasses armour scaling, but the item’s regular AD damage is not amplified against armoured targets. If the enemy team builds heavy armour, Serrated Dirk-based lethality items complement Eclipse rather than substituting it.
- Pure AP ability damage champions: 60 AD and EVER RISING MOON (physical damage scaling) provide no AP scaling value. AP-primary champions have their own item paths. The only AP-adjacent use case is champions with mixed AD/AP scaling who benefit from both stats simultaneously.
- You need sustained healing rather than reactive shielding: Eclipse’s shield lasts 2 seconds per proc. Against champions who apply sustained damage over time, a 2-second shield provides temporary mitigation rather than lasting survivability. Items with omnivamp (Ravenous Hydra, Endless Hunger) provide sustained healing across the full fight rather than reactive shields.
đ„ Best Champions for Eclipse
Optimal â Melee Fighters with Multi-Hit Rotations
- Fiora: Blade Waltz (R) and Grand Challenge (R) combined with Lunge (Q) â auto-attack patterns guarantee rapid two-hit windows. Fiora’s Duelist’s Dance (P) vital procs count as cast instances for EVER RISING MOON â hitting a vital with Q generates a stack separately from the Q’s direct damage in some interactions. 60 AD directly amplifies all Q and R ratios. The recurring EVER RISING MOON shield during sustained dueling adds meaningful effective HP to her already high duel sustain.
- Camille: Precision Protocol (Q) â which already provides an empowered second hit â naturally generates two stacks in one ability cycle. Tactical Sweep (W) hits in two concentric zones. Hookshot (E) dash-into-attack creates immediate stack buildup on landing. Eclipse’s 15 AH reduces Precision Protocol and Hookshot cooldowns, increasing proc frequency.
- Zed: Razor Shuriken (Q) and Shadow Slash (E) special casing with Shadows generates additional stacks per damage tick â Zed’s EVER RISING MOON interaction is specifically enhanced by this exception, making him one of the strongest Eclipse users on a per-rotation basis. Death Mark (R) engagement followed by Living Shadow (W) abilities provides instant multi-source stacking.
- Talon: Noxian Diplomacy (Q) melee hit into Rake (W) boomerang application creates rapid two-hit windows on the same target. Shadow Assault (R) blade AoE applies separate instances. Eclipse’s 60 AD scales directly with his Q and R ratios. Lethality items in the remaining slots amplify the physical damage output of every hit including EVER RISING MOON itself (armour penetration applies to the proc physical damage).
- Irelia: Bladesurge (Q) resets on kills and applies marks; Defiant Dance (W) provides additional interactions; Vanguard’s Edge (R) blades surround targets applying multiple cast instances rapidly. Eclipse’s high AD amplifies Bladesurge burst damage and EVER RISING MOON fires consistently given Irelia’s high ability cast frequency in a rotation.
- Renekton: Cull the Meek (W) empowered version applies stacks; Ruthless Predator (W) stun is a CC application that generates a stack simultaneously with its stun damage. Two stacks in one W activation in the empowered form triggers EVER RISING MOON immediately. Eclipse’s 15 AH reduces Dominus (R) downtime.
- Aatrox: The Darkin Blade (Q) has three cast instances, each hitting different areas â landing Q hits from two separate casts within 2 seconds triggers EVER RISING MOON while World Ender (R) amplifies all damage including the proc’s % max HP component. Eclipse’s high AD directly amplifies Q ratios. The shield sustains Aatrox’s self-healing synergy during the proc window.
- Pantheon: Comet Spear (Q) thrust into auto-attack with Mortal Will stacked provides immediate two-hit windows. Aegis Assault (E) blocks damage while dealing rapid multiple hits. Pantheon’s naturally high physical damage ratios scale with 60 AD and lethality build directions.
Situational
- Wukong: Warrior Trickster (W) clone generates stacks from its own attacks; Cyclone (R) spinning hits apply stacks per rotation. Eclipse works but requires a specific AD build direction rather than Wukong’s more common tank-fighter hybrid paths.
- Riven: Broken Wings (Q) three-hit sequence applies three separate stacks rapidly; Wind Slash (R) into Valor (E) dash creates additional stacking. Eclipse’s AD amplifies all ability ratios. The recurring shield during Riven’s extended trading patterns competes with the item’s 6-second cooldown â the proc fires approximately once per full ability rotation.
Not Recommended
- Tank-primary fighters (Malphite, Ornn, Sion): Eclipse’s 60 AD and 15 AH provide minimal value for tank-oriented builds. EVER RISING MOON firing against tanks provides the enemy with percentage damage but the shield value is wasted on a champion not making aggressive offensive plays.
- AP mages and assassins: No AP scaling on the item or its passive. AP champions build Shadowflame or Luden’s Tempest for equivalent functions in the AP item tree.
- Ranged ADC marksmen: Ranged EVER RISING MOON values (4% HP damage, 80 + 20% bonus AD shield) are significantly weaker than melee. Marksmen have superior AD item options through their dedicated crit and attack speed paths.
âïž Recommended Build Paths
Fiora â Dueling Burst Build
- Caulfield’s Warhammer â First back (1,050g): 20 AD + 15 AH immediately; AH reduces Lunge (Q) cooldown for faster vital access; foundational Eclipse component
- Eclipse â First full item (2,900g): EVER RISING MOON fires on Lunge (Q) â auto-attack; % HP damage ignores tank armour; recurring 2-second shield sustains dueling uptime
- Ravenous Hydra â Second item: omnivamp sustain; AoE cleave extends EVER RISING MOON target range in teamfights; AD compounds Q ratios further
- Sundered Sky â Third item: guaranteed crit on first post-ability auto amplifies Q â empowered auto burst; heal on that crit stacks with Ravenous Hydra omnivamp; HP addition improves melee durability
- Death’s Dance â Fourth item: Ignore Pain converts incoming physical damage to a bleed DoT; AD + AH; bleed removal on kill synergises with Fiora’s consecutive duel pattern
- Wit’s End â Fifth item: MR for sustained AP damage; magic on-hit compounds EVER RISING MOON stack generation from auto-attacks
Zed â AD Assassin Eclipse Build
- Serrated Dirk â First back (1,000g): 30 AD + 10 lethality; immediate burst amplification; maintains Serrated Dirk â Eclipse path or redirect to other lethality items
- Eclipse â First full item (2,900g): EVER RISING MOON fires from special-cased Razor Shuriken + Shadow interaction; % HP damage on tanks who stack HP against Zed’s burst; shield sustains the post-R vulnerable window
- Youmuu’s Ghostblade â Second item: 18 lethality stacks with any future lethality purchases; movement speed active for gap-close pre-R; additional AD
- The Collector â Third item: execute at 5% HP; lethality; EVER RISING MOON proc into Collector execute creates a threshold kill at 5% HP where the target might otherwise survive a normal assassination
- Serpent’s Fang â Fourth item: Shield Reaver reduces enemy shields â EVER RISING MOON bypasses spell shields but doesn’t reduce HP shields; Serpent’s Fang handles Immortal Shieldbow and Sterak’s Gage that protect priority targets
- Edge of Night â Fifth item: ANNUL spell shield for the next engagement window; lethality; complementary defensive tool; note that EVER RISING MOON ignores spell shields on enemies, but Edge of Night protects Zed from incoming ability CC
| đĄ Eclipse + Lethality Stack â EVER RISING MOON Physical Damage and Armour Penetration: EVER RISING MOON’s bonus physical damage is subject to normal armour reduction from the target â and therefore benefits from lethality’s flat armour penetration. At 30 lethality (Eclipse build with Youmuu’s Ghostblade), EVER RISING MOON’s physical proc deals damage as if the target has 30 less armour. Against a squishy target with 45 armour (30 reduced to 15 effectively), the 180 HP proc damage (at 3,000 HP target) is further amplified by the penetration â the combined lethality + % HP proc creates a dual-scaling damage pattern where tanks take proportionally large procs and squishies take lethality-amplified procs. |
đ Similar Items â Fighter Burst & Sustain Family
Eclipse occupies the high-AD + two-hit burst + shield niche. Here’s how it compares to the closest alternatives:
| Item | Profile | vs. Eclipse |
| Immortal Shieldbow | AD + AS + crit; Lifeline shield on low HP; lifesteal | Choose Immortal Shieldbow for an emergency survival shield when HP drops critical. Eclipse wins when proactive % HP burst and recurring shields are more valuable than emergency safety |
| Maw of Malmortius | AD + MR + AH; Lifegrip shield on low HP vs magic damage; lifesteal | Choose Maw when the primary threat is AP burst requiring MR. Eclipse wins when dealing physical burst damage with % HP proc is the primary need |
| Blade of the Ruined King | AD + AS + lifesteal; Siphon passive deals % current HP damage on autos | BotRK targets current HP; Eclipse targets max HP â BotRK excels on AS-reliant fighters, Eclipse on ability-casting fighters. Different % HP damage niches |
| Endless Hunger | AD + omnivamp + tenacity; FAMINE (scaling AH); FEAST (kill-reward omnivamp) | Choose Endless Hunger when tenacity and kill-chain sustain are the priority. Eclipse wins when proactive % HP damage and two-hit shield proc are the core value proposition |
| Death’s Dance | AD + AH; Ignore Pain converts physical damage to bleed DoT; Cauterize removes bleed on kill | Choose Death’s Dance for physical damage mitigation and bleed removal on kills. Pairs excellently WITH Eclipse â buy both for burst damage output + damage mitigation |
| Sundered Sky | AD + HP + AH; guaranteed crit on first post-ability auto; heal on that crit | Choose Sundered Sky for guaranteed crit burst + heal combo on first attack post-ability. Eclipse provides continuous % HP proc every 6 seconds; Sundered provides a single large guaranteed crit. Different burst timing |
| Ravenous Hydra | AD + AH + omnivamp; AoE cleave on autos; active AoE hit | Choose Ravenous Hydra for sustained omnivamp across AoE hits. Best as a complement to Eclipse â the two items cover different damage patterns (AoE cleave + sustained omni vs. single-target % HP proc + shield) |
â Common Mistakes & How to Avoid Them
- Assuming EVER RISING MOON fires on every ability hit: The passive requires TWO stacks on the same champion within 2 seconds. A single Q hitting one target applies 1 stack â not the full proc. You need a second distinct interaction (auto-attack, second ability, DoT tick, CC application) on the same target within 2 seconds to trigger. Track your rotations and ensure a follow-up hit lands within the window.
- Not realising EVER RISING MOON bypasses spell shields: This is Eclipse’s most underutilised mechanical advantage. Against Edge of Night and Banshee’s Veil users, the proc fires regardless of spell shield status. Don’t play around a target’s spell shield to open the EVER RISING MOON window â it always fires once two stacks are applied, shield or not.
- Ignoring the 6-second cooldown in sustained fights: EVER RISING MOON has a hard 6-second cooldown after each proc. During that window, applying stacks to the same target generates no proc. Track the cooldown actively and redirect to a secondary target during the cooldown period if EVER RISING MOON can fire there instead.
- Using CC types excluded from stack generation: Blind, Cripple, Drowsy, Kinematics, Nearsight, and Stasis do NOT generate EVER RISING MOON stacks. Champions whose primary CC falls into these categories lose one of the most efficient stack-generation sources. Evaluate whether your champion’s CC type contributes to stacking before counting on it in your rotation planning.
- Buying Eclipse on ranged champions expecting melee proc values: The 4% HP damage and 80 (+ 20% bonus AD) shield for ranged champions is significantly weaker than melee values. Ranged champions who want similar % HP burst have dedicated items in their archetype’s build path that provide better value.
- Expecting proc damage items to generate stacks: EVER RISING MOON specifically notes that effects dealing proc damage do NOT trigger a stack unless also tagged as pet damage or applying a debuff. Items like Wit’s End on-hit magic and Guinsoo’s Rageblade Wrath don’t generate stacks despite dealing damage. Only the Black Cleaver shred debuff is called out as an exception.
â Best Practices
- Build rotations around guaranteed two-hit windows within 2 seconds: Identify which two interactions in your combo reliably apply two stacks to the same target in under 2 seconds. For Fiora, Q Lunge â auto-attack is a fixed pattern. For Zed, W shadow + Q from both body and shadow creates near-simultaneous hits. Practice the two-stack trigger so EVER RISING MOON proc timing becomes automatic.
- Use the EVER RISING MOON shield proactively, not reactively: The 2-second shield window is short â it’s a burst-phase defensive tool, not sustained mitigation. Time your engagements so EVER RISING MOON procs at the start of the incoming burst window, where the shield absorbs the heaviest damage from the enemy’s own burst rotation rather than activating randomly mid-fight.
- Target high-HP tanks first with EVER RISING MOON to maximise proc damage: % max HP damage scales with the target’s health pool. Against a 5,000 HP tank, each 6% proc deals 300 bonus physical damage â equivalent to a significant portion of your AD on a single auto. In teamfights, opening EVER RISING MOON on the tankiest target maximises the proc damage even if you then switch to assassinating a squishy.
- Pair with Death’s Dance for burst-then-sustain fighter pattern: Eclipse provides the offensive burst (% HP proc) and reactive shield; Death’s Dance converts incoming physical damage to a bleed that’s removed on kills. Together, they create a fighter who deals % HP burst while converting enemy burst back into a DoT that disappears on each kill â a self-sustaining offensive-defensive loop.
- Redirect EVER RISING MOON during cooldowns to secondary targets: The 6-second cooldown doesn’t prevent stacks from accumulating on different champions â only from triggering the proc twice on the same champion within 6 seconds. In teamfights with multiple nearby enemies, apply two hits to a second target during the cooldown window to fire EVER RISING MOON there instead of waiting the full 6 seconds passively.
đŹ Final Summary
Eclipse is the AD fighter item that punishes high-HP targets through percentage max health damage while providing a recurring defensive shield and high base AD for ability scaling. The EVER RISING MOON passive‘s two-stack mechanic is broadly accessible â nearly every melee fighter’s rotation naturally applies two interactions within 2 seconds from multiple source types (attacks, abilities, CC, DoT) â making Eclipse a generically strong purchase across melee fighter archetypes rather than a niche specialist item.
The spell shield bypass is Eclipse’s hidden offensive advantage: EVER RISING MOON proc fires regardless of whether the target has an active Edge of Night ANNUL or Banshee’s Veil Eternal Winter. Against compositions that invest in spell shields to protect priority targets, Eclipse maintains full offensive value where other burst sources are negated by the shield consumption.
Arena’s enhanced proc (8% max HP, 250 + 50% bonus AD shield) makes Arena Eclipse substantially more powerful than the SR version â a 4,000 HP tank in Arena takes 320 bonus physical damage per EVER RISING MOON proc, and the enlarged shield provides over 350 HP of reactive defence per activation. If playing Eclipse in Arena, factor in this amplification when evaluating itemisation value relative to alternatives.
| Key Action Items:1. Identify your guaranteed two-hit window before the fight â know which two interactions in your rotation reliably apply two EVER RISING MOON stacks within 2 seconds; EVER RISING MOON does nothing without two stacks on the same champion in the window2. Do not play around spell shields on enemies â EVER RISING MOON bypasses both ANNUL (Edge of Night) and Eternal Winter (Banshee’s Veil); attack through the shield, the proc still fires once two stacks are applied3. Redirect EVER RISING MOON during the 6-second cooldown by applying two stacks to a secondary target â the cooldown is per-champion-proc, not global; multiple targets in a teamfight allow consecutive procs on different enemies4. Pair with Death’s Dance for the burst-then-sustain fighter loop â Eclipse provides % HP burst and reactive shield; Death’s Dance converts incoming burst to DoT removed on kills; together they create self-sustaining offensive-defensive trading |
đ SEO & Meta Information
| Field | Content |
| Meta Title | Eclipse â Complete Item Guide 2026 | MagicStark |
| Meta Description | Eclipse guide 2026: EVER RISING MOON mechanics, two-stack proc explained, melee vs ranged values, spell shield bypass, Fiora Zed builds, Arena differences. |
| URL | /eclipse-item-guide-league-of-legends/ |
| Keywords | Eclipse LoL, EVER RISING MOON passive, Eclipse Fiora, Eclipse Zed, Eclipse fighter build, LoL % HP damage items, Eclipse Arena guide, MagicStark |
| Item ID | 6692 |
| Sell Value | 2,030 gold |
| Availability | SR 5v5, ARAM, Nexus Blitz, Arena |
Related Articles
- Immortal Shieldbow â Complete Item Guide 2026
- Maw of Malmortius â Complete Item Guide 2026
- Blade of the Ruined King â Complete Item Guide 2026
- Endless Hunger â Complete Item Guide 2026
- Death’s Dance â Complete Item Guide 2026
- Sundered Sky â Complete Item Guide 2026
- Ravenous Hydra â Complete Item Guide 2026
- Edge of Night â Complete Item Guide 2026
- Serpent’s Fang â Complete Item Guide 2026
- Youmuu’s Ghostblade â Complete Item Guide 2026
- The Collector â Complete Item Guide 2026
- Best Fighter Items Tier List 2026
FAQ
Q: Does EVER RISING MOON proc get blocked by Edge of Night’s ANNUL spell shield?
A: No â EVER RISING MOON explicitly is NOT blocked by spell shields. Edge of Night’s ANNUL and Banshee’s Veil’s Eternal Winter both fail to intercept the proc. Even if the ability or attack that applied the second stack is blocked by a spell shield, EVER RISING MOON fires regardless once the two-stack threshold is met.
Q: Do all CC types generate EVER RISING MOON stacks?
A: Not all CC types. Blind, Cripple, Drowsy, Kinematics, Nearsight, and Stasis do NOT count as valid CC for EVER RISING MOON stack generation. Standard hard CC (stuns, roots, knockups, slows, silences) does generate stacks from the CC application itself. Evaluate your champion’s specific CC types to determine which interactions generate stacks.
Q: Can I apply EVER RISING MOON stacks faster than 1 per cast instance?
A: No â the passive generates a maximum of 1 stack per cast instance per champion. A multi-hit ability from a single cast (e.g., a channelled ability with multiple ticks) generates 1 stack per cast, not per hit. However, abilities with multiple distinct cast instances (Zed’s Q + Shadow Q special case, Renekton’s empowered W applying CC stun and damage separately) can generate additional stacks from each classified instance.
Q: Is Eclipse good on ranged champions?
A: Eclipse is available on ranged champions but at significantly reduced values â 4% max HP damage (vs 6% melee) and 80 (+ 20% bonus AD) shield (vs 160 + 40% melee). Ranged champions typically have better-value options in their dedicated item paths. Eclipse is primarily a melee-oriented item; ranged users are not the design target and will underperform relative to a melee champion’s Eclipse value per gold spent.
Q: How frequently can EVER RISING MOON fire against the same target?
A: EVER RISING MOON has a 6-second cooldown after each proc. The minimum interval between two procs on the same target is 6 seconds plus the time needed to apply two stacks again after the cooldown expires. In a sustained 1v1 fight, EVER RISING MOON can proc approximately once every 7â9 seconds depending on ability cooldowns and attack speed.
Q: Does Eclipse work well in Arena?
A: Arena Eclipse is significantly stronger than the SR version: damage increases to 8% max HP (melee), base shield increases to 250 + 50% bonus AD, and cooldowns on the stats are reduced (10 AH vs 15, 50 AD vs 60). The proc amplification is substantial â against a 4,000 HP opponent, each EVER RISING MOON proc deals 320 bonus physical damage. Arena’s shorter rounds also mean the 6-second cooldown represents a smaller proportion of the total fight time, increasing effective proc frequency per fight.