Moonstone Renewer

What is Moonstone Renewer? 🌙

Moonstone Renewer is the chain-heal support item — a legendary Support item whose STARLIT GRACE passive automatically propagates a portion of any heal or shield to the nearest additional ally within range, effectively multiplying the support’s output without requiring additional inputs. Every single heal and shield cast chains to a second target for free, making it the highest raw throughput support item when multiple allies are in proximity.

The stat package (+25 AP, +20 AH, +200 HP, +125% base mana regen) is deliberately support-oriented: the mana regeneration sustains high-frequency heal/shield cycling, the AH reduces support ability CDs, and the HP provides survivability for frontline-adjacent supports. The AP is modest — Moonstone Renewer is not a damage item; the AP only amplifies any scaling on heal/shield abilities that use AP ratios.

At 2,200 Gold, it is one of the most affordable full legendary support items — tied with Redemption (2,300g) and cheaper than Locket of the Iron Solari (2,500g). The low cost enables fast completion and early passive impact in the mid-game when ally proximity is consistent. Sell price: 1,540 Gold. ID: 6617. Available on SR 5v5, ARAM, Nexus Blitz, and Arena.

📊 Base Statistics

StatisticValue
Total Cost2,200 Gold
Combine Cost500 Gold
Sell Price1,540 Gold
Ability Power+25 AP
Ability Haste+20 AH
Health+200 HP
Base Mana Regen+125% base mana regeneration
Item LimitLimited to 1 Moonstone Renewer
Item ID6617
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena
📊 Moonstone Renewer vs Other Support Heal/Shield Items — Stat ComparisonMoonstone Renewer: +25 AP, +20 AH, +200 HP, +125% mana regen, STARLIT GRACE chain. Cost: 2,200g.Redemption: +30 AH, +200 HP, +125% mana regen, INTERVENTION AoE heal. Cost: 2,300g.Ardent Censer: +25 AP, +10 AH, +100% mana regen, SANCTIFIED AS + on-hit bonus to healed/shielded allies. Cost: 2,300g.Staff of Flowing Water: +30 AP, +15 AH, +125% mana regen, RAPIDS AP + AS buff to healed/shielded allies. Cost: 2,300g.Echoes of Helia: +30 AH, +200 HP, +125% mana regen, SOUL SIPHON stacking heal orbs. Cost: 2,200g.Moonstone Renewer’s STARLIT GRACE is the only passive that automatically propagates heal/shield to a second target — it amplifies total healing output across multiple allies rather than buffing a single target.Best with: multiple ally proximity (teamfight cluster, dive compositions). Weakest when: allies are spread or single-target protection is the only priority.

🔹 Recipe & Components

Moonstone Renewer builds from Kindlegem + Bandleglass Mirror with a 500g combine:

ComponentCostNotes
Kindlegem800 Gold (+150 combine)Ruby Crystal + Glowing Mote — HP + AH foundation; strong standalone mid-item
Ruby Crystal400 GoldPart of Kindlegem — HP input
Glowing Mote250 GoldPart of Kindlegem — AH input
Bandleglass Mirror900 Gold (+50 combine)Faerie Charm + Amplifying Tome + Glowing Mote — AP + mana regen + AH
Faerie Charm200 GoldPart of Bandleglass Mirror — mana regen input
Amplifying Tome400 GoldPart of Bandleglass Mirror — AP input
Glowing Mote250 GoldPart of Bandleglass Mirror — AH input
Combine Cost500 GoldFinal assembly
Total2,200 GoldComplete Moonstone Renewer
💡 Kindlegem vs Bandleglass Mirror — Which to Buy FirstKindlegem (800g): HP + AH — buy first if survivability is the priority; AH immediately reduces support CD cycling.Bandleglass Mirror (900g): AP + mana regen + AH — buy first if mana sustain is the primary need in the early game; the mana regen enables longer laning phase healing uptime.In most support lanes: Bandleglass Mirror first → mana sustain enables more heal/shield casts during laning; Kindlegem second for HP before the first tower falls.The 500g combine is reasonable — completing from both components in a single back is achievable after the first two item components are purchased.

🌟 STARLIT GRACE — Complete Mechanics Reference

How STARLIT GRACE Works

STARLIT GRACE activates every time you heal or shield an allied champion. The passive then automatically chains 30% of the heal or 35% of the shield’s initial strength to the nearest other allied champion within 800 units of the primary target (excluding yourself). The chain target is determined by proximity to the primary target — not to the caster.

If no other allied champion is within 800 units of the primary target, the same primary target receives the chain as an additional bonus — 30% more healing on top of the original heal, or 35% more shielding on top of the original shield. This means STARLIT GRACE never goes to waste: it either chains to a second ally or double-applies to the original target.

STARLIT GRACE — Full Mechanics Table

MechanicDetail
Chain triggerAny heal OR shield applied to an allied champion
Chain targetNearest other allied champion within 800 units of primary target (NOT the caster)
ExclusionCaster is excluded — STARLIT GRACE does not chain to yourself (SR / standard)
Heal chain amount30% of the original heal amount
Shield chain amount35% of the shield’s INITIAL strength (not current remaining)
No ally in range fallbackChain applies to primary target instead: +30% heal or +35% shield on top of original
Bonus shield durationSame duration as the triggering shield — STARLIT GRACE bonus shield lasts exactly as long as the original
Bonus shield typeAlways a NORMAL shield blocking all damage types (physical AND magic) regardless of original shield type
Physical/magic shield triggers it?YES — STARLIT GRACE bonus shielding triggers from both physical and magic shields
Heal & shield power scalingYES — STARLIT GRACE has recursion with heal and shield power; increased heal/shield power amplifies the chain amount
Cooldown per cast instance0.3 seconds — same cast can only chain once per 0.3 seconds
⚠ STARLIT GRACE — Critical RulesChain target is nearest ally to the PRIMARY TARGET — not to the caster; positioning of the primary target determines who gets the chain.Caster is excluded in standard modes — STARLIT GRACE never chains to yourself (Arena changes this).Bonus shield is ALWAYS a normal all-damage shield — even if the original was a physical-only or magic-only shield.Bonus shield duration = original shield duration — not a fixed value; short shields give short chains; long shields give long chains.STARLIT GRACE scales with heal and shield power — items that increase heal power (Ardent Censer, Staff of Flowing Water) amplify the chain amount proportionally.0.3-second cooldown per cast instance — rapid multi-target heal abilities can chain multiple times in quick succession from separate cast instances.No-ally fallback: if no other ally is within 800 units of the target, the same target gets the bonus — STARLIT GRACE is never wasted.

STARLIT GRACE — Chain Distance and Positioning

The 800-unit chain range is measured from the primary target, not from the caster. This means stacking allies close together (within 800 units of each other) ensures STARLIT GRACE always finds a secondary recipient. In teamfights where 3-5 allies are clustered, every heal and shield automatically reaches a second ally — effectively doubling the output per ability cast.

When allies are spread more than 800 units apart from the primary target — common in split-push or skirmish scenarios — STARLIT GRACE falls back to the no-ally bonus: the primary target receives 30%/35% additional healing/shielding. This means the item never loses value entirely, but the teamfight cluster scenario is where it performs at maximum efficiency.

💡 STARLIT GRACE — Proximity Positioning for Maximum ValueMaximum value: 3+ allies within 800 units of your primary heal/shield target — every ability output is amplified.Good value: 2 allies in proximity — primary target + 1 chain target; standard teamfight scenario.Fallback value: allies spread >800 units — primary target gets the bonus instead; still not zero value.STARLIT GRACE targets the nearest ally to the PRIMARY TARGET. In a cluster: always shield or heal the ally closest to the ally who needs the chain — not the one farthest away.Bot lane synergy: ADC and support are almost always within 800 units during laning — STARLIT GRACE consistently chains from the ADC to the support or vice versa during the laning phase.In engage compositions: support shielding the tank initiator while 3 allies follow up → STARLIT GRACE chains the tank’s shield to the nearest diver simultaneously.

STARLIT GRACE + Heal and Shield Power — Recursion Scaling

STARLIT GRACE has an instance of recursion with heal and shield power. This means: when heal and shield power increases the strength of the original heal or shield, STARLIT GRACE’s chain amount is calculated from that amplified value — not the base value. At 30% heal power from Ardent Censer or Staff of Flowing Water, a 300 HP heal becomes 390 HP with heal power — and STARLIT GRACE chains 30% of 390 = 117 HP to the secondary target, not 30% of 300 = 90 HP.

Stacking heal and shield power items alongside Moonstone Renewer compounds the chain value. Dawncore provides +8% heal and shield power per 100 AP, Ardent Censer provides specific heal/shield power, Staff of Flowing Water‘s ally buffs compound the interaction. Each source of heal/shield power increases both the primary heal/shield AND the STARLIT GRACE chain simultaneously.

Heal Power TotalOriginal 300 HP HealSTARLIT GRACE Chain (30%)
0% (base)300 HP90 HP chain
10% heal power330 HP99 HP chain
20% heal power360 HP108 HP chain
30% heal power390 HP117 HP chain
50% heal power450 HP135 HP chain
20% + Moonstone recursion360 HP108 HP chain (recursion: chain scales with amplified value, not base)

đŸ—ș Map-Specific Differences

Swiftplay Differences

StatSR 5v5 / ARAM / Nexus BlitzSwiftplay
RecipeKindlegem + Bandleglass Mirror + 500gKindlegem + Ruby Crystal + Bandleglass Mirror + 800g = 2,900g total
Health+200 HP+400 HP
Ability Power+25 AP+35 AP
Mana Regen+125% base mana regen+150% base mana regen

Arena Differences

Stat / PassiveSR 5v5 / ARAM / Nexus BlitzArena
Ability Haste+20 AH+30 AH (buffed)
Ability Power+25 AP+35 AP (buffed)
Health+200 HP+200 HP (unchanged)
STARLIT GRACE shielding35% of shield initial strength25% of shield amount (reduced)
STARLIT GRACE additional shielding35% (fallback to same target)35% (unchanged)
Arena NEW EFFECT 1Caster excluded from chainSTARLIT GRACE can now trigger on the user
Arena NEW EFFECT 20.3-second CD per cast instance0.25-second CD per cast instance (faster)
💡 Arena Moonstone Renewer — Key Differences Explained+30 AH (vs 20 SR): significantly faster ability cycling — support ability CDs are reduced by ~33% more than SR build.+35 AP (vs 25 SR): modest AP increase — more relevant for AP-scaling support abilities.STARLIT GRACE shielding 35%→25%: the chain shield amount is reduced in Arena — 25% of original shield vs 35% on SR. BUT the additional fallback shielding remains at 35%.NEW EFFECT — triggers on user: in Arena, STARLIT GRACE can now chain TO the caster — solo play or 2-player Arena where you are healing yourself enables the chain to propagate to you.NEW EFFECT — 0.25s CD: faster cooldown per cast instance (0.25s vs 0.30s) — rapid heal/shield abilities can chain more frequently in Arena.Net Arena evaluation: stronger for self-cast builds (caster receives chains), slightly weaker chain shielding amount, but faster cycling and higher stats overall.

🎯 Best Champions for Moonstone Renewer

Moonstone Renewer is strongest on supports who heal or shield multiple allies frequently in close proximity. The item rewards high-frequency output with multiple nearby allies — the more often the support heals or shields and the more clustered allies are, the higher STARLIT GRACE’s effective throughput becomes.

✅ Ideal Picks

  • Soraka — Astral Infusion (W) heals a single ally for a large amount — STARLIT GRACE chains 30% of that heal to the nearest other ally within 800 units simultaneously. In teamfights with 3-5 nearby allies, every W application reaches two allies for the same single cast. Equinox (E) silence + Starcall (Q) AoE provides consistent magic damage application while W cycling is the primary Moonstone value driver.
  • Nami — Ebb and Flow (W) bounces between allied and enemy champions — each allied bounce triggers STARLIT GRACE independently. A single W cast that bounces 3 times potentially fires STARLIT GRACE 3 times from 3 separate cast instances (0.3s CD between instances). Tidal Wave (R) knockup also procs STARLIT GRACE on the heal component if any ally healing ability is combined with R combo.
  • Lulu — Wild Growth (R) shield on a primary target → STARLIT GRACE chains 35% of the R shield to the nearest ally simultaneously. Whimsy (W) buff and Glitterlance (Q) also have interactions with STARLIT GRACE through shields. Her engage-support role places her in close proximity with diving allies — prime STARLIT GRACE chaining range constantly.
  • Karma — Inner Flame (Q) / Soulflare (Mantra-Q) AoE provides consistent ability application, but her primary STARLIT GRACE driver is Inspire (E) shield on ally → Mantra-E (Defiance) AoE shield on nearby allies. Each Defiance-shielded ally independently triggers STARLIT GRACE if they heal/shield another — but Karma’s primary synergy is the Inspire E → STARLIT GRACE chain on the initial shield target.
  • Seraphine — Stage Presence (P) passive AoE, Surround Sound (W) heal on allies, and Encore (R) AoE charm all provide multiple ability outputs that trigger STARLIT GRACE across the team. In a 5-player cluster, a single Surround Sound W heals 4 allies — STARLIT GRACE fires from each of the 4 primary heal applications, chaining to the nearest ally of each healed target. The total chain output from a single W on a clustered team is enormous.
  • Yuumi — While attached, Yuumi’s Zoomies (E) heals the attached champion and empowers them. STARLIT GRACE chains 30% of that heal to the nearest ally within 800 units of the attached champion. In teamfights where the attached champion is surrounded by allies, STARLIT GRACE fires on every Zoomies E cast. The +125% mana regen enables her naturally high mana costs without sacrificing Zoomies cycling frequency.
  • Renata Glasc — Loyalty Program (W) fires shields at allies within range — each shielded ally triggers STARLIT GRACE chains. Bailout (E) is an ability that primarily targets struggling allies, with STARLIT GRACE providing supplemental chains from each application. Her AoE chemical cloud patterns compound STARLIT GRACE by creating proximity clustering through consistent team presence.

❌ Suboptimal Picks

  • Engage/damage supports (Thresh, Blitzcrank, Nautilus): these champions rarely heal or shield allies — STARLIT GRACE never triggers. Their core value is CC and pick potential, not sustain output. Locket of the Iron Solari provides the AoE shield utility for engagers without requiring heal/shield cycling.
  • Single-target protection specialists in spread compositions: if the entire support pattern is shielding a single carry who is always isolated (split-push ADC, 1v1 flanker), STARLIT GRACE always falls back to the same-target bonus — functional but not the full team-amplification value. Echoes of Helia or Shurelya’s Battlesong may provide more relevant passives for isolated target protection builds.

⚙ Recommended Build Paths

Enchanter Support — Maximum Heal/Shield Throughput (Soraka / Nami / Seraphine)

  1. Moonstone Renewer — First item — STARLIT GRACE online at minute 11-13; chain healing starts immediately in mid-game teamfights
  2. Ardent Censer — Second item — SANCTIFIED: healing/shielding allies grants them +20% AS and on-hit magic damage; heal and shield power increases STARLIT GRACE chain recursion; supports who build Ardent also benefit themselves from the healed ally’s enhanced auto-attacks
  3. Staff of Flowing Water — Third item — RAPIDS: healing/shielding allies grants them +15-45 AP and +20% AS; heal power from Staff increases STARLIT GRACE chain recursion; the combined AP buff for allies from Ardent + Staff simultaneously creates a damage-amplifying support pattern
  4. Redemption — Fourth item — INTERVENTION AoE heal when activated; combined with STARLIT GRACE, the AoE Redemption heals chain to secondary targets from each primary healed ally → AoE heal that STARLIT GRACE amplifies further
  5. Dawncore — Fifth item — +8% heal and shield power per 100 AP; at 200+ AP from the build, DAWNCORE provides +16%+ heal/shield power amplifying ALL output including STARLIT GRACE chain values

Lulu / Karma Shield Build — Engagement Support

  1. Moonstone Renewer — First item — STARLIT GRACE chains from primary shield to nearest ally on every E/shield cast
  2. Locket of the Iron Solari — Second item — CONSECRATE AoE damage reduction aura; IRONCLAD active AoE shield on allies → each shielded ally from Locket active triggers STARLIT GRACE individually
  3. Shurelya’s Battlesong — Third item — MOTIVATE active MS buff on heal/shield to allies; speed amp for dive composites; STARLIT GRACE fires from each MOTIVATE-triggering heal/shield
  4. Ardent Censer — Fourth item — SANCTIFIED AS + on-hit buff to all healed/shielded allies; with Lulu R on ADC, the R shield triggers STARLIT GRACE chain + SANCTIFIED simultaneously
  5. Redemption — Fifth item — AoE sustain in teamfights; Redemption AoE heal applies STARLIT GRACE chains from each ally healed
💡 Moonstone Renewer + Redemption — AoE Chain AmplificationRedemption‘s INTERVENTION active heals all nearby allied champions simultaneously with one activation.Each healed ally from Redemption fires STARLIT GRACE independently — in a 5-person cluster, that’s up to 4 STARLIT GRACE chains from a single Redemption cast (4 primary heals × 30% chain each, to nearest ally of each).Net result: Redemption’s AoE heal is amplified by STARLIT GRACE chains — the effective total healing output from a single activation covers the team more than twice in close-proximity cluster fights.Ardent Censer + Staff of Flowing Water heal/shield power further amplifies the Redemption heal amount → larger chains from STARLIT GRACE recursion.

🔄 Similar Items — Support Heal/Shield Item Family

ItemPrimary StatsUnique Passivevs. Moonstone Renewer
Redemption+30 AH, +200 HP, mana regenINTERVENTION AoE heal activeAoE heal active vs auto-chain passive
Ardent Censer+25 AP, +10 AH, mana regenSANCTIFIED: AS + on-hit buff to healed/shielded alliesAlly AS boost vs auto-chain — often built together
Staff of Flowing Water+30 AP, +15 AH, mana regenRAPIDS: AP + AS buff on heal/shieldAP/AS ally buff vs chain heal — built together
Echoes of Helia+30 AH, +200 HP, mana regenSOUL SIPHON: stacking heal orbs on ability useStack heal charges vs auto chain
Shurelya’s Battlesong+30 AH, +200 HP, mana regenMOTIVATE: MS buff on heal/shield castEngage MS vs sustain chain heal
Locket of the Iron Solari+30 AH, +200 HPCONSECRATE aura + IRONCLAD AoE shield activeAoE shield active vs auto-chain; engage supports
Dawncore+40 AP, +20 AH, mana regen8% heal/shield power per 100 APHeal power amplifier — synergizes with Moonstone chain recursion
Imperial Mandate+30 AP, +20 AH, +200 HPCOORDINATED FIRE: damage mark on CC’d targetsDamage-oriented vs pure sustain — different support style

❌ Common Mistakes & How to Avoid Them

  • Building it on engage supports who rarely heal or shield: STARLIT GRACE is zero-value if heal/shield abilities are rarely used. Thresh, Nautilus, and Blitzcrank land hooks, pull enemies, and chain CC — they don’t heal or shield allies frequently enough for STARLIT GRACE to generate meaningful throughput. Locket of the Iron Solari or Shurelya’s Battlesong serve engage supports far better.
  • Not using the same-target fallback intentionally: when playing in split-push or 1-2 player skirmish scenarios, allies are often spread beyond 800 units. The same-target fallback (+30% heal or +35% shield on the primary target) is a meaningful bonus — don’t assume the item is underperforming; evaluate whether the double-application on the primary target is being used effectively.
  • Not stacking heal and shield power alongside: STARLIT GRACE scales with heal and shield power through recursion. Building Ardent Censer and Staff of Flowing Water alongside Moonstone compounds both the primary heal/shield values AND the STARLIT GRACE chain values simultaneously. Skipping heal power items leaves the recursion scaling untapped.
  • Ignoring positioning of primary target: STARLIT GRACE chains from the primary target to the nearest ally within 800 units of them. Healing an isolated ally at the front of an engage chain when all other allies are behind them and spread out means STARLIT GRACE might not find a secondary target. Shield/heal allies who are already nearest to other allies — the clustered teammate, not the frontline solo diver.
  • Treating the bonus shield as a specific damage-type shield: STARLIT GRACE’s bonus shield is always a normal all-damage shield regardless of the original triggering shield type. If the original shield was a physical-only shield (rare), the chain is still a normal shield. This is relevant for understanding what the chain provides — it’s always full-spectrum protection.

✅ Best Practices

  • Shield or heal the most clustered ally first: STARLIT GRACE targets the nearest ally to the primary target — heal the ally who is closest to other teammates to guarantee the chain reaches a second target within 800 units
  • Build Ardent Censer and Staff of Flowing Water alongside: heal and shield power amplifies STARLIT GRACE chain values through recursion; every point of heal power increases both primary and chain output simultaneously
  • Pair with Redemption: Redemption’s AoE heal fires STARLIT GRACE from each healed ally independently — in a 5-player cluster, a single Redemption activation generates up to 4 STARLIT GRACE chains simultaneously
  • Use the same-target fallback in 1v1 protection: if the team is split, the fallback +30%/+35% bonus on the single protected ally is still free value — evaluate it as a single-target amplifier rather than a wasted passive
  • In Arena: leverage the self-trigger: Arena’s NEW EFFECT allows STARLIT GRACE to trigger on the caster — healing an ally can now chain back to yourself; build around self-heal patterns to exploit this; the 0.25s CD allows faster chain cycling than SR

FAQ

Q: Does STARLIT GRACE work with AoE heals like Redemption?

A: Yes — and this is one of the most impactful interactions. Redemption‘s INTERVENTION active heals all nearby allied champions simultaneously. Each ally that receives a primary heal from Redemption fires STARLIT GRACE independently from that ally’s position. In a fully clustered 5-person team, Redemption’s activation generates up to 4 STARLIT GRACE chains (one per ally who was the primary heal recipient, chaining to their nearest ally). Combined with heal power from Ardent Censer or Staff of Flowing Water, the effective total healing is dramatically amplified beyond the raw Redemption numbers.

Q: Does STARLIT GRACE scale with heal and shield power?

A: Yes — STARLIT GRACE has explicit recursion with heal and shield power. When heal power increases the original heal amount, STARLIT GRACE’s 30% chain is calculated from the amplified heal value. At 30% heal power from Ardent Censer: a base 300 HP heal → 390 HP healed → STARLIT GRACE chains 117 HP (30% of 390) vs 90 HP without heal power. Every source of heal/shield power simultaneously increases primary output and chain output — the scaling is multiplicative.

Q: Who receives the STARLIT GRACE chain — the closest ally to me or to the target?

A: A: The chain goes to the nearest other allied champion within 800 units of the PRIMARY TARGET — not the caster. The caster is also excluded. This means positioning relative to your heal/shield target determines who gets the chain, not your own position. Shield a clustered ally surrounded by teammates to guarantee the 800-unit chain reaches a second recipient; don’t shield an isolated frontliner when all other allies are behind you at 1,500+ range.

Q: What happens when no ally is within 800 units of the primary target?

A: A: STARLIT GRACE falls back to the primary target — granting them an additional 30% of the heal or 35% of the shield on top of the original. This means the item never provides zero value: either a second ally receives the chain, or the primary target receives bonus healing/shielding. The fallback is intentionally generous — in duo lane or isolated protection scenarios, the item still provides meaningful throughput amplification on the protected target.

Q: Does STARLIT GRACE’s bonus shield type match the original shield?

A: A: No — STARLIT GRACE’s bonus shield is always a normal shield that blocks all damage types (physical and magic) regardless of the original triggering shield type. Even if the triggering shield was a physical-only or magic-only specialized shield, the chain always generates a standard universal-damage shield. The bonus shield duration DOES match the original — same duration, different type.

Q: Does Arena change who STARLIT GRACE can chain to?

A: A: Yes — Arena adds a new effect where STARLIT GRACE can now trigger on the user (caster). In standard modes, you are excluded from being the chain recipient. In Arena, healing an ally can chain back to you if you are the nearest ally within 800 units of your primary target. Combined with Arena’s 0.25-second CD (vs 0.30 on SR) and buffed +30 AH and +35 AP, Moonstone Renewer’s Arena version is meaningfully different in self-sustain scenarios — particularly relevant for Arena’s duo and solo fight rounds.

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