Hextech Rocketbelt

What is Hextech Rocketbelt? 🚀

Hextech Rocketbelt is the engagement tool for AP burst mages who need mobility — a legendary item combining 70 AP, 20 AH, and 300 HP with an active dash-and-rocket-volley that provides both gap-closing engage and a burst of AoE magic damage. The SUPERSONIC active fills the role that Flash fills for immobile mages: a 275-unit positional shift directly into the fight, followed by a fan of 7 exploding rockets that deal 100 + 10% AP magic damage to anything they hit.

The 300 HP makes Hextech Rocketbelt more than a pure damage item — it’s a hybrid durability-plus-engage legendary that keeps squishier mages alive after they commit to a SUPERSONIC dash into the enemy team. For champions who are inherently melee-range or short-range AP fighters (Sylas, Fizz, Ekko), the 275-unit dash closes the gap that would otherwise require Flash or a wasted ability cast to bridge, and the 300 HP padding provides meaningful survivability during the post-dash close-range exchange.

SUPERSONIC’s basic attack reset is a mechanic often overlooked: after the dash and rocket volley, the user’s basic attack timer resets — enabling an immediate empowered or on-hit basic attack from the new position without waiting for the attack animation cycle to complete. This is particularly relevant for champions who weave basic attacks into their ability combos (Ekko, Sylas, Viktor) where the attack reset translates into additional free damage within the post-dash burst window. At 2,650 Gold, sell value 1,855 Gold, ID: 3152.

📊 Base Statistics

StatisticValue
Total Cost2,650 Gold
Combine Cost300 Gold
Sell Price1,855 Gold
Ability Power+70 AP
Ability Haste+20 AH
Health+300 HP
SUPERSONIC: Dash distance275 units in target direction
SUPERSONIC: Terrain interactionDoes NOT dash through terrain
SUPERSONIC: Rockets firedArc of 7 rockets forward
SUPERSONIC: Rocket range1,050 units
SUPERSONIC: Explosion radius185-radius area per rocket upon collision
SUPERSONIC: Damage conditionEnemies within 85 units of the dash path AND enemies hit by any rocket’s explosion
SUPERSONIC: Damage100 (+10% AP) magic damage per cast
SUPERSONIC: Damage frequencyOnce per cast — same enemy cannot be damaged again for 3 seconds by the same user
SUPERSONIC: Cooldown40 seconds (SR/ARAM/Nexus Blitz)
SUPERSONIC: Basic attack resetYES — resets the user’s basic attack timer after SUPERSONIC
SUPERSONIC: Damage typeArea damage — TRIGGERS spell effects
SUPERSONIC: Spell shieldBLOCKED by spell shield
SUPERSONIC: TargetingDirection-targeted effect
SUPERSONIC: StealthCast BREAKS stealth
SUPERSONIC: Cast timeBrief cast time during the dash
SUPERSONIC: MissilesProjectiles — do NOT pass through terrain
SUPERSONIC: Dash interruptInterrupted by knockdown and airborne effects
SUPERSONIC: Grounded/RootedDISABLED while grounded or rooted
SUPERSONIC: Damage hitboxExtends 400 units BEHIND the user while dashing
SUPERSONIC: Hail of BladesBasic attack reset does NOT count as one for Hail of Blades
Item limitLimited to 1 Hextech Rocketbelt
Item ID3152
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena
📊 SUPERSONIC — Damage Scaling at Key AP ValuesSUPERSONIC damage formula: 100 + (10% × total AP). The 10% AP ratio is modest — it rewards AP stack but doesn’t scale explosively. The primary value of SUPERSONIC is positional (the 275-unit dash and 1,050-unit rocket range) rather than raw damage output per cast.Damage at key AP milestones:  200 AP: 100 + 20 = 120 magic damage per cast.  300 AP: 100 + 30 = 130 magic damage per cast.  400 AP: 100 + 40 = 140 magic damage per cast.  500 AP: 100 + 50 = 150 magic damage per cast.  600 AP: 100 + 60 = 160 magic damage per cast.  Arena (95 AP base from item): +9.5 bonus damage at item completion alone vs SR’s +7 (70 AP). Combined with Arena’s 25s CD vs SR’s 40s, SUPERSONIC fires approximately 60% more frequently in Arena, making the total Arena damage output per game significantly higher.Context: SUPERSONIC’s 100-160 magic damage is not a primary damage source — it’s a combo extender that adds flat magic damage on top of the mage’s ability burst sequence. The engagement mobility from the 275-unit dash delivers the mage into ability range, where the real damage comes from their kit. SUPERSONIC is the delivery mechanism, not the main damage tool.

🔹 Recipe & Components

Hextech Rocketbelt builds from Hextech Alternator + Fiendish Codex + Ruby Crystal with a 300g combine:

ComponentCostNotes
Hextech Alternator1,100 Gold (+300)Amplifying Tome + Amplifying Tome + 300 combine; +40 AP at component level (two Amplifying Tomes); no AH; primarily an AP input; also builds into Hextech Gunblade and other hybrid AP legendaries
Amplifying Tome400 GoldPart of Hextech Alternator — +20 AP input ×2
Amplifying Tome400 GoldSecond Amplifying Tome — +20 AP input
Fiendish Codex850 Gold (+200)Amplifying Tome + Glowing Mote + 200 combine; +30 AP + 10 AH at component level; provides AH mid-build before full item completion
Amplifying Tome400 GoldPart of Fiendish Codex — AP input
Glowing Mote250 GoldPart of Fiendish Codex — AH input
Ruby Crystal400 Gold+150 HP at component level; also builds into other HP-containing items; provides HP before completion
Combine Cost300 GoldVery low combine cost — majority of gold is in the three components
Total2,650 GoldComplete Hextech Rocketbelt — 70 AP + 20 AH + 300 HP; 300g combine is among the lowest of any legendary
💡 Hextech Alternator + Fiendish Codex + Ruby Crystal — Flexible Pre-Build PathHextech Alternator (1,100g): +40 AP at component level. No AH contribution — purely AP before completion. The Alternator is the heaviest AP component in the recipe.Fiendish Codex (850g): +30 AP + 10 AH. The AH arrives at Codex purchase — mid-build ability haste for earlier CD reduction.Ruby Crystal (400g): +150 HP at component level — immediate HP for survivability during the build-up period.Optimal purchase order for AP/HP needs:  Ruby Crystal (400g) on first back: immediate HP survivability for short-range mages taking damage in early trading.  Fiendish Codex (850g): AH + AP — begins CD reduction from second back.  Hextech Alternator (1,100g) + 300g combine: completes Hextech Rocketbelt with SUPERSONIC active live.Alternative for AP-prioritizing builds:  Hextech Alternator (1,100g) first: heaviest AP component available early; Alternator’s +40 AP helps with early trades if HP isn’t the immediate concern.At 2,650g, Hextech Rocketbelt has a very low combine cost (300g) — nearly all gold goes into the three components, which provide pre-completion stats (70 total AP before combine, 10 AH from Codex, 150 HP from Crystal) throughout the build process.

🚀 SUPERSONIC — Complete Mechanics Reference

The Active — Dash + Rocket Arc Sequence

SUPERSONIC is a direction-targeted active: the player aims it in a direction, and the item dashes the user 275 units that direction (not through terrain) then fires an arc of 7 rockets forward from the post-dash position. Each rocket travels 1,050 units and explodes in a 185-radius area upon collision. Enemies within 85 units of the dash path AND enemies hit by any rocket’s explosion take 100 (+10% AP) magic damage per cast.

The 275-unit dash is specifically designed as an engagement gap closer: 275 units is enough to cross from outside a typical melee-range mage’s ability range into melee range where their abilities land. For Fizz (Playful Trickster E 400-unit hop + SUPERSONIC 275-unit dash = nearly 700-unit total positional shift), Sylas (Chain Lash Q 775-unit range already covers the gap, SUPERSONIC provides secondary mobility), and Ekko (Phase Dive E 300-unit dash in kit + SUPERSONIC = persistent supplementary dash for combo extensions), the 275-unit SUPERSONIC dash meaningfully changes engage angles and distances.

Basic Attack Reset After SUPERSONIC

After the SUPERSONIC dash and rocket volley complete, the user’s basic attack timer is reset. This means the attack animation cycle restarts from the beginning — allowing the mage to immediately begin a basic attack after the SUPERSONIC sequence without waiting for the previous attack animation to finish. In practice: SUPERSONIC dash → rockets fire → attack timer reset → immediate basic attack from new position. For mages who weave basic attacks between abilities (Ekko, Viktor, Sylas), this attack reset contributes free bonus damage from the reset auto landing within the post-dash burst window.

Important clarification: the basic attack reset does NOT count as one attack for Hail of Blades rune purposes. Hail of Blades requires actual basic attacks to charge — the reset mechanic from SUPERSONIC doesn’t advance the Hail of Blades stack counter.

Interaction Rule — 3-Second Same-User Damage Limit

SUPERSONIC may only damage enemies once every 3 seconds by the same user. Subsequent casts of the active against enemies recently hit by a previous SUPERSONIC cast will not deal damage to those enemies. This mechanic prevents the Hextech Rocketbelt active from being exploited in scenarios where the CD resets rapidly (Arena’s 25s CD) or where multiple items with overlapping identifiers could chain. In normal gameplay, the 40-second CD ensures the 3-second per-enemy damage limit is never relevant — the CD far exceeds the 3-second window. In Arena (25s CD), the limit could theoretically matter in extended fights where SUPERSONIC fires twice on the same target within 3 seconds.

Damage Hitbox Extending 400 Units Behind During Dash

The wiki notes that SUPERSONIC’s damage hitbox while dashing extends 400 units behind the user. This means as the mage dashes forward 275 units, the damage hitbox trails 400 units behind the starting position — creating a 675-unit combined damage window (275 forward dash + 400 behind extension) along the dash path. Enemies caught behind the Rocketbelt user’s starting position as the dash initiates are caught in the trailing hitbox. This is a niche interaction relevant primarily when enemies are chasing the mage from behind — a SUPERSONIC dash away from a pursuing enemy can hit them with the backward hitbox even while dashing forward.

SUPERSONIC During-Dash Interaction Table

CategoryStatusDetail
AttackingDISABLEDCannot basic attack during the dash
AbilitiesDISABLEDCannot use abilities during the dash
MovementDISABLEDCannot input movement during the dash
ItemsALL DISABLEDAll item actives are disabled during the dash
ConsumablesDISABLEDCannot use consumables during the dash
Spells: UsableBarrier, Clarity, Cleanse, Exhaust, Ghost, Heal, Ignite, SmiteThese summoner spells can be used during the dash
Spells: DisabledFlash, Teleport, Recall, Hexflash, Mark, DashThese summoner spells are disabled during the dash
Interrupted byDeathDeath interrupts the SUPERSONIC dash

SUPERSONIC — Full Mechanics Table

MechanicDetail
Active typeDirection-targeted
Dash distance275 units
Dash: TerrainDoes NOT dash through terrain
Dash: InterruptsInterrupted by knockdown and airborne effects
Dash: Disabled whenGrounded or rooted — SUPERSONIC cannot activate
Rockets firedArc of 7 rockets from post-dash position
Rocket range1,050 units
Rocket explosion radius185-radius area per rocket upon collision
Damage condition 1Enemies within 85 units of the dash path
Damage condition 2Enemies hit by any rocket’s explosion (185-radius)
Damage100 (+10% AP) magic damage, once per cast
Damage typeArea damage — TRIGGERS spell effects
Spell shieldBLOCKED by spell shield
StealthCast BREAKS stealth
Cast timeBrief cast time during the dash
MissilesProjectiles — do NOT pass through terrain
Damage per enemy frequencyOnce every 3 seconds per user — same enemy not damaged again within 3 seconds
Damage hitbox: behind userExtends 400 units BEHIND the user while dashing
Basic attack resetYES — resets basic attack timer after SUPERSONIC
Hail of Blades interactionReset does NOT count as one attack for Hail of Blades
Cooldown (SR/ARAM/NB)40 seconds
Item limitLimited to 1 Hextech Rocketbelt
⚠ SUPERSONIC — Critical RulesDoes NOT dash through terrain — direction of dash is blocked by walls and terrain features; only dashes into open space in the target direction (up to 275 units). Cannot use SUPERSONIC to pass through wall shortcuts.Blocked by SPELL SHIELD — if the target has an active spell shield (Banshee’s Veil passive, Edge of Night active, Sivir Spell Shield W), SUPERSONIC’s damage is blocked. The dash itself still occurs.Cast BREAKS STEALTH — activating SUPERSONIC while invisible (Twitch passive, Shaco Q, Eve passive) immediately breaks the stealth effect. Do not use Rocketbelt while maintaining stealth positioning.DISABLED while grounded or rooted — SUPERSONIC cannot be activated if the user is grounded (Singed, Cassiopeia R, Poppy W) or rooted; plan SUPERSONIC use before CC is applied.Interrupted by knockdown and airborne — if the user is knocked up, knocked down, or launched airborne during the dash, SUPERSONIC is interrupted and the dash stops.Rockets do NOT pass through terrain — the 7 rocket arc fires from the post-dash position but each projectile is blocked by terrain features; firing rockets into walls produces no damage on the other side.3-second same-user damage limit — the same enemy cannot be hit by SUPERSONIC damage twice within 3 seconds from the same user; relevant in Arena with 25s CD where rapid re-engagement is possible.400-unit backward hitbox during dash — enemies chasing from behind who are within 400 units of the starting position as the dash begins are hit by the trailing damage hitbox even while the user dashes forward.
💡 SUPERSONIC — Engagement Geometry: Dash + Rocket ArcSUPERSONIC has two distinct damage zones that activate in sequence during a single cast:Zone 1 — Dash path damage (85-unit proximity): enemies standing within 85 units of the dash path are hit as the user passes through. This is the melee-range close-combat damage zone — targets immediately adjacent to the dash trajectory get hit automatically during the 275-unit dash. For melee-range mages diving into close combat, any enemy in the immediate path takes damage without the rocket arc needing to land.Zone 2 — Rocket explosion arc (185-radius per rocket, 1,050-unit range forward): from the post-dash position, 7 rockets fan forward. Each rocket travels up to 1,050 units and explodes in a 185-radius area on collision. The arc creates a fan-shaped damage cone in front of the post-dash landing position — covering a wide forward-facing angle.Optimal SUPERSONIC positioning: dash toward the cluster of enemies, landing in the center. Zone 1 (dash proximity) hits anyone along the 275-unit path; Zone 2 (rocket arc) fans forward from the landing point, covering enemies in front and to both sides. Positioning the landing point within 1,050 units of the main target cluster while keeping the fan arc facing toward the group maximizes the number of enemies hit by rockets.Anti-position use: dashing AWAY from a pursuer triggers the 400-unit backward hitbox, hitting the chasing enemy with Zone 1 proximity damage while simultaneously creating distance. SUPERSONIC as an escape tool deals damage to chasers even while retreating.

đŸ—ș Map-Specific Differences

StatSR 5v5 / ARAM / Nexus BlitzArena
Ability Power+70 AP+95 AP (+25 AP bonus)
Ability Haste+20 AH+20 AH (unchanged)
Health+300 HP+400 HP (+100 HP bonus)
SUPERSONIC CD40 seconds25 seconds (15s faster)
💡 Arena Hextech Rocketbelt — 95 AP, 400 HP, 25s CDArena changes are significant across all three modified stats:AP 70→95 (+25 AP): SUPERSONIC damage at Arena completion = 100 + (10% × 95) = 109.5 magic damage from item alone; with additional AP items, SUPERSONIC scales to ~160-180 at typical Arena AP totals. The +25 AP boost also increases all other ability damage from the champion’s kit.HP 300→400 (+100 HP): the extra 100 HP is meaningful in Arena’s forced close-range combat, where every HP point is more valuable due to smaller heal and regen windows between rounds.SUPERSONIC CD 40s→25s (-15s, 37.5% faster): this is the largest Arena change. At 25s CD, SUPERSONIC fires approximately every 18-20 seconds with typical AH builds — meaning the dash and rocket volley is available nearly every engagement in Arena’s 2-3 minute rounds. Multiple SUPERSONIC activations per round are standard in Arena. The 3-second per-enemy damage limit becomes more relevant in Arena where rapid re-engagements on the same target within 25s are possible.Arena strategy: Hextech Rocketbelt is a first-item priority for melee AP fighters and short-range mages in Arena. The 25s CD creates frequent SUPERSONIC windows, the 400 HP provides survivability in close-range Arena combat, and the 95 AP base boosts ability damage from completion. Arena Rocketbelt’s value is substantially higher than its SR equivalent due to the CD reduction alone.

🎯 When to Build Hextech Rocketbelt

Hextech Rocketbelt is the right choice when the mage needs an active dash for engagement or escape that doesn’t exist in the champion’s kit, combined with AP, AH, and HP in a single item slot. The item fills a specific role: getting a short-range or melee-range AP champion into the effective ability range of their primary damage abilities when their own kit lacks the mobility to close that gap reliably.

✅ Build Hextech Rocketbelt When:

  • Playing a melee or short-range AP champion with no reliable gap closer: Sylas (Chain Lash Q has range but W/E are close-range; SUPERSONIC adds a direction-targeted dash that doesn’t depend on latching an enemy with W), Viktor (limited kit mobility; SUPERSONIC into teamfight range before deploying Death Ray E and Chaos Storm R), Annie (zero kit mobility; Tibbers R requires getting into cast range; SUPERSONIC closes the 275-unit gap to land Tibbers on the clustered target)
  • Playing Fizz or Ekko who want additional mobility on top of their kit dash: Fizz has Playful Trickster (E) as kit mobility but the 400-unit hop has a long CD; SUPERSONIC supplements with a 40-second direction-targeted dash that doesn’t require targeting an enemy; Ekko’s Phase Dive (E) is a targeted dash at 300 units — SUPERSONIC adds a second dash option at a different CD for additional positional flexibility in extended fights or back-to-back engagements
  • Enemy team has enemies who keep distance but are vulnerable if the AP champion can reach them: against ADC + enchanter bot lane or a full-range composition, an immobile mage cannot reach the backline to apply their burst; SUPERSONIC 275-unit dash bridges the exact distance gap that separates a mage’s ability range from the protected backline; once SUPERSONIC closes the gap, the full ability combo sequence lands without the target kiting out of range
  • Building a hybrid AP/HP bruiser profile (Ekko, Sylas tank-mage): the 300 HP (400 in Arena) makes Rocketbelt a durability item as well as a mobility item; AP fighters who build AP + HP items (Rod of Ages, Riftmaker, Cosmic Drive) fit naturally with Rocketbelt as a first or second item that contributes to both the AP and HP stacking profile
  • Arena specifically: 25-second SUPERSONIC CD in Arena makes Rocketbelt one of the best active items for any AP fighter in the Arena format; the dash is available nearly every engagement, providing consistent gap-closing capability that cannot be itemized around by opponents within the short 2-3 minute Arena rounds

❌ Do NOT Build Hextech Rocketbelt When:

  • Playing a long-range mage who already has sufficient range: Xerath, Lux, Zoe — these champions operate at 800-1,600 unit range by design and never need to close to 275-unit dash range; SUPERSONIC’s dash is irrelevant for their kit and the AP, AH, HP stats can be obtained more efficiently from purpose-built mage items (Horizon Focus for long-range mages, Shadowflame for pure AP)
  • Playing a full-AP carry who needs maximum damage scaling over utility: if the game plan is pure AP burst output, Rabadon’s Deathcap (120 AP + 30% amplification), Shadowflame (100-110 AP + magic pen), or Stormsurge (95 AP + AoE proc) provide higher AP values and better scaling; Rocketbelt’s 70 AP is deliberately lower to account for the active utility
  • Building into pure tank without AP scaling: the item’s 70 AP is wasted on HP-stacking champions whose damage doesn’t scale with AP; pure tank items (Jak’Sho, The Protean, Heartsteel) provide far more HP and defensive stats without the AP stat overhead

đŸ‘„ Best Champions for Hextech Rocketbelt

✅ Optimal — Melee and Short-Range AP Fighters

  • Sylas — Chain Lash (Q) 775 units, Kingslayer (W) 625-unit dash latch, Abscond/Abduct (E) 550-unit swing. Sylas is the textbook Hextech Rocketbelt champion: melee-to-short-range AP fighter with an existing dash (E) that gets supplemented by SUPERSONIC as a second independent engagement tool. The SUPERSONIC dash doesn’t require targeting an enemy (direction-targeted), enabling Sylas to engage from a different angle than his E allows. The basic attack reset after SUPERSONIC integrates naturally into Sylas’s Q1 → W → basic attack combo sequences. The 300 HP from Rocketbelt gives the kit the durability to survive the post-dash close-range exchange against an enemy with abilities ready.
  • Fizz — Urchin Strike (Q) 550-unit dash-through, Seastone Trident (W) on-hit, Playful/Trickster (E) 400-unit untargetable hop, Chum the Waters (R) fish-slam. Fizz has the highest natural SUPERSONIC synergy of any champion due to combining SUPERSONIC with his already-mobile kit. SUPERSONIC → Q → W → E hop creates four positional tools in a single fight sequence. The 40-second SUPERSONIC CD is independent of Fizz’s E 16-second CD — enabling post-E re-engagement or different-angle dives that E alone doesn’t permit. Rocketbelt’s area damage from rockets also triggers spell effects (relevant for items like Liandry’s that proc off spell damage), layering additional damage onto Fizz’s standard ability rotation.
  • Ekko — Timewinder (Q) 1,050-unit boomerang, Parallel Convergence (W) time field, Phase Dive (E) 300-unit targeted dash, Chronobreak (R) rewind. Ekko’s Phase Dive (E) is direction-targeted at 300 units with a 3-hit passive window. SUPERSONIC provides a second 275-unit direction-targeted dash at a 40-second CD that operates independently of Phase Dive’s CD. In extended teamfights where Phase Dive was used early in the sequence, SUPERSONIC is available as the second mobility option. The basic attack reset from SUPERSONIC aligns with Ekko’s playstyle of weaving basic attacks between ability casts — the post-SUPERSONIC reset auto contributes to the Z-Drive Resonance (P) passive stacking.
  • Viktor — Siphon Power (Q) shield+empowered attack, Gravity Field (W) stasis, Death Ray (E) 700-unit diagonal beam, Chaos Storm (R) 700-unit placement. Viktor has almost no escape mobility — his kit is entirely offensive and ability-focused. SUPERSONIC fills the single mobility gap in Viktor’s build: a direction-targeted 275-unit dash for either engaging into Gravity Field (W) placement range or retreating from engaged enemies. The basic attack reset from SUPERSONIC enables the empowered Siphon Power (Q) basic attack to fire immediately after the dash lands, maximizing Viktor’s Q shield + empowered auto burst uptime before the full ability rotation fires.
  • Annie — Disintegrate (Q) 625 units, Incinerate (W) 625 units, Molten Shield (E), Summon: Tibbers (R) 600 units. Annie is the most immobile of the traditional burst mages — zero kit mobility. Tibbers (R) requires Annie to be within 600 units of the target to land the initial slam + ring-of-fire AoE. Against opponents who maintain 700+ unit distance, Annie struggles to engage without Flash. SUPERSONIC provides a reliable 40-second CD 275-unit engagement dash that is independent of Flash’s 300-second CD — effectively giving Annie a second Flash-equivalent engagement tool with AoE rocket damage on arrival, allowing her to close from 600 to 325-unit range and land Tibbers at the close-range target.

Situational Picks

  • Rumble: Flamespitter (Q) 600-unit cone, The Equalizer (R) 1,200-unit linear channel. Rumble’s Flamespitter requires staying at close range during the channel — SUPERSONIC helps close the gap before channeling Q without needing to walk into auto-attack range while not casting. The Equalizer (R) can be placed during SUPERSONIC’s flight direction to catch enemies in the rocket arc AND the equalizer zone simultaneously.
  • Brand (situational): Blaze (P) burn + Conflagration (E) spread. Brand’s kit is medium-range but benefits from SUPERSONIC’s area-damage interaction — SUPERSONIC triggers spell effects, meaning Liandry’s Torment’s TORMENT passive activates on SUPERSONIC’s damage alongside Brand’s standard ability burns. If building a Liandry’s + Rocketbelt combo, SUPERSONIC adds another spell-damage source that stacks the TORMENT burn.

❌ Not Recommended

  • Long-range mages (Xerath, Lux, Syndra, Veigar): SUPERSONIC’s 275-unit dash places these champions in dangerous close-range territory where they’re most vulnerable; their kit design rewards staying at maximum range; Rocketbelt inverts their safe-positioning gameplay; Horizon Focus (long-range amplification), Shadowflame (AP + magic pen), or Morellonomicon (grievous wounds) are correct choices
  • Pure AP carries who never basic attack: the basic attack reset is irrelevant for champions who never weave autos into their combo; Rocketbelt’s 70 AP is lower than competing AP legendaries for the same cost; if not utilizing the active and the reset, another AP legendary outperforms Rocketbelt on raw AP value

⚙ Recommended Build Paths

Sylas — AP Fighter SUPERSONIC Engage

  1. Ruby Crystal — First back (400g) — +150 HP; immediate survivability for Sylas’s close-range trading; prevents early deaths from aggressive lane opponents before Rocketbelt completion
  2. Hextech Rocketbelt — First full item — SUPERSONIC live; second engagement dash supplementing E; basic attack reset integrates into Q1 → W → reset-auto combo; 300 HP adds fighting durability
  3. Riftmaker — Second item — VOID CORRUPTION: stacking AP + omnivamp on ability use; Sylas’s sustained ability cycling builds VOID stacks rapidly; omnivamp heals during SUPERSONIC dash and ability rotation; HP stacking from Riftmaker + Rocketbelt builds Sylas’s effective HP pool
  4. Shadowflame — Third item — CINDERBLOOM magic pen + AP; after Riftmaker’s omnivamp sustain, Shadowflame adds burst damage amplification; combined with SUPERSONIC’s area damage spell-effect trigger, Shadowflame’s AP scales both ability burst and SUPERSONIC rocket damage
  5. Rabadon’s Deathcap — Fourth item — OVERDRIVE +30% total AP; at this build stage, Sylas has Rocketbelt (70) + Riftmaker (~60) + Shadowflame (110) = ~240 base AP before Rabadon’s; 30% amplification = +72 bonus AP, pushing total AP to 310+
  6. Cosmic Drive — Fifth item situational — SPELLDANCE: ability damage triggers movement speed boost; AP + AH + HP; movement speed after casting helps Sylas stay in close combat range after SUPERSONIC lands and the engagement sequence begins; AH reduces SUPERSONIC CD through ability haste stacking

Fizz — Burst Dive SUPERSONIC + Kit Combo

  1. Hextech Rocketbelt — First full item — SUPERSONIC as secondary dive tool independent of E; 300 HP for post-dive survivability; area damage triggers spell effects for Liandry’s pre-build
  2. Shadowflame — Second item — AP + magic pen; CINDERBLOOM pen scales with target’s current HP; Fizz’s all-in pattern hits full-HP targets at engagement = max Shadowflame pen; combined with SUPERSONIC area damage trigger
  3. Rabadon’s Deathcap — Third item — 30% total AP; Fizz at three items: Rocketbelt (70) + Shadowflame (110) + Rabadon’s (120 + 30% boost) = very high total AP; Chum the Waters (R) fish slam at this AP level threatens one-shot damage
  4. Void Staff — Fourth item — 40% magic pen; essential when enemies begin building MR against Fizz’s AP threat; pen + Shadowflame pen compound for near-complete MR reduction on squishy targets
  5. Zhonya’s Hourglass — Fifth item situational — STASIS active invulnerability; after SUPERSONIC dive and Chum the Waters fish landing, Zhonya’s stasis during the fish impact timing prevents burst while waiting for ally follow-up; AP + armor + stasis active = standard Fizz defensive item
💡 Hextech Rocketbelt + Riftmaker — AP + HP + Omnivamp StackHextech Rocketbelt: +70 AP, +20 AH, +300 HP, SUPERSONIC active dash. AP fighter’s mobility + HP foundation.Riftmaker: +60 AP, +15 AH, +300 HP, omnivamp stacking. VOID CORRUPTION: +1.5% omnivamp per stack (to 6%) + +2% damage per stack (to 8%) on ability/pet damage. Stacks from ability hits.Combined: Rocketbelt (70 AP, 300 HP) + Riftmaker (60 AP, 300 HP) = 130 AP, 600 HP from two items before any other purchases. This creates the HP foundation for a survivable AP fighter build.SUPERSONIC area damage activates Riftmaker’s VOID CORRUPTION stack: each SUPERSONIC cast that hits an enemy with the area damage contributes a VOID CORRUPTION stack, progressing toward the 6% omnivamp and 8% damage bonus.Sylas, Ekko, Fizz: all three are natural Riftmaker users (sustained ability cycling builds VOID stacks rapidly in close combat), and all three also benefit from SUPERSONIC for engagement. The Rocketbelt + Riftmaker combination covers the mobility need (SUPERSONIC), HP stacking need (300+300), AP scaling (130 combined), and omnivamp sustain (Riftmaker) in two item slots.

🔄 Similar Items — Mage AP/HP and Engagement Family

ItemAPOther StatsUniquevs. Hextech Rocketbelt
Hextech Gunblade+55+20 AH, +15% physical vampGLITCH: active slow-bolt; spell vamp; AD hybridHybrid AD/AP with slow vs pure AP + HP dash engage
Riftmaker+60+15 AH, +300 HPVOID CORRUPTION: stacking omnivamp + damage bonusHP stacking + omnivamp sustained vs dash engage; often built together
Cosmic Drive+80+20 AH, +250 HPSPELLDANCE: ability damage triggers movement speedMS utility vs active dash; higher AP (80 vs 70); often built second after Rocketbelt
Rod of Ages+500 AH, +400 HP, +400 manaETERNITY: HP+mana stacking per minute; SAVAGERY: mana to HP conversionLong-term scaling vs immediate active; different timing value
Dusk and Dawn+55+15 AH, +30 MRSPELLBLADE: omnidirectional ranged procAD/AP hybrid SPELLBLADE vs AP+HP dash; different stat profile
Liandry’s Torment+60+20 AH, +300 HPTORMENT: %HP burn on ability damage over timeSustained %HP burn vs burst dash engage; SUPERSONIC triggers TORMENT
Rylai’s Crystal Scepter+650 AH, +350 HPRIMEFROST: ability damage slowsUtility slow on abilities vs mobility; complementary — SUPERSONIC area damage slows via Rylai’s
Stormsurge+95+5% MSSTORMRAIDER: AoE proc + MS during movementHigher AP (95 vs 70) + MS vs dash + HP; no active mobility; different play pattern

❌ Common Mistakes & How to Avoid Them

  • Dashing into terrain walls accidentally: SUPERSONIC is direction-targeted and does NOT pass through terrain — firing in a direction blocked by a wall stops the dash at the wall boundary (the dash travels up to 275 units but stops when terrain is hit). Players unfamiliar with Rocketbelt’s terrain interaction attempt to use SUPERSONIC to pass through wall shortcuts (similar to Flash) and find the dash stops abruptly at the wall. Always verify the 275-unit path is open terrain before committing; Rocketbelt is not a Flash substitute for terrain traversal
  • Using SUPERSONIC while grounded or rooted: SUPERSONIC is completely disabled while the user is grounded (Singed adhesive, Cassiopeia R ground, Poppy W bubble) or rooted — the active simply won’t fire while these debuffs are active. Against champions who frequently apply ground effects (Singed, Poppy), plan SUPERSONIC use before the ground debuff lands rather than attempting to activate it reactively after being grounded
  • Breaking stealth unintentionally with SUPERSONIC: the cast breaks stealth — activating SUPERSONIC while invisible (Twitch passive ambush, Shaco Q, Eve passive) immediately reveals the user. This is particularly punishing when the stealth was providing positioning advantage before an assassination attempt. Never activate SUPERSONIC while maintaining stealth for a positional advantage unless the intent is to immediately break stealth and engage
  • Firing rockets into terrain after the dash: the 7 rockets fired from the post-dash position are projectiles and do NOT pass through terrain. If the SUPERSONIC dash is aimed parallel to a wall such that the rocket arc faces terrain, some rockets collide with the wall without reaching enemies. Always confirm the post-dash landing position has open forward space in the rocket arc direction before using SUPERSONIC
  • Not utilizing the basic attack reset for free damage: many players activate SUPERSONIC for the dash and rockets, then wait for the attack timer cycle to naturally reset before basic attacking. The basic attack reset is immediate after the SUPERSONIC sequence completes — the next basic attack fires from cycle zero without any wait time. In champions who weave basic attacks into combos (Sylas Q1 → W → attack, Ekko P stacking, Viktor Q empowered attack), the reset auto is a free bonus damage window that should be used immediately post-SUPERSONIC

✅ Best Practices

  • Aim SUPERSONIC so the post-dash landing position places the rocket arc facing the enemy cluster: the 7 rockets fire in a forward arc from the landing point; if the post-dash position has enemies directly in front, all 7 rockets target the cluster; the combination of dash-path proximity hits (85 units) AND rocket arc AoE maximizes the total number of enemies damaged per SUPERSONIC cast
  • Chain SUPERSONIC with Rylai’s Crystal Scepter for guaranteed slow on engagement: Rylai’s Crystal Scepter RIMEFROST slows on ability damage; SUPERSONIC’s area damage triggers Rylai’s slow on every enemy hit by the dash-path proximity or rocket explosion; arriving at the post-dash position with the target(s) slowed means the full ability sequence after SUPERSONIC lands against a slowed, less-mobile opponent — the mobility item delivers the mage AND applies the slow from Rylai’s simultaneously
  • Use the 400-unit backward hitbox when retreating from chasers: when using SUPERSONIC to escape a pursuing enemy, aim the dash away from the enemy — the 400-unit backward hitbox damage trails behind the dash, hitting the chasing enemy with damage during the retreat; creating distance AND damaging the pursuer simultaneously makes SUPERSONIC a more efficient escape tool than most players realize
  • In Arena: build Rocketbelt first and use SUPERSONIC aggressively every 25 seconds: Arena’s 25-second CD means SUPERSONIC is available approximately every other engagement in a typical round; the 400 HP also provides Arena-specific survivability; Rocketbelt as a first item in Arena secures the engagement mobility advantage from the earliest possible round, when opponents are least able to respond to a short-range mage suddenly having a guaranteed gap-closer available every 25 seconds
  • Build Rocketbelt + Liandry’s Torment for sustained %HP burn via SUPERSONIC area damage trigger: Liandry’s TORMENT activates on spell damage; SUPERSONIC deals area damage which triggers spell effects; each SUPERSONIC cast that connects applies Liandry’s TORMENT %HP burn on hit enemies; the combination creates a SUPERSONIC activation that simultaneously deals flat magic damage AND applies a sustained burning DoT through Liandry’s — a meaningful interaction for AP fighters who dive into Liandry’s sustained burn range after SUPERSONIC

FAQ

Q: Can SUPERSONIC dash through walls like Flash?

A: A: No — SUPERSONIC explicitly does NOT dash through terrain. The 275-unit dash travels in the target direction through open space only and is blocked by terrain features, walls, and terrain boundaries. This is a fundamental difference from Flash (which ignores terrain) and a common point of confusion for new Rocketbelt users. SUPERSONIC can only reach the 275-unit maximum distance if the path is completely open. Against terrain, the dash stops at the wall boundary. Plan SUPERSONIC use in open areas rather than attempting to use it as a terrain-traversal tool.

Q: Does SUPERSONIC deal damage twice if both the dash hitbox and a rocket hit the same enemy?

A: A: No — SUPERSONIC may only damage enemies ONCE per cast, regardless of how many rockets or hitbox zones hit the same target. Even if an enemy is within 85 units of the dash path AND a rocket’s 185-radius explosion simultaneously hits them, the total damage is still 100 (+10% AP) magic damage per cast, applied once. The ‘once per cast’ rule prevents any stacking of damage from the two damage zones on the same target within a single cast.

Q: Does the SUPERSONIC basic attack reset work with Hail of Blades?

A: A: The basic attack reset from SUPERSONIC does reset the basic attack timer (enabling an immediate attack after the SUPERSONIC sequence), but it does NOT count as one of the attacks required to activate Hail of Blades rune. Hail of Blades requires actual basic attacks to trigger — the attack reset from SUPERSONIC is a timer reset, not an attack charge toward Hail of Blades stacks. The immediate basic attack enabled by the reset CAN be used to start building Hail of Blades stacks normally, but the reset itself doesn’t advance the counter.

Q: Can SUPERSONIC be used to escape when rooted?

A: A: No — SUPERSONIC is completely disabled while the user is grounded or rooted. These debuffs prevent SUPERSONIC activation entirely — the active won’t fire regardless of timing attempts. This makes ground effects (Singed adhesive, Cassiopeia R, Poppy W) a direct counter to SUPERSONIC-dependent escape patterns. Plan SUPERSONIC uses proactively before these debuffs are applied rather than attempting to activate it reactively after being immobilized.

Q: Does SUPERSONIC trigger Liandry’s Torment’s burn passive?

A: Yes — SUPERSONIC deals area damage and triggers spell effects. Liandry’s Torment’s TORMENT passive activates on spell damage. Since SUPERSONIC’s area damage is explicitly noted as triggering spell effects, it activates Liandry’s TORMENT %HP burn on every enemy hit by SUPERSONIC’s dash-path proximity or rocket explosion. For Rocketbelt + Liandry’s Torment builds on AP fighters (Fizz, Sylas, Brand), each SUPERSONIC cast simultaneously deals flat magic damage AND applies the Liandry’s burn DoT — making SUPERSONIC a multi-layer damage tool beyond just the base 100 (+10% AP) per cast.

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