Muramana

What is Muramana? 💧

Muramana is the upgraded form of Manamune — a legendary hybrid item for Fighters, Marksmen, and Assassins that converts maximum mana into bonus attack damage and provides a powerful mana-scaling physical damage proc on both basic attacks and abilities. It bridges AD, mana, and ability haste in a single item that rewards high mana pool investment

The upgrade from Manamune to Muramana is free (0 gold combine) — Manamune transforms automatically when fully stacked. Unlike Manamune, Muramana does not belong to the MANAFLOW item group — this means it can be combined with MANAFLOW items like Seraph’s Embrace, Archangel’s Staff, Manamune (in theory), Tear of the Goddess, and Rod of Ages without hitting the MANAFLOW exclusivity limit — with the sole exception that you still cannot have both Muramana AND Manamune simultaneously

At 2,900 Gold total (from the original Manamune investment), Muramana’s effective AD value is far higher than its tooltip suggests — AWE’s 2% max mana bonus AD converts every mana item into additional attack damage. Sell price: 2,030 Gold. ID: 3042. Available on SR 5v5, ARAM, Nexus Blitz, and Arena.

📊 Base Statistics & Effective AD

StatisticValue
Total Cost2,900 Gold (via Manamune upgrade — Special)
Combine Cost0 Gold — free upgrade from fully stacked Manamune
Sell Price2,030 Gold
Attack Damage+35 AD (base stat)
Ability Haste+15 AH
Mana+1,000 Mana
AWE bonus AD+20 bonus AD (2% × 1,000 mana from item alone)
Effective total AD from item55 AD (35 base + 20 AWE)
Item ID3042
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena
📊 AWE Passive — AD Scaling with Max ManaAWE grants bonus AD equal to 2% of total maximum mana from all sources.Muramana’s own 1,000 mana: 1,000 × 0.02 = 20 bonus AD from item alone.Total effective AD from Muramana at zero other mana: 35 + 20 = 55 AD.With 500 additional mana (e.g., Sorcerer’s base mana at level 18): AWE generates 1,500 × 0.02 = 30 bonus AD total.Seraph’s Embrace (+2,900 mana at full stacks): AWE generates (1,000 + 2,900) × 0.02 = 78 bonus AD from Seraph’s + Muramana mana combined.Rod of Ages (+300 mana at full stacks): AWE generates +6 bonus AD from Rod alone — all mana sources feed AWE.Every mana item in the build contributes AD through AWE simultaneously.

🔹 How to Get Muramana — The Manamune Upgrade Path

Muramana is not purchased directly — it upgrades automatically from a fully stacked Manamune. The upgrade costs 0 gold (classified as ‘Special’ cost). The path:

StepItemCostWhat Happens
1Tear of the Goddess400 GoldMana stacking begins — kills, assists, purchases add 4 mana (capped at 240 bonus mana from Tear)
2Caulfield’s Warhammer1,050 Gold (+100 combine)Long Sword + Long Sword + Glowing Mote — AD + AH mid-item
3Manamune2,900 Gold total (+1,100 combine)Tear of the Goddess + Caulfield’s Warhammer + Long Sword — AWE active at 2.5%, MURAMANA stacks accumulate
4Muramana0 Gold (auto-upgrade)Manamune transforms when fully stacked — AWE becomes 2%, SHOCK becomes active
💡 How Fast Does Manamune Stack Into Muramana?Manamune stacks from: champion kills (+12 mana), champion assists (+6 mana), minion kills (+4 mana), large monster kills (+4 mana).Target: 360 bonus mana needed for full stacks (from Tear cap + Manamune’s additional stacking).With active farming: approximately 10-15 minutes of consistent CS and kills to fully stack.Stacking Tip: Tear of the Goddess can be purchased early (first back at 400g) to begin stacking immediately — every minion kill during laning phase counts.Upgrade timing: Muramana typically completes stacking between minutes 12-18 depending on CS rate and kill participation.

⚡ Passive Mechanics — AWE & SHOCK

AWE Passive — Mana to AD Conversion

AWE converts 2% of maximum mana into bonus attack damage at all times. This scales with total max mana from all sources — champion base mana, items, runes, and temporary mana buffs. The 2% ratio applies to the full mana pool, not just mana from Muramana itself. Building mana-stacking items alongside Muramana converts every mana point into additional AD:

AWE — AD Generated at Different Mana Totals

Total Max ManaAWE Bonus AD GeneratedExample Source
1,00020 bonus ADMuramana alone
1,50030 bonus ADMuramana + champion base mana (level 18)
2,00040 bonus ADMuramana + additional mana item
2,90058 bonus ADMuramana + Seraph’s Embrace 1,900 mana
3,50070 bonus ADMuramana + Seraph’s + extra mana
4,500+90+ bonus ADFull mana-stacking build (Ezreal / Corki peak)

SHOCK Passive — Mana-Scaling Physical Damage Proc

SHOCK fires a bonus physical damage proc that scales with maximum mana — separately on basic attacks and on ability damage, each with the same 6.5-second cooldown per target per cast instance:

SHOCK SourceDamageCDWho Gets Hit
Basic attack on-hit1.2% max mana bonus physical damage6.5s per target per cast instanceChampions only — not structures or plants
Ability damage (melee)4% max mana bonus physical damage6.5s per target per cast instanceChampions hit by the damaging ability
Ability damage (ranged)3% max mana bonus physical damage6.5s per target per cast instanceChampions hit by the damaging ability
📊 SHOCK Damage at 2,000 Max Mana — SR ReferenceBasic attack SHOCK: 2,000 × 0.012 = 24 bonus physical damage on-hit (champions only, 6.5s CD per target)Ability SHOCK (melee): 2,000 × 0.04 = 80 bonus physical damage (6.5s CD per target per cast instance)Ability SHOCK (ranged): 2,000 × 0.03 = 60 bonus physical damage (6.5s CD per target per cast instance)At 3,000 max mana:  Auto SHOCK: 36 physical damage  Ability SHOCK (melee): 120 physical damage  Ability SHOCK (ranged): 90 physical damageAoE abilities hitting 3 champions: SHOCK fires separately on each champion hit — each has their own 6.5s CD.

SHOCK — Critical Interaction Rules

MechanicSHOCK Behavior
Damage classificationProc damage — physical
Triggers spell effects?NO — proc damage does not trigger spell effects
Blocked by spell shields?NO — SHOCK bypasses spell shields entirely
Benefits from life steal?YES — SHOCK’s physical proc damage contributes to life steal recovery
Scales with armor penetration?YES — SHOCK is physical damage; lethality and armor pen reduce target’s physical resistance against SHOCK
Basic attack SHOCK applies to structures?NO — on-hit SHOCK does not proc on towers or structures
Ability SHOCK applies when ability hits non-champions?NO — SHOCK only fires when ability damage hits champions
Same ability hitting multiple champions?Each champion has separate 6.5s CD — all are hit independently
6.5s CD timer: per target or global?Per target AND per cast instance — same ability can’t double-proc on same target
⚠ SHOCK Is Proc Damage — Key RulesSHOCK does NOT trigger spell effects — no Electrocute 3-hit threshold, no spell-triggered item passives.SHOCK IS NOT blocked by spell shields (Edge of Night, Banshee’s Veil, Sivir E) — it bypasses shields entirely.SHOCK DOES benefit from life steal — the physical proc damage feeds life steal recovery per hit.SHOCK DOES scale with lethality and armor penetration — physical damage reduction mechanics apply.Basic attack SHOCK is on-hit and only fires vs champions (not structures).Ability SHOCK fires when ability damage hits a champion — not when ability hits minions, monsters, or structures.AoE abilities hit multiple champions simultaneously — each champion receives their own SHOCK proc with independent 6.5s CDs.

SHOCK — Ability Interaction Details

SHOCK distinguishes between abilities that trigger on-hit effects, abilities that trigger spell effects, and abilities that trigger both:

  • Abilities that trigger on-hit effects AND spell effects: apply SHOCK as both a basic attack-type proc AND as an ability proc — effectively double-SHOCK if both conditions are met on the same target
  • Abilities that trigger on-hit effects but NOT spell effects: apply SHOCK as a basic attack proc (1.2% max mana rate)
  • Empowered basic attacks that trigger spell effects: apply SHOCK as both an attack AND an ability — the higher 4%/3% ability rate applies alongside the 1.2% auto rate
💡 SHOCK Ability vs Basic Attack Rate — Which Matters MoreAt 2,000 mana: auto SHOCK = 24 damage; ability SHOCK (melee) = 80 damage; ability SHOCK (ranged) = 60 damage.Ability SHOCK is 3.3× (melee) or 2.5× (ranged) stronger than basic attack SHOCK per proc.Ability SHOCK has the same 6.5s CD — making ability-spam champions (frequent casters) extract more SHOCK value than auto-attack-focused champions.Ezreal: Mystic Shot (Q) every 1.5-2s at full CDR → SHOCK every 6.5s from Q alone = consistent 60 ranged ability SHOCK every 6.5s.Jayce (melee form): hammer abilities + empowered autos → ability SHOCK at 4% max mana rate + auto SHOCK stacking on top.

🔗 MANAFLOW Group — Muramana vs Manamune

This is the most commonly misunderstood mechanic about Muramana: Manamune belongs to the MANAFLOW item group — meaning Manamune cannot be built alongside other MANAFLOW items (Seraph’s Embrace, Archangel’s Staff, Rod of Ages, Tear of the Goddess). Once Manamune upgrades to Muramana, the MANAFLOW group restriction is removed — Muramana itself is not in the MANAFLOW group.

The single remaining limitation after upgrade: you cannot hold both Muramana AND Manamune simultaneously. Every other former MANAFLOW exclusion disappears. Building Seraph’s Embrace alongside Muramana is legal — and extremely effective, since Seraph’s mana pool feeds AWE’s bonus AD conversion directly.

📊 Muramana + Seraph’s Embrace — The Dual Mana BuildSeraph’s Embrace at full stacks: approximately 2,900 total mana from all sources including itself.Muramana: +1,000 mana.Combined total mana at full stacks: ~3,900+ mana.AWE bonus AD at 3,900 mana: 3,900 × 0.02 = 78 bonus AD from AWE alone.Total AD from both items’ stats + AWE: 35 (Muramana base) + 78 (AWE at 3,900 mana) = 113 AD effective.Seraph’s Embrace also provides SERAPHS AETHER shield (using mana), further synergizing with the high mana pool.Ezreal builds this dual-mana combination as a standard win condition — the mana scales AWE, SHOCK scales with mana, and Seraph’s shield provides survivability.

đŸŸïž Arena Mode — Map-Specific Differences

Stat / PassiveSR 5v5 / ARAM / Nexus BlitzArena
Attack Damage+35 AD+40 AD
Mana+1,000+1,000 (unchanged)
Ability Haste+15 AH+15 AH (unchanged)
SHOCK on-hit (auto)1.2% max mana3% max mana (increased)
SHOCK ability (melee)4% max mana4% max mana (unchanged)
SHOCK ability (ranged)3% max mana3% max mana (unchanged)
Arena SHOCK on-hit sub-rule—On-hit changed to 1.2% and ability to 3% (see below)

Arena dramatically buffs SHOCK’s basic attack on-hit rate from 1.2% to 3% max mana. At 2,000 mana: auto SHOCK goes from 24 to 60 bonus physical damage per on-hit proc (vs champions). This closes the gap between basic attack SHOCK and ability SHOCK significantly. The 40 base AD (vs 35 on SR) also makes auto-weaving champions stronger in Arena. With mana stacking in Arena’s faster build pace, SHOCK’s 3% on-hit at 3,000 mana = 90 physical damage per champion auto — approaching melee ability SHOCK rates on SR.

🎯 Best Champions for Muramana

Muramana is strongest on AD or hybrid champions who natively have high mana costs, build mana for scaling, and either auto-attack frequently or cast abilities that trigger SHOCK repeatedly. The item rewards mana pool investment — the more max mana in the build, the more AWE’s AD and SHOCK’s proc damage contribute to combat output.

✅ Ideal Picks

  • Ezreal — The definitive Muramana champion. Mystic Shot (Q) fires every 1.5-2 seconds at full CDR, each triggering SHOCK’s 3% ranged ability proc (60 physical damage per Q at 2,000 mana). Building Manamune → Muramana first then Seraph’s Embrace creates the standard dual-Tear mana build — AWE scales AD off the combined mana pool (~3,900 mana), SHOCK fires on every Q hit. Lethality Ezreal also uses Muramana to maximize Q burst through armor penetration stacking with Serpent’s Fang or Edge of Night.
  • Jayce — Both forms benefit: cannon form (ranged) uses SHOCK’s 3% ranged ability proc on Shock Blast (Q) and SHOCK’s on-hit on empowered autos; hammer form (melee) uses SHOCK’s 4% melee ability proc on Thundering Blow (E) and Lightning Field (W). AWE’s mana-to-AD conversion feeds both forms’ physical damage. Building Manamune + Trinity Force + Muramana (after stack) is the standard Jayce power build.
  • Corki — Package (R charge) uses SHOCK’s ability proc on every Package delivery. His mixed damage (AP + AD) kit benefits from both AWE’s bonus AD and SHOCK’s physical damage proc. Standard Corki build: Manamune → Trinity Force → Muramana upgrade → Rapid Firecannon — AWE at ~2,500 mana provides significant bonus AD amplifying all damage simultaneously.
  • Kog’Maw — Bio-Arcane Barrage (W) fires rapid AP-scaling autos — Muramana’s SHOCK on-hit fires on each W auto separately. The mana pool AWE builds into bonus AD amplifying Kog’Maw’s physical auto damage. Combined with Guinsoo’s Rageblade, every third auto doubles on-hit effects including SHOCK.
  • Varus — Piercing Arrow (Q) charge costs mana and triggers SHOCK’s ability proc on hit. Living Vengeance passive bonus AS from assists/kills compounds with the mana pool for auto-SHOCK cycling. Building Manamune first then Kraken Slayer creates a sustained DPS pattern where SHOCK fires from both Q casts and auto-attack sequences.
  • Gangplank — Parrrley (Q) is a physical ability that triggers SHOCK’s 3% ranged ability proc (Gangplank uses ranged SHOCK with Q despite being melee — Q is specifically ranged). His mana builds naturally high. AWE’s AD amplifies both Q and Cannon Barrage (R) physical damage.

❌ Suboptimal Picks

  • AP mages with no AD scaling: AWE provides AD — useless on champions who deal zero physical damage. Lux, Syndra, and Veigar extract no value from bonus AD. Seraph’s Embrace or Rod of Ages provide better mana-to-AP-utility for pure mages.
  • Champions who never build mana items: at champion base mana levels (500-800 at level 18), AWE generates only 10-16 bonus AD — below what Serylda’s Grudge or Spear of Shojin provide flat. The item requires mana investment to exceed flat AD alternatives.
  • Full tank bruisers building no mana: champions like Darius or Garen who build zero mana items receive AWE AD only from base mana — marginal. Trinity Force, Sterak’s Gage, or Spear of Shojin serve these archetypes better.

⚙ Recommended Build Paths

Ezreal Dual-Tear Mana Build (Standard)

  1. Manamune → Muramana — First item (stacked): AWE active at full mana stack; SHOCK fires on every Q cast
  2. Seraph’s Embrace — Second item: +2,900 mana combined with Muramana’s 1,000 = ~3,900 mana total; AWE bonus AD = ~78; SERAPHS AETHER shield
  3. Trinity Force — Third item: Spellblade burst + AH + Haste compounds with Q CDR from AH; AWE’s bonus AD amplifies all Spellblade procs
  4. Serpent’s Fang — Fourth item (lethality path): lethality amplifies SHOCK’s physical damage vs non-tanks; shield reduction vs Immortal Shieldbow ADCs
  5. Edge of Night — Fifth item: spell shield + lethality; SHOCK bypasses the enemy’s spell shield even if they also have Edge of Night

Jayce Hybrid Build

  1. Manamune — First item (buy early, stack during laning): hammer + cannon form SHOCK begins
  2. Trinity Force — Second item: Spellblade + AH + MS; all stats relevant for both Jayce forms; Spellblade AD amplified by AWE
  3. Muramana upgrade fires automatically when Manamune fully stacks — typically mid-game between items 2-3
  4. Serylda’s Grudge — Third item: armor pen amplifies both SHOCK physical damage and empowered auto physical damage; slow on ability hit for zone control
  5. Sterak’s Gage — Fourth item: LIFELINE shield survival; BLOODLUST regen compounds with high AD from AWE + item stats
  6. Edge of Night — Fifth item: spell shield for dive survivability; lethality stacking

Lethality Ezreal — SHOCK Burst Build

  1. Manamune → Muramana — First item: mana stacking begins; AWE scales lethality build’s AD further
  2. Opportunity — Second item: PREPARATION out-of-combat lethality on Q approach; EXTRACTION escape after Q kill confirms
  3. Edge of Night — Third item: spell shield + lethality; HP survivability at melee Q ranges in lethality build
  4. Serpent’s Fang — Fourth item: shield reduction vs Sterak’s Gage and Immortal Shieldbow targets; lethality amplifies SHOCK physical proc further
  5. Seraph’s Embrace — Fifth item: massive mana push; AWE AD jumps to 78+ bonus AD amplifying all Q and SHOCK damage
💡 Why Muramana + Seraph’s Embrace Is the Highest AD Ceiling for Mana-Based BuildsSeraph’s Embrace at full stacks contributes approximately 1,900 additional mana on top of its base mana.Combined with Muramana’s 1,000 mana + champion base mana (~900 at level 18): total mana pool ~3,800-4,200 mana.AWE at 4,000 mana: 4,000 × 0.02 = 80 bonus AD from AWE alone.Effective AD from both items: 35 (Muramana base) + 0 (Seraph’s base AD) + 80 (AWE) = 115 effective AD from the two items alone.Seraph’s Embrace‘s SERAPHS AETHER shield (scales with mana) provides additional combat survivability at the high mana totals.SHOCK at 4,000 mana: auto 48 / melee ability 160 / ranged ability 120 physical damage per proc — among the highest single-proc physical damage in the game.

🔄 Similar Items — Mana-to-AD Scaling Family

ItemADManaAHUnique Passivevs. Muramana
Manamune+35+500+15 AHPrecursor to Muramana — AWE 2.5%, no SHOCKPre-upgrade form — same AD+AH, less mana, no SHOCK
Trinity Force+4530020 AHSPELLBLADE burst + multi-statSpellblade burst vs sustained SHOCK mana proc
Serylda’s Grudge+65None20 AHANGUISH armor pen + REND slowHigh flat AD + pen vs mana-scaling AD + SHOCK
Spear of Shojin+65None20 AHDRAGONFORCE flat CDR reductionHigh AH + flat AD vs mana-scaling AD
Seraph’s EmbraceNone~2,90065 AHSERAPHS AETHER shield + AP conversionCompanion not competitor — mana feeds AWE

❌ Common Mistakes & How to Avoid Them

  • Delaying Tear of the Goddess purchase: Tear must be bought as early as possible since stacking takes 10-18 minutes. Delaying the first Tear purchase to minute 5-6 instead of 2-3 delays the Muramana upgrade by the same amount. If the champion uses Muramana, Tear of the Goddess is a first-back purchase regardless of gold amount.
  • Not pairing with Seraph’s Embrace on high-mana builds: Muramana’s AWE scales with ALL max mana — Seraph’s Embrace provides the single largest mana contribution in the game at full stacks. Not building it on mana-hungry champions (Ezreal, Varus, Corki) after Muramana leaves 40-60+ bonus AD from AWE on the table.
  • Expecting SHOCK to bypass armor: SHOCK is physical damage and is reduced by armor. Against tanks with 200+ armor, SHOCK’s per-proc damage halves. Building lethality (Edge of Night, Serylda’s Grudge) amplifies SHOCK’s physical damage by reducing effective armor — always include armor penetration in lethality Muramana builds.
  • Thinking SHOCK is blocked by spell shields: SHOCK bypasses spell shields entirely — Edge of Night‘s spell shield, Banshee’s Veil’s shield, and Sivir’s E do not block SHOCK’s proc damage. This is a significant advantage against anti-burst compositions — SHOCK deals full damage regardless.
  • Selling Muramana for a different item: Muramana sells for 2,030 gold and cannot be re-purchased as Manamune — the original Manamune investment is partially lost. Only sell Muramana if the build absolutely cannot function with it in the late game and the replacement item’s value clearly exceeds the sell loss plus the missing mana scaling.
  • Not stacking during the early game: Manamune stacks from minion kills, kills, and assists. Champions who push waves aggressively (Ezreal, Varus Q-clearing) accumulate stacks faster. Prioritize waveclear and kill participation specifically to accelerate the Muramana upgrade timing.

✅ Best Practices

  • Buy Tear of the Goddess at first back regardless of gold: every minute of delayed Tear purchase delays the Muramana upgrade — Tear stacking is time-gated, not gold-gated; start immediately
  • After Muramana, build Seraph’s Embrace for maximum AWE AD: the mana pool at 3,900+ mana generates 78+ bonus AD from AWE alone — it’s the highest AD amplifier for mana-scaling builds
  • Use SHOCK vs champions, not minions: SHOCK’s ability proc only triggers when ability damage hits champions — auto-wave clearing generates zero SHOCK procs; save abilities for champion combat to maximize SHOCK frequency
  • Leverage SHOCK vs spell shields: SHOCK bypasses spell shields — when an enemy activates Edge of Night or Banshee’s Veil, Muramana’s SHOCK still deals full proc damage through the shield; use this window for damage before the shield expires
  • Stack lethality with Muramana on Ezreal: Opportunity + Edge of Night + Muramana creates a SHOCK burst that reaches 80-100+ physical damage per proc at high mana — combined with Q’s base damage and lethality reducing armor, this makes Q one-shots on squishy targets viable

FAQ

Q: Does Muramana belong to the MANAFLOW group?

A: No — and this is the most important thing to understand about the upgrade. Manamune belongs to the MANAFLOW item group, which prevents it from being built alongside Seraph’s Embrace, Archangel’s Staff, Rod of Ages, and Tear of the Goddess. Once Manamune upgrades to Muramana, the MANAFLOW restriction is removed. Muramana can be combined with any former MANAFLOW exclusions. The sole remaining limitation: you cannot hold both Muramana AND Manamune simultaneously.

Q: Does SHOCK bypass spell shields?

A: Yes — SHOCK is explicitly not blocked by spell shields. Edge of Night‘s spell shield, Banshee’s Veil’s passive shield, and Sivir’s E Spell Shield do not block SHOCK’s proc damage. This makes Muramana particularly effective against compositions that rely on spell shields as a primary defensive tool — the SHOCK proc bypasses them entirely on every auto and ability hit.

Q: How does AWE scale if I build Seraph’s Embrace alongside Muramana?

A: Seraph’s Embrace at full stacks contributes approximately 1,900+ mana on top of the champion’s existing mana pool. Combined with Muramana’s 1,000 mana and champion base mana (~900 at level 18), the total mana pool reaches approximately 3,800-4,200. AWE generates 2% of that total as bonus AD — at 4,000 mana, AWE provides 80 bonus AD. This makes the Muramana + Seraph’s combination one of the highest effective AD floors achievable from two mana items.

Q: Does SHOCK trigger from AoE abilities hitting multiple champions?

A: A: Yes — each champion hit by an AoE ability receives their own SHOCK proc with their own independent 6.5-second CD. An ability hitting 3 champions simultaneously fires 3 separate SHOCK procs (one per champion). The 6.5s CD is per target per cast instance — the same cast instance won’t double-proc on the same champion, but different champions hit by the same ability all receive separate procs.

Q: Does SHOCK scale with armor penetration and lethality?

A: Yes — SHOCK deals bonus physical damage, and physical damage is reduced by armor and increased by penetration. Lethality from Edge of Night, Opportunity, or Serylda’s Grudge reduces the target’s effective armor against SHOCK’s proc. This is why lethality Ezreal builds with Muramana are effective: the SHOCK proc scales with lethality just like Mystic Shot (Q) does — both become stronger together as armor penetration increases.

Q: When does Manamune upgrade to Muramana?

A: Manamune transforms automatically when fully stacked — no gold purchase is required (Special upgrade, 0 cost). Stacking requires champion kills (+12 mana), assists (+6 mana), minion kills (+4 mana), and large monster kills (+4 mana). Purchasing Tear of the Goddess as early as possible is critical since the stacking is entirely time-gated. With active farming and kill participation, full stacks typically complete between minutes 12-18.

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