What is Navori Flickerblade? ⚡
Navori Flickerblade is a legendary Marksman item in League of Legends, categorized under Marksman, Critical Strike, Attack Speed, and Movement. Its TRANSCENDENCE passive provides 15% CDR on basic abilities with every basic attack — converting attack speed into ability cooldown reduction in real time. This is a mechanic no other item in the game replicates.
The item sits in the same crit + attack speed family as Phantom Dancer, Rapid Firecannon, Runaan’s Hurricane, and Statikk Shiv. What separates Navori Flickerblade is TRANSCENDENCE’s ability to dramatically compress ability cooldowns for champions whose basic abilities have short-to-medium base CDs. Champions that weave auto-attacks between ability casts — the standard marksman rotation — receive each ability back faster the higher their attack speed is.
At 2,650 Gold it is identically priced to Phantom Dancer. Sell price: 1,855 Gold. ID: 6675. Available on SR 5v5, ARAM, and Nexus Blitz (no Arena listed in base entry).
📊 Base Statistics
| Statistic | Value |
| Total Cost | 2,650 Gold |
| Combine Cost | 950 Gold |
| Sell Price | 1,855 Gold |
| Attack Speed | +40% |
| Critical Strike Chance | +25% |
| Movement Speed | +4% |
| Item ID | 6675 |
| Availability | SR 5v5, ARAM, Nexus Blitz |
| 📊 Navori Flickerblade vs Phantom Dancer — Same Price, Different PassiveBoth items cost 2,650 Gold. Same base recipe (Dagger + Zeal + Dagger + 950g combine).Phantom Dancer: +65% AS, +25% crit, +10% MS — SPECTRAL WALTZ permanent ghostNavori Flickerblade: +40% AS, +25% crit, +4% MS — TRANSCENDENCE 15% CDR on basic abilities per autoPhantom Dancer provides higher raw attack speed (+65% vs +40%) and movement speed (+10% vs +4%).Navori Flickerblade’s passive is entirely ability-based — it provides no benefit on champions who don’t use abilities between autos.Decision: ability-weaving champions (Ashe Q, Jinx Q toggle, Caitlyn Q, Xayah E) → Navori. Pure auto DPS or ghost needed → Phantom Dancer. |
🔨 Recipe & Components
Navori Flickerblade has the identical recipe to Phantom Dancer: Dagger + Zeal + Dagger with a 950g combine:
| Component | Cost | Notes |
| Dagger | 250 Gold | Standalone attack speed input |
| Zeal | 1,200 Gold (+350 combine) | Cloak of Agility + Dagger — crit + AS foundation |
| Cloak of Agility | 600 Gold | Part of Zeal — critical strike chance input |
| Dagger | 250 Gold | Part of Zeal — attack speed within Zeal |
| Dagger | 250 Gold | Standalone third Dagger for final recipe |
| Combine Cost | 950 Gold | Final assembly |
| Total | 2,650 Gold | Complete Navori Flickerblade |
| 💡 Zeal Mid-Item — Identical Path for Navori and Phantom DancerZeal (1,200g) is the shared foundation for Navori Flickerblade, Phantom Dancer, Rapid Firecannon, Runaan’s Hurricane, and Statikk Shiv.Buying Zeal first and then deciding between Navori vs Phantom Dancer is a valid mid-game decision point — the final item choice can be deferred until combat patterns are clearer.If the team has high engage pressure and ability-weaving matters more than ghost: complete Navori Flickerblade.If body-blocking and repositioning freely through unit collisions matters: complete Phantom Dancer. |
⚡ TRANSCENDENCE — 15% CDR Per Auto Explained
How TRANSCENDENCE Works
TRANSCENDENCE reduces the remaining cooldowns of basic abilities by 15% on each on-attack basic attack. The term ‘remaining cooldown’ is critical: if an ability has 10 seconds remaining on its cooldown, TRANSCENDENCE reduces it by 1.5 seconds per auto attack (15% of 10). If it has 2 seconds remaining, it reduces it by 0.3 seconds. The reduction is proportional to remaining time — not flat seconds.
This creates a feedback loop with attack speed: higher attack speed = more auto attacks per second = more frequent 15% remaining CDR reductions. At 2.0 attacks per second, TRANSCENDENCE fires twice per second on both ability cooldowns simultaneously. Combined with ability haste from items like Spear of Shojin or Voltaic Cyclosword, the effective ability cycling rate compounds.
TRANSCENDENCE — Trigger Conditions Reference
| Trigger Condition | TRANSCENDENCE Fires? |
| Normal basic attack vs champion | YES — 15% remaining CDR on both basic abilities |
| Normal basic attack vs minion | YES — triggers on any unit except structures/plants |
| Normal basic attack vs jungle camp | YES — triggers on monsters |
| Attack vs structure (tower/inhib) | NO — TRANSCENDENCE does not trigger on structures |
| Attack vs jungle plant | NO — TRANSCENDENCE does not trigger on plants |
| Attack while blinded | NO — does not trigger if blinded during attack declaration |
| Ability that applies on-attack effects | YES — TRANSCENDENCE triggers from on-attack abilities |
| Bug: on-attack abilities vs structures | YES (bug) — Dirty Fighting, Lightslinger, Double Strike, Twin Bite, Purge grant CDR on structure attacks |
| ⚠️ TRANSCENDENCE — Critical Trigger RulesDOES trigger: all normal attacks vs champions, minions, jungle monsters.DOES NOT trigger: attacks vs structures (towers, inhibitors, Nexus) or jungle plants.DOES NOT trigger if blinded during the attack declaration — the attack animation fires but TRANSCENDENCE is suppressed.DOES trigger from abilities that apply on-attack effects — Urgot W (Purge), Caitlyn’s headshots counted as on-attack, Xayah E feather application.BUG: certain champion on-attack ability sources (Dirty Fighting, Lightslinger, Double Strike, Twin Bite, Purge) DO trigger TRANSCENDENCE vs structures despite the general structure rule.Practical: never rely on tower-attacking to charge ability cooldowns — use the structure bug only if the champion specifically has the listed abilities. |
TRANSCENDENCE CDR Math — Effective Ability Cycling
The 15% of remaining cooldown reduction compounds exponentially as abilities near zero cooldown. Example with a 10-second base CD ability:
| Remaining CD | TRANSCENDENCE Reduction | New Remaining CD | Notes |
| 10.0s | 1.50s (15%) | 8.5s | First auto after cast |
| 8.5s | 1.28s (15%) | 7.22s | Second auto |
| 7.22s | 1.08s (15%) | 6.14s | Third auto |
| 6.14s | 0.92s (15%) | 5.22s | Fourth auto |
| 5.22s | 0.78s (15%) | 4.44s | Fifth auto — halfway there |
| 2.0s | 0.30s (15%) | 1.70s | Near-ready — each auto ~0.3s off |
| 0.5s | 0.08s (15%) | 0.42s | Final autos — diminishing reduction |
| 📊 TRANSCENDENCE at High Attack Speed — Effective CDRAt 1.5 attacks/second with a 10s CD ability: 15% × remaining every 0.67s → ability ready again in approximately 6-7 seconds.At 2.0 attacks/second: 15% every 0.5s → ability ready in approximately 5-6 seconds from the same 10s base CD.With Runaan’s Hurricane multi-bolts: each bolt is a separate attack — each bolt fires TRANSCENDENCE individually if the bolt is an on-attack effect (Hurricane bolts are on-attack).Champions with 4-6 second base CDs on their primary ability (Ashe Q, Caitlyn Q, Xayah E) benefit most — TRANSCENDENCE cycles them back in 2-3 seconds at high AS.Champions with 20+ second base CDs (Jinx R, ultimate abilities) gain less proportional benefit — TRANSCENDENCE’s percentage reduction shrinks at high remaining values. |
TRANSCENDENCE + Runaan’s Hurricane — Multi-Bolt Interaction
This is one of the most impactful mechanical interactions for Navori Flickerblade. Runaan’s Hurricane‘s bolts apply on-attack effects. TRANSCENDENCE triggers from on-attack sources — meaning each Hurricane bolt fires a separate TRANSCENDENCE reduction. At 3 targets hit simultaneously with Hurricane (primary + 2 bolts), that’s 3 TRANSCENDENCE triggers per attack instead of 1 — effectively tripling the CDR rate per physical attack.
On champions like Ashe, Miss Fortune, and Jinx who naturally build Runaan’s Hurricane, adding Navori Flickerblade creates a CDR rate that is practically impossible to achieve with ability haste items alone. At 3 Hurricane bolts × 1.5 attacks/second = 4.5 TRANSCENDENCE triggers per second.
🏟️ Arena Mode — Map-Specific Differences
| Stat | SR 5v5 / ARAM / Nexus Blitz | Arena |
| Attack Speed | +40% | +35% |
| Crit Chance | +25% | +25% (unchanged) |
| Movement Speed | +4% | +4% (unchanged) |
| TRANSCENDENCE | 15% remaining CD per auto | 15% remaining CD per auto (unchanged) |
Arena reduces attack speed from +40% to +35%. All other stats and TRANSCENDENCE mechanics remain unchanged. In Arena, the item’s value depends heavily on whether the champion’s build includes Runaan’s Hurricane for the multi-bolt TRANSCENDENCE stacking — without multi-bolt, the AS reduction from 40% to 35% is a minor gap. With Hurricane, the TRANSCENDENCE triple-trigger per attack remains fully intact.
🎯 Best Champions for Navori Flickerblade
Navori Flickerblade is strongest on champions who actively weave basic attacks between ability casts and whose basic abilities have short-to-medium cooldowns that compound with TRANSCENDENCE’s reduction. The mechanic is meaningless on pure ability-spam champions who never auto-attack, and less impactful on champions whose primary abilities have very long CDs.
✅ Ideal Picks
- Ashe — Ranger’s Focus (Q) flurry mechanic consumes Focus stacks — but the standard attack-weaving pattern between Q windows and Volley (W) spams directly benefits from TRANSCENDENCE cycling W back faster. W base CD scales from 18 seconds down to 4 seconds at rank 5 — at high AS with TRANSCENDENCE, W resets between every auto sequence. Combined with Runaan’s Hurricane bolts, TRANSCENDENCE fires on every bolt to cycle W and Q faster simultaneously.
- Caitlyn — Piltover Peacemaker (Q) is her primary poke ability with an 8-second base CD. TRANSCENDENCE cycling Q back within 3-4 seconds of auto-weaving dramatically increases her poke frequency in lane. Yordle Snap Trap (W) trap placement also benefits — faster trap cycling means persistent zone control.
- Jinx — Zap! (E) has a 10-second base CD — TRANSCENDENCE at high AS fires it back in 5-6 seconds. Her Fishbones/Pow-Pow switching pattern (Q toggle) doesn’t interact with TRANSCENDENCE directly, but Flame Chompers (E) trap cycling and Zap! frequency both increase. Building Runaan’s Hurricane + Navori on Jinx in Fishbones mode creates multi-bolt TRANSCENDENCE stacking per attack.
- Xayah — Bladecaller (E) is her core damage ability with a 10-second base CD. Every auto attack in her feather-stacking pattern fires TRANSCENDENCE — cycling E back faster means more frequent mass-feather recalls. Her standard build path often includes Runaan’s Hurricane which adds multi-bolt TRANSCENDENCE stacking. E cycling from 10s to effectively 4-5s at high AS fundamentally changes her damage pattern frequency.
- Miss Fortune — Double Up (Q) has a 5-second base CD — TRANSCENDENCE at 2 attacks/second fires it back within 2-3 seconds. Love Tap passive bonus on switching targets compounds with faster Q cycling. Building Runaan’s Hurricane creates the same multi-bolt TRANSCENDENCE interaction as other marksmen.
- Urgot — His PURGE (W) ability fires rapid shotgun knees that apply on-attack effects — each knee fires TRANSCENDENCE individually (on-attack sources trigger TRANSCENDENCE). During W’s extended rapid-fire mode, TRANSCENDENCE triggers at the W attack rate — cycling Purge’s 12-second CD significantly faster than ability haste alone. Corrosive Charge (E) 12s CD also benefits from the standard auto-attack TRANSCENDENCE weave between Purge windows.
❌ Suboptimal Picks
- Pure ability-spammers who rarely auto-attack: Lux, Ziggs, Xerath — these champions cast abilities and reposition between casts without weaving basic attacks. TRANSCENDENCE has zero impact if no autos are being thrown. Ability haste items (Spear of Shojin, Voltaic Cyclosword, Shadowflame) provide faster ability cycles more efficiently for non-auto-weaving patterns.
- Champions with all long-CD abilities: if every basic ability has a 15-20+ second CD, TRANSCENDENCE’s 15% of remaining value is only meaningful in the final seconds before the ability is ready. The item’s value scales most with short-base-CD abilities that can be forced back multiple times per fight.
- Tanks and full fighters in melee who don’t crit: the crit chance is wasted without crit-scaling items. Voltaic Cyclosword or Trinity Force provide more relevant combat passives for melee fighters who attack structures and jungle camps regularly (triggering TRANSCENDENCE’s structure exemption).
⚙️ Recommended Build Paths
Ability-Reset ADC Core (Ashe / Xayah / Miss Fortune)
- Infinity Edge — First item — crit damage amplification; activates at 50%+ crit to maximize Navori’s crit synergy
- Navori Flickerblade — Second item — TRANSCENDENCE online; 25% crit + IE’s amplification; ability CDR weaving begins
- Runaan’s Hurricane — Third item — multi-bolt TRANSCENDENCE: each bolt fires TRANSCENDENCE separately → 3x CDR triggers per auto at 3 targets
- Kraken Slayer — Fourth item — true damage vs tanks; +35% AS further multiplies TRANSCENDENCE trigger rate
- Phantom Dancer — Fifth item — permanent ghost for repositioning freedom; +65% AS pushes TRANSCENDENCE rate near maximum
High CDR Marksman Build (Caitlyn / Jinx)
- Statikk Shiv — First item — ELECTROSHOCK wave clear; attack speed + crit foundation
- Navori Flickerblade — Second item — Q cycling (Piltover Peacemaker / Zap!) begins at 2-item AS
- Rapid Firecannon — Third item — SHARPSHOOTER extended range + Energized; alternative to Hurricane when range matters more than multi-bolt TRANSCENDENCE
- Infinity Edge — Fourth item — 75%+ crit achieved at this point; IE amplification active for remaining build
- Lord Dominik’s Regards — Fifth item — armor penetration vs frontline stacking
Urgot Ability-Loop Build
- Trinity Force — First item — Spellblade burst + AH + HP; Urgot’s melee pattern benefits from AH and HP before Navori
- Navori Flickerblade — Second item — PURGE (W) fires TRANSCENDENCE at W’s rapid attack rate; E cycling from 12s becomes 5-6s
- Kraken Slayer — Third item — true damage every 3rd W shot; anti-tank shredding for W’s machine-gun pattern
- Sterak’s Gage — Fourth item — LIFELINE survival at 30% HP; bonus HP compounds with Trinity Force’s HP
- Randuin’s Omen — Fifth item — HUMILITY slow vs physical attackers; RESILIENCE crit reduction vs enemy marksmen
| 💡 Navori Flickerblade + Runaan’s Hurricane — Why This Is the Core ComboRunaan’s Hurricane bolts apply on-attack effects — TRANSCENDENCE triggers from on-attack sources.Result: at 3 targets, each physical attack fires TRANSCENDENCE 3 times (primary + 2 bolts).At 1.5 attacks/second with 3 bolts: 4.5 TRANSCENDENCE triggers/second — cycling a 10s CD ability in ~3.5 seconds.On Ashe: W (Volley) becomes practically always available during Hurricane teamfights. Q Focus stacks also benefit from faster auto sequences.On Xayah: E (Bladecaller) cycles from 10s to effectively 3-4s with Hurricane bolts providing triple TRANSCENDENCE per attack.The combination of the two items creates an ability cycling rate unachievable through ability haste items alone. |
🔄 Similar Items — Crit + Attack Speed Family
| Item | AS | Crit | MS | Unique Passive | vs. Navori Flickerblade |
| Phantom Dancer | +65% | +25% | +10% | SPECTRAL WALTZ permanent ghost | Higher AS + ghost vs CDR passive |
| Rapid Firecannon | +35% | +25% | +4% | SHARPSHOOTER range extension | Range poke vs ability CDR |
| Runaan’s Hurricane | +40% | +25% | +5% | Multi-bolt bolt spread | AoE bolt = TRANSCENDENCE x3 when combined |
| Statikk Shiv | +35% | +25% | +5% | ELECTROSHOCK chain lightning wave clear | Wave clear vs ability CDR |
| Yun Tal Wildarrows | +40% | +25% | None | Bleed stacking on crits | Sustained bleed vs CDR loop |
| Fiendhunter Bolts | +30% | +25% | +5% | Stackable MS on hit | MS stacking vs CDR loop |
❌ Common Mistakes & How to Avoid Them
- Not weaving auto attacks between ability casts: TRANSCENDENCE is zero-value if autos aren’t being thrown between ability uses. The most common underutilization is casting an ability, then immediately casting a second ability without auto-attacking in between. Insert one auto between every ability cast — even at the cost of a slight positioning adjustment — to trigger TRANSCENDENCE every cycle.
- Building it on champions without short-CD basic abilities: on champions whose basic abilities have 20+ second CDs (most ultimate-CD champions, long-cooldown assassins), TRANSCENDENCE’s 15% of remaining barely shortens the wait. Check base CDs: 4-10 second CDs → Navori excels. 15-20 second CDs → ability haste items like Spear of Shojin or Voltaic Cyclosword are more efficient.
- Trusting TRANSCENDENCE to fire during tower sieges: TRANSCENDENCE does NOT trigger on structure attacks. Planning a CD reduction sequence that relies on tower auto-attacks recharging abilities will not work. The exception bug (Dirty Fighting, Lightslinger, Double Strike, Twin Bite, Purge) applies only for champions with those specific on-attack abilities.
- Buying it instead of Phantom Dancer when ghost is the actual need: if the primary defensive problem is unit-collision body-blocking or kiting through minion lines, Phantom Dancer‘s permanent ghost solves that problem. TRANSCENDENCE provides zero positioning utility. Evaluate whether ability cycling or movement freedom is the actual combat bottleneck before deciding between the two.
- Missing the Runaan’s Hurricane combo: building Runaan’s Hurricane without Navori Flickerblade misses the triple-TRANSCENDENCE-per-attack synergy. And building Navori without Hurricane leaves the most impactful CDR multiplier untapped. The two items compound — in most ability-cycling ADC builds, both belong in the final build simultaneously.
✅ Best Practices
- Always weave one auto between every ability: auto → ability → auto → ability — this is the minimum TRANSCENDENCE activation pattern; each auto in the sequence fires the 15% reduction
- Build Runaan’s Hurricane alongside Navori Flickerblade: each Hurricane bolt fires a separate TRANSCENDENCE — at 3 targets this triples CDR triggers per attack; the combination is the most efficient ability cycling available to ADC builds
- Pair with Infinity Edge for crit amplification: 50%+ crit from Navori + Runaan’s activates IE’s amplification; TRANSCENDENCE then cycles the primary damage abilities faster to apply more crits more frequently
- Track blind CC: TRANSCENDENCE doesn’t trigger when blinded during attack declaration; against Teemo, Quinn, or Graves-level blind abilities, the CDR loop pauses — plan ability timing around blind duration windows
- On Urgot W: PURGE’s rapid knees each fire TRANSCENDENCE individually — sustaining W for its full duration at high AS charges E, Q, and future W much faster than ability haste alone; prioritize W uptime for maximum CDR throughput
FAQ
Q: Does TRANSCENDENCE trigger when auto-attacking towers?
A: No — TRANSCENDENCE does not trigger on structures (towers, inhibitors, Nexus) or jungle plants. There is a documented bug: certain champion on-attack ability sources specifically (Dirty Fighting, Lightslinger, Double Strike, Twin Bite, and Urgot’s Purge) WILL trigger TRANSCENDENCE on structures despite the general rule. For all other champions and attack sources, structure attacks provide zero TRANSCENDENCE CDR.
Q: Does Runaan’s Hurricane multiply TRANSCENDENCE triggers?
A: Yes — Runaan’s Hurricane‘s bolts apply on-attack effects, and TRANSCENDENCE triggers from on-attack sources. Each bolt fires a separate TRANSCENDENCE reduction. At maximum 3 targets hit (primary + 2 bolts), each basic attack triggers TRANSCENDENCE 3 times simultaneously. This is the primary reason the Navori Flickerblade + Hurricane combination is so effective for ability cycling on marksmen.
Q: What’s the difference between Navori Flickerblade and Phantom Dancer since they cost the same?
A: Both cost 2,650 Gold with the same recipe. Phantom Dancer provides +65% AS (+25% more), +10% MS (+6% more), and SPECTRAL WALTZ permanent ghost (unit collision removal). Navori Flickerblade provides +40% AS and TRANSCENDENCE (15% remaining CD per auto). The choice is: passive utility that improves positioning freedom (Phantom Dancer’s ghost) vs passive utility that reduces ability cooldowns (Navori’s CDR loop). Champions whose damage pattern relies on specific abilities cycling quickly → Navori. Champions who need movement freedom through unit bodies → Phantom Dancer.
Q: Does TRANSCENDENCE stack with ability haste?
A: TRANSCENDENCE and ability haste reduce cooldowns through different mechanisms and stack multiplicatively in practice. Ability haste reduces the base cooldown duration at cast time. TRANSCENDENCE reduces the remaining cooldown of an already-ticking ability by 15% per auto. Building both Spear of Shojin (ability haste) and Navori Flickerblade creates a situation where a shorter base CD (from AH) is being reduced faster (from TRANSCENDENCE) simultaneously. The two mechanics combine but don’t cancel out.
Q: Does TRANSCENDENCE work on ultimate abilities?
A: A: No — TRANSCENDENCE explicitly reduces the cooldowns of basic abilities only (Q, W, E). Ultimate abilities (R) are not affected by TRANSCENDENCE. Items like Axiom Arc that reduce ultimate cooldowns on kills serve a different function.
Q: Why doesn’t TRANSCENDENCE trigger when blinded?
A: A: TRANSCENDENCE checks the attack declaration — when a blinded champion declares an attack, the attack is cancelled or misses due to blind, and TRANSCENDENCE’s trigger condition (on-attack proc on a successful attack) is not met. The passive requires the attack to successfully execute as a basic attack. Blind prevents the attack from landing correctly, suppressing the on-attack trigger.