{"id":15775,"date":"2026-02-18T15:21:36","date_gmt":"2026-02-18T15:21:36","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/galeforce\/"},"modified":"2026-03-04T23:04:21","modified_gmt":"2026-03-04T23:04:21","slug":"galeforce","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/galeforce\/","title":{"rendered":"Galeforce"},"content":{"rendered":"\n<p><strong>Galeforce<\/strong> is an <strong>Arena-exclusive Prismatic Marksman item<\/strong> providing <strong>+65 Attack Damage<\/strong>, <strong>+30% Attack Speed<\/strong>, <strong>+25% Critical Strike Chance<\/strong>, and <strong>+6% Movement Speed<\/strong>. Its active <strong>CLOUDBURST<\/strong> dashes to the target location at a travel speed of <strong>1350<\/strong> and fires <strong>three homing missiles<\/strong> at the most wounded enemy within <strong>750 units<\/strong>, prioritizing enemy champions. Each missile deals <strong>50-116.67 (based on level) + 26.66% bonus AD physical damage<\/strong>, for a combined total of <strong>150-350 (based on level) + 80% bonus AD physical damage<\/strong>, <strong>increased by 0%-50% based on the target&#8217;s missing health<\/strong>. 30-second cooldown. Range: <strong>200-600 units<\/strong>. CLOUDBURST deals <strong>persistent damage and DOES trigger spell effects<\/strong>. However, <strong>each missile is individually blocked by spell shields<\/strong> \u2014 a single spell shield absorbs one missile, not all three. CLOUDBURST is <strong>location-targeted<\/strong>, has <strong>no cast time<\/strong>, breaks stealth, fires at targets regardless of visibility, and the missiles are <strong>projectiles with fixed travel times<\/strong> (arc in spline movement). CLOUDBURST is <strong>disabled while grounded or rooted<\/strong>, and <strong>renders the user unable to act while dashing<\/strong>. If cast beyond max range, fires at max range. Total maximum damage: <strong>225-525 (based on level) + 90% bonus AD<\/strong>. Galeforce is the <strong>Arena Prismatic AD carry mobility item<\/strong> \u2014 a free repositioning dash combined with guaranteed missing-health-amplified homing missile burst, enabling ADCs to escape burst threats, chase down low-HP targets, or reposition for optimal auto-attack range simultaneously.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Stats at a Glance<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Stat<\/strong><\/td><td><strong>Value<\/strong><\/td><td><strong>Context<\/strong><\/td><\/tr><tr><td>Attack Damage<\/td><td>+65 AD<\/td><td>Highest raw AD in the Prismatic pool documented in this guide series; directly scales CLOUDBURST&#8217;s 80% bonus AD missile total and 26.66% bonus AD per missile<\/td><\/tr><tr><td>Attack Speed<\/td><td>+30% AS<\/td><td>Significant AS bonus; on ADCs with 0.65 base AS, adds approximately 0.2 attacks per second \u2014 meaningful DPS increase across sustained fights<\/td><\/tr><tr><td>Critical Strike Chance<\/td><td>+25% Crit Chance<\/td><td>Equivalent to one standard crit item (IE, Infinity Edge provides 20% \u2014 Galeforce&#8217;s 25% is above that); stacks with other crit sources for approaching 50-100% crit builds<\/td><\/tr><tr><td>Movement Speed<\/td><td>+6% Movement Speed<\/td><td>Flat percentage MS bonus \u2014 always active; at 325 base MS: +6% = approximately 344 MS; modest but permanent<\/td><\/tr><tr><td>CLOUDBURST Damage (per missile)<\/td><td>50-116.67 (level-based) + 26.66% bonus AD<\/td><td>At level 1: 50 + 26.66% bonus AD; at level 18: 116.67 + 26.66% bonus AD per missile<\/td><\/tr><tr><td>CLOUDBURST Damage (total 3 missiles)<\/td><td>150-350 (level-based) + 80% bonus AD<\/td><td>At level 18, 200 bonus AD: 350 + 160 = 510 physical damage; at 65 bonus AD (item only): 350 + 52 = 402 physical damage<\/td><\/tr><tr><td>CLOUDBURST Missing Health Amp<\/td><td>0%-50% bonus based on target&#8217;s missing health<\/td><td>At 100% missing HP (near death): +50% total damage multiplier on top of base; at 0% missing: no bonus<\/td><\/tr><tr><td>CLOUDBURST Max Damage<\/td><td>225-525 (level-based) + 90% bonus AD<\/td><td>Maximum at 50% missing health amp; at level 18, 200 bonus AD: 525 + 180 = 705 physical damage at maximum missing-HP amp<\/td><\/tr><tr><td>CLOUDBURST Dash Speed<\/td><td>1350 travel speed<\/td><td>Fast but not instant; 1350 units\/second means 600-unit max range dash takes approximately 0.44 seconds<\/td><\/tr><tr><td>CLOUDBURST Range<\/td><td>200-600 units<\/td><td>Min 200 (cannot dash too close), max 600; missiles fire at targets within 500 units of the cast landing location<\/td><\/tr><tr><td>CLOUDBURST Missile Target<\/td><td>Most wounded enemy within 750 units, prioritizing champions<\/td><td>Auto-targeted at lowest HP% champion in range \u2014 no manual targeting control<\/td><\/tr><tr><td>CLOUDBURST Cooldown<\/td><td>30 seconds<\/td><td>No AH on item \u2014 full 30-second cooldown; 20 AH from other sources would reduce to ~25 seconds<\/td><\/tr><tr><td>CLOUDBURST Damage Type<\/td><td>Persistent damage \u2014 DOES trigger spell effects<\/td><td>Unlike most item actives; Liandry&#8217;s, etc. trigger from CLOUDBURST damage<\/td><\/tr><tr><td>Spell Shield vs Missiles<\/td><td>Each missile individually blocked \u2014 one spell shield = one missile absorbed<\/td><td>Three spell shields needed to block all three missiles; one shield blocks only one of three<\/td><\/tr><tr><td>Total Cost<\/td><td>0 gold (distributed via Prismatic Anvil)<\/td><td>2000g sell value<\/td><\/tr><tr><td>Sell Value<\/td><td>2000 gold<\/td><td>Standard Prismatic sell-back<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 Galeforce vs Other Prismatic Items \u2014 The ADC Outlier: <\/strong>Every Prismatic item documented in this guide series so far has been oriented toward mages (Everfrost, Night Harvester) or melee fighters (Goredrinker, Sundered Sky on SR). Galeforce is the <strong>dedicated ADC Prismatic<\/strong> \u2014 its stat bundle of 65 AD + 30% AS + 25% crit + 6% MS is the standard ADC scaling profile (AD, AS, crit) in a single Prismatic slot, equivalent to compressing <strong>two Legendary items worth of ADC stats<\/strong> into one Anvil roll. The CLOUDBURST active further provides a dash (mobility ADCs normally need a dedicated Legendary for) and homing missile burst (ranged targeted damage ADCs can deliver from 200-600 units away without closing to melee range). In Arena&#8217;s 2v2 format, <strong>Galeforce enables pure kite-based ADC compositions<\/strong> where the carry continuously repositions while maintaining maximum sustained damage output.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 The Missing Health Amplification \u2014 Galeforce Executes Low-HP Targets: <\/strong>CLOUDBURST&#8217;s missiles deal <strong>0-50% more damage based on the target&#8217;s missing health<\/strong>. At 0% missing HP (full HP target): no bonus. At 50% missing HP: approximately 25% bonus damage. At 100% missing HP (1 HP remaining): full 50% bonus damage multiplier. At level 18, 200 bonus AD: base 510 missile damage \u00d7 1.5 = <strong>765 total physical damage at maximum missing-HP amplification<\/strong>. The amplification scales continuously from 0 to 50% \u2014 not a threshold. CLOUDBURST is simultaneously a <strong>repositioning dash AND a finishing execute tool<\/strong> against low-HP enemies. The auto-targeting logic (most wounded enemy within 750 units) aligns CLOUDBURST&#8217;s missile target with the highest missing-HP target \u2014 the target who both provides the largest missing-HP bonus AND is the highest-priority kill target.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Acquisition \u2014 Prismatic Anvil System<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Acquisition<\/td><td>Prismatic Item Anvil only \u2014 not purchasable in shop<\/td><\/tr><tr><td>Gold Cost<\/td><td>0 gold<\/td><\/tr><tr><td>Sell Value<\/td><td>2000 gold<\/td><\/tr><tr><td>Competition<\/td><td>Competes with all other Prismatic items in the Anvil pool<\/td><\/tr><tr><td>One Prismatic per Player<\/td><td>Standard Arena rule<\/td><\/tr><tr><td>Sell Strategy<\/td><td>2000g sell value; liquidate if the CLOUDBURST dash pattern doesn&#8217;t fit the matchup or champion<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 Active \u2014 UNIQUE: CLOUDBURST<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value \/ Mechanic<\/strong><\/td><\/tr><tr><td>Type<\/td><td>Location-targeted active<\/td><\/tr><tr><td>Dash Speed<\/td><td>1350 travel speed<\/td><\/tr><tr><td>Dash Range<\/td><td>200-600 units<\/td><\/tr><tr><td>No Cast Time<\/td><td>YES \u2014 activates immediately with no wind-up delay<\/td><\/tr><tr><td>While Dashing<\/td><td>User CANNOT act \u2014 no auto-attacks, no ability casts during the dash<\/td><\/tr><tr><td>Grounded \/ Rooted<\/td><td>CLOUDBURST is DISABLED while grounded or rooted<\/td><\/tr><tr><td>Breaks Stealth<\/td><td>YES \u2014 activating CLOUDBURST reveals the user<\/td><\/tr><tr><td>Cast Beyond Max Range<\/td><td>Fires at max range (600 units) if cast beyond that distance<\/td><\/tr><tr><td>Missile Count<\/td><td>3 missiles<\/td><\/tr><tr><td>Missile Target<\/td><td>Most wounded enemy within 750 units of landing point, prioritizing champions over non-champions<\/td><\/tr><tr><td>Missile Damage (per missile)<\/td><td>50-116.67 (based on level) + 26.66% bonus AD physical damage<\/td><\/tr><tr><td>Missile Damage (total)<\/td><td>150-350 (based on level) + 80% bonus AD physical damage<\/td><\/tr><tr><td>Missing Health Amp<\/td><td>Increased by 0%-50% based on target&#8217;s missing health<\/td><\/tr><tr><td>Maximum Total Damage<\/td><td>225-525 (based on level) + 90% bonus AD<\/td><\/tr><tr><td>Damage Type<\/td><td>Persistent damage \u2014 DOES trigger spell effects<\/td><\/tr><tr><td>Spell Shield (per missile)<\/td><td>Each missile individually blocked \u2014 one spell shield absorbs one missile<\/td><\/tr><tr><td>Visibility<\/td><td>Fires at target regardless of visible or not \u2014 no vision requirement<\/td><\/tr><tr><td>Missile Type<\/td><td>Projectiles with fixed travel times \u2014 arcs in spline movement<\/td><\/tr><tr><td>Missile 1 Timing<\/td><td>Fired after 0.066s \u2014 hits after combined 0.33s<\/td><\/tr><tr><td>Missile 2 Timing<\/td><td>Fired after 0.198s \u2014 hits after combined 0.429s<\/td><\/tr><tr><td>Missile 3 Timing<\/td><td>Fired after 0.33s \u2014 hits after combined 0.528s<\/td><\/tr><tr><td>Total Missile Delivery<\/td><td>All three missiles delivered within approximately 0.53 seconds of CLOUDBURST landing<\/td><\/tr><tr><td>Cooldown<\/td><td>30 seconds<\/td><\/tr><tr><td>Missile Target Range from Landing<\/td><td>500 units from the cast landing location<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>EFFECT: <\/strong>Dash to the target location at speed 1350 and fire three homing missiles at the most wounded enemy within 750 units, prioritizing enemy champions. Each missile deals <strong>50-116.67 (level-based) + 26.66% bonus AD<\/strong> physical damage, for a total of <strong>150-350 (level-based) + 80% bonus AD<\/strong>, increased by <strong>0%-50% based on target&#8217;s missing health<\/strong>. Maximum damage: <strong>225-525 (level-based) + 90% bonus AD<\/strong>. 30-second cooldown. Persistent damage triggers spell effects. Each missile individually blocked by spell shields. No cast time. Disabled while grounded or rooted.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>CLOUDBURST Total Damage Reference Table<\/strong><\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Level<\/strong><\/td><td><strong>Bonus AD<\/strong><\/td><td><strong>Base Missile Total<\/strong><\/td><td><strong>AD Component (80%)<\/strong><\/td><td><strong>Missing HP Amp (50%)<\/strong><\/td><td><strong>Maximum Total Damage<\/strong><\/td><\/tr><tr><td>Level 6<\/td><td>65 (item only)<\/td><td>150<\/td><td>52<\/td><td>+101 at max amp<\/td><td>303 physical<\/td><\/tr><tr><td>Level 10<\/td><td>65 (item only)<\/td><td>233<\/td><td>52<\/td><td>+142.5 at max amp<\/td><td>427.5 physical<\/td><\/tr><tr><td>Level 14<\/td><td>65 + 100 = 165<\/td><td>300<\/td><td>132<\/td><td>+216 at max amp<\/td><td>648 physical<\/td><\/tr><tr><td>Level 18<\/td><td>65 AD (item only)<\/td><td>350<\/td><td>52<\/td><td>+201 at max amp<\/td><td>603 physical<\/td><\/tr><tr><td>Level 18<\/td><td>200 bonus AD<\/td><td>350<\/td><td>160<\/td><td>+255 at max amp<\/td><td>765 physical<\/td><\/tr><tr><td>Level 18<\/td><td>300 bonus AD (full build)<\/td><td>350<\/td><td>240<\/td><td>+295 at max amp<\/td><td>885 physical<\/td><\/tr><tr><td>Level 18, 300 AD, full missing HP<\/td><td>300<\/td><td>350<\/td><td>240<\/td><td>+295<\/td><td>885 physical \u2014 vs target near death<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>The Three Mechanical Properties That Define CLOUDBURST<\/strong><\/h3>\n\n\n\n<p><strong>1. No Cast Time \u2014 Instant Dash Activation: <\/strong>CLOUDBURST has <strong>no cast time<\/strong> \u2014 it activates at the moment of click with no wind-up, facing animation, or delay before the dash begins. This is the fundamental property that separates CLOUDBURST from abilities with cast delays: clicking CLOUDBURST at any moment during a fight immediately initiates the dash at 1350 speed. There is no reaction window for the opponent to respond between CLOUDBURST&#8217;s activation and the dash beginning \u2014 the active is <strong>a true instant-response repositioning tool<\/strong>. Against incoming burst combos (Zed Death Mark landing, Syndra sphere scatter), CLOUDBURST can be activated the moment the threat is identified with no cast-time vulnerability window.<\/p>\n\n\n\n<p><strong>2. No Action During Dash \u2014 The Vulnerability Window: <\/strong>CLOUDBURST <strong>renders the user unable to act while dashing<\/strong>. During the approximately 0.44-second dash at 1350 speed across 600 units, the carrier cannot auto-attack, cannot cast abilities, and cannot activate other items. This creates a <strong>0.44-second action-locked window<\/strong> that skilled opponents can exploit: initiating CC abilities timed to land at CLOUDBURST&#8217;s destination catches the carrier during the post-dash recovery frame. Additionally, CLOUDBURST is disabled while <strong>grounded or rooted<\/strong> \u2014 these CC types prevent the dash entirely. Pre-applying ground effects (Rammus Tremors R pulse, Cassiopeia Miasma W ground zone) before the CLOUDBURST activation is the primary CC counter to Galeforce mobility.<\/p>\n\n\n\n<p><strong>3. Persistent Damage \u2014 Triggers Spell Effects (Unlike Most Item Actives): <\/strong>CLOUDBURST&#8217;s missiles deal <strong>persistent damage<\/strong> \u2014 a specific damage type that <strong>DOES trigger spell effects<\/strong>. Most item actives deal default damage (no spell effect triggers). CLOUDBURST is the exception among the Prismatic items: its physical damage from each missile activates Liandry&#8217;s TORMENT, Demonic Embrace DoT, and any other passive that triggers on spell damage. For crit ADCs who build hybrid physical damage items with spell-effect passives, <strong>CLOUDBURST provides triple value: dash repositioning + missile burst + spell-effect trigger from the missile damage<\/strong><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Missile Timing Sequence \u2014 The 0.53-Second Delivery Window<\/strong><\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Missile<\/strong><\/td><td><strong>Fired After (post-landing)<\/strong><\/td><td><strong>Hits After (combined)<\/strong><\/td><td><strong>Notes<\/strong><\/td><\/tr><tr><td>Missile 1<\/td><td>0.066 seconds<\/td><td>0.33 seconds<\/td><td>First missile arrives at approximately 0.33s after CLOUDBURST lands<\/td><\/tr><tr><td>Missile 2<\/td><td>0.198 seconds<\/td><td>0.429 seconds<\/td><td>Second missile arrives approximately 0.1s after first<\/td><\/tr><tr><td>Missile 3<\/td><td>0.330 seconds<\/td><td>0.528 seconds<\/td><td>Final missile completes the burst approximately 0.53s after landing<\/td><\/tr><tr><td>Total Delivery<\/td><td>0.330 seconds fire window<\/td><td>0.528 seconds all delivered<\/td><td>Full three-missile burst resolves within ~0.53 seconds of CLOUDBURST landing<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 The 0.53-Second Delivery Window \u2014 Implications for Spell Shield Timing: <\/strong>The three missiles arrive within 0.53 seconds of CLOUDBURST&#8217;s landing. Each missile is <strong>individually blocked by a spell shield<\/strong> \u2014 one shield absorbs one missile. Against a target with a single spell shield (Banshee&#8217;s Veil passive), CLOUDBURST fires three missiles: the <strong>first missile is absorbed by the spell shield<\/strong>, consuming it. The second missile (0.099 seconds after the first&#8217;s impact) hits without a shield. The third missile hits without a shield. Net result against one spell-shielded target: <strong>one missile blocked, two missiles land<\/strong> \u2014 2\/3 of CLOUDBURST&#8217;s damage reaches the target. Against the same target with <strong>three spell shields<\/strong> active simultaneously: all three missiles blocked. The per-missile shield interaction means <strong>multiple layered shields are required for full CLOUDBURST negation<\/strong>, not just one.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Location-Targeted vs Auto-Targeted \u2014 The Crucial Distinction: <\/strong>CLOUDBURST&#8217;s <strong>dash is location-targeted<\/strong> (the player chooses where to dash), but the <strong>missiles are auto-targeted<\/strong> (the game selects the most wounded champion within 750 units of the landing point automatically). The player controls the repositioning vector but not the missile target. Landing CLOUDBURST in an area where the desired kill target is within 750 units allows the missiles to home onto them \u2014 but if a lower-HP ally minion or a lower-HP non-priority enemy is within 750 units, the auto-targeting may redirect. <strong>Missile target prioritizes enemy champions over minions and monsters<\/strong>, but among champions <strong>selects the most wounded (lowest HP percentage) champion<\/strong> \u2014 which may not always be the intended target if there are multiple enemy champions at different HP percentages nearby.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Fires at Targets Regardless of Visibility \u2014 Through Fog of War: <\/strong>CLOUDBURST missiles home to the most wounded enemy champion within 750 units <strong>regardless of whether that target is visible<\/strong>. If an enemy champion is in brush or fog of war but within 750 units of the landing point, the missiles home onto them through the FoW. This is a notable mechanic in Arena where terrain and fog can obscure opponent positions \u2014 CLOUDBURST missiles bypass vision requirements. The implication: landing CLOUDBURST near a brush where an enemy is known to be hiding (but not currently visible) can still deliver missiles to that target through the obscured position.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Who Benefits Most From Galeforce in Arena<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Champion Archetypes \u2014 Arena Specific<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Ranged AD Carries Who Need a Dash for Survivability: <\/strong>ADCs with no built-in dash or blink (Ashe, Miss Fortune, Kog&#8217;Maw, Jinx, Sivir) are the primary CLOUDBURST beneficiaries. Without any kit mobility, these champions are entirely dependent on positioning discipline \u2014 one gap-closer from an opponent closes the distance permanently. CLOUDBURST provides the escape dash that <strong>these champions&#8217; kits fundamentally lack<\/strong>, giving them a 600-unit repositioning tool on a 30-second cooldown. In Arena&#8217;s 2v2 where one fighter opponent closing the gap means the fight is over for a kite-dependent ADC, CLOUDBURST&#8217;s no-cast-time instant dash is the difference between surviving the engage and getting destroyed.<\/li>\n\n\n\n<li><strong>Crit ADCs Who Stack 50-100% Crit Chance in Arena Builds: <\/strong>Galeforce&#8217;s +25% crit chance combines with Infinity Edge (20% crit), Phantom Dancer (20% crit), or other crit sources to reach <strong>50-100% crit chance<\/strong> in Arena builds. At 50% crit with Infinity Edge: crits deal approximately 175% AD instead of 150% AD (IE PERFECTION bonus). At 100% crit: every auto-attack crits \u2014 permanent critical strike output with CLOUDBURST&#8217;s physical damage burst on top. <strong>Galeforce + IE is the standard crit carry foundation<\/strong>, compressing two-items worth of crit into a Prismatic + Legendary combination that leaves remaining slots for survivability (Guardian Angel) or further damage (Statikk Shiv, Kraken Slayer) amplification.<\/li>\n\n\n\n<li><strong>ADCs Who Can Use the Dash Aggressively to Chase Low-HP Targets: <\/strong>CLOUDBURST&#8217;s missing-health amplification (up to +50% more damage) combined with auto-targeting on the most wounded champion creates a <strong>reliable execute tool<\/strong> for chasing low-HP fleeing opponents. An opponent at 10% HP within 750 units of a CLOUDBURST landing point receives maximum missing-health amplification on all three missiles, plus the missiles home regardless of the target&#8217;s movement direction. <strong>CLOUDBURST effectively guarantees missile delivery on a target that would otherwise outrun auto-attack range<\/strong> through dashes or speed \u2014 the missiles arc and home through any movement.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Champion Examples \u2014 Arena Specific<\/strong><\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Champion<\/strong><\/td><td><strong>Why Galeforce<\/strong><\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/ashe-the-frost-archer\/\">Ashe<\/a><\/td><td>Zero kit mobility; CLOUDBURST provides the only escape dash; Frost Shot slow + CLOUDBURST dash creates kite pattern: slow enemy approaching, dash away, reestablish auto-attack distance; +65 AD scales Enchanted Crystal Arrow R damage; +25% crit scales Frost Shot slow to maximum 62.35%; CLOUDBURST missiles home onto low-HP fleeing targets Ashe would otherwise lose at max auto range<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/miss-fortune-the-bounty-hunter\/\">Miss Fortune<\/a><\/td><td>Double Up Q passive lines + CLOUDBURST dash; Bullet Time R channeling is immobile \u2014 CLOUDBURST immediately before R repositions for maximum cone angle, then R channels with zero mobility; Strut W passive MS + CLOUDBURST MS stacks; +30% AS accelerates Love Tap passive proc rate; no built-in dash makes CLOUDBURST her only repositioning option<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/jinx-the-loose-cannon\/\">Jinx<\/a><\/td><td>Super Mega Death Rocket R is a global execute \u2014 CLOUDBURST missiles on the most wounded champion target the same priority as R would; Pow-Pow minigun high AS synergizes with Galeforce&#8217;s +30% AS for maximum sustained DPS after repositioning; Get Excited! passive AS and MS after takedown + CLOUDBURST creates mobile post-kill engage; Fishbones rocket mode has no escape \u2014 CLOUDBURST fills the mobility gap<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/kogmaw-the-mouth-of-the-abyss\/\">Kog&#8217;Maw<\/a><\/td><td>Bio-Arcane Barrage W percent-HP on-hit + CLOUDBURST&#8217;s 65 AD scaling; highest attack range in the game (with W: 710) reduces need to dash frequently, but CLOUDBURST is the only escape when engaged; +30% AS accelerates W&#8217;s percent-HP on-hit frequency; CLOUDBURST missiles home through the 750-unit radius regardless of Kog&#8217;Maw&#8217;s slow repositioning speed<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/draven-the-glorious-executioner\/\">Draven<\/a><\/td><td>Spinning Axe Q grants bonus AD per catch; CLOUDBURST dash + axe positioning creates reposition without losing Q stacks (dash keeps the axe catch in range); +65 AD scales Stand Aside E and Blood Rush W bonus AD directly; +25% crit on a high-AD champion amplifies Spinning Axe per-crit damage; Whirling Death R global execute pairs with CLOUDBURST chase pattern<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/sivir-the-battle-mistress\/\">Sivir<\/a><\/td><td>On the Hunt R team-wide MS scales with CLOUDBURST&#8217;s existing +6% MS for maximum kite speed during R; Spell Shield E normally the mobility option against CC \u2014 CLOUDBURST adds a second escape layer; Ricochet W on-hit bounce + +30% AS creates high sustained DPS post-repositioning; +25% crit boosts all Sivir W bounces that can critically strike<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u23f0 When to Take Galeforce From a Prismatic Anvil<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Take Galeforce When:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Playing a no-dash ADC who would otherwise die to one engage in Arena 2v2: <\/strong>The primary condition for Galeforce priority is <strong>playing an ADC with no built-in mobility<\/strong>. In Arena&#8217;s 2v2 where one melee engage can end the fight for an immobile ADC, CLOUDBURST&#8217;s instant no-cast-time dash on 30-second cooldown is the highest-value mobility item available in the Prismatic pool. No Legendary item provides an equivalent instant repositioning tool \u2014 the closest is Hextech Rocketbelt (a Legendary with a dash active) which competes but provides AP instead of AD\/AS\/crit.<\/li>\n\n\n\n<li><strong>Building toward a crit-oriented ADC build that needs AS, crit, and AD simultaneously: <\/strong>Galeforce provides <strong>all three primary ADC scaling stats<\/strong> in a single Prismatic slot: 65 AD (raw damage), 30% AS (attack frequency), 25% crit (critical strike frequency). Obtaining Galeforce from an Anvil means <strong>the remaining Legendary item slots focus on penetration, survivability, or further crit<\/strong> rather than having to spend two Legendary slots establishing the AD + AS + crit foundation. IE (Legendary) purchased after Galeforce immediately reaches 45% crit chance \u2014 one more crit item (Phantom Dancer, Statikk Shiv) reaches 65-70% crit for near-perpetual crit uptime.<\/li>\n\n\n\n<li><strong>The opponent pair includes at least one melee gap-closer who will destroy an immobile ADC: <\/strong>Against compositions with aggressive melee champions (Renekton, Olaf, Garen, Vi) who reliably close the gap and prevent kiting, CLOUDBURST&#8217;s dash creates the <strong>one escape opportunity that turns a losing engage into a kitable fight<\/strong>. The 30-second cooldown means only one guaranteed escape per fight \u2014 use it at the moment of highest pressure, not preemptively.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Consider Alternatives When:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>The champion already has a reliable built-in dash or blink: <\/strong>Lucian (Relentless Pursuit E), Ezreal (Arcane Shift E), Caitlyn (90 Caliber Net E), Tristana (Rocket Jump W) all have independent mobility tools. For these champions, CLOUDBURST&#8217;s repositioning value is partially redundant \u2014 <strong>the AP\/mage Prismatic items (Everfrost, Night Harvester) or the fighter Prismatics (Goredrinker for hybrid carries) may provide higher marginal value<\/strong> than a third mobility option on top of existing kit mobility.<\/li>\n\n\n\n<li><strong>The composition needs CC rather than additional burst: <\/strong>In Arena 2v2 where the partner provides all the damage and the carrier&#8217;s primary role is crowd control or utility, Everfrost&#8217;s GLACIATE root (Prismatic CC active) may win more fights than Galeforce&#8217;s CLOUDBURST burst damage. <strong>The Prismatic slot is best filled by what the composition is missing<\/strong> \u2014 if burst is already covered by the partner, CC utility (Everfrost) outperforms additional damage (Galeforce) in most 2v2 scenarios.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Scenario<\/strong><\/td><td><strong>Take Priority<\/strong><\/td><td><strong>Reasoning<\/strong><\/td><\/tr><tr><td>Immobile ADC (Ashe, Jinx, Kog&#8217;Maw, Miss Fortune) in Arena<\/td><td>Highest \u2014 take immediately<\/td><td>CLOUDBURST is the only escape; no equivalent Legendary provides an instant no-cast-time dash for ADCs<\/td><\/tr><tr><td>Building crit ADC (need AD + AS + crit foundation)<\/td><td>High<\/td><td>Galeforce provides all 3 ADC scaling stats in one Prismatic slot; remaining Legendaries can focus on IE + penetration<\/td><\/tr><tr><td>ADC vs melee-heavy opponent pair<\/td><td>High<\/td><td>CLOUDBURST&#8217;s instant dash counters melee gap-closers; 30s CD provides one guaranteed escape per fight<\/td><\/tr><tr><td>ADC with built-in dash (Ezreal, Lucian, Tristana)<\/td><td>Medium<\/td><td>Built-in dash reduces CLOUDBURST&#8217;s incremental value; other Prismatics may add more<\/td><\/tr><tr><td>AP mage champion rolling Galeforce<\/td><td>Low<\/td><td>65 AD + 30% AS + 25% crit provides near-zero AP scaling value; wrong stat profile for ability damage mages<\/td><\/tr><tr><td>Melee fighter (Darius, Garen)<\/td><td>Very low<\/td><td>Goredrinker provides sustain more relevant to melee fighter survivability; crit stats less efficient on melee fighters without crit mechanics<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udca1 Synergies \u2014 Arena Specific<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Best Item Pairings (Arena Legendaries)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/infinity-edge\/\">Infinity Edge<\/a>: <\/strong>Infinity Edge PERFECTION grants +35% bonus crit damage when the carrier has 60%+ crit chance. Galeforce provides 25% crit \u2014 purchasing IE provides 20% more crit for 45% total. One additional crit item (Phantom Dancer, Statikk Shiv) reaches 65-70% crit, activating IE PERFECTION. At 65% crit with IE PERFECTION: crits deal 185% AD instead of 150% AD. <strong>CLOUDBURST&#8217;s missiles are physical damage that can interact with crit amplification<\/strong> \u2014 at level 18, 300 bonus AD: missiles deal 350 + 240 = 590 physical damage base; with IE amplification on crit-triggering attacks and CLOUDBURST&#8217;s bonus: sustained auto-crit DPS reaches peak ADC levels. Galeforce + IE is the <strong>core two-item crit ADC foundation in Arena<\/strong><\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/kraken-slayer\/\">Kraken Slayer<\/a>: <\/strong>Kraken Slayer BRING IT DOWN grants 70% AD true damage every third attack against tanks. ADC-oriented Arena builds face the challenge of tankier fighter or HP-stacking opponents \u2014 Kraken Slayer&#8217;s true damage bypasses armor entirely on every third auto. <strong>Galeforce&#8217;s repositioning dash enables the ADC to maintain the sustained auto-attack pattern necessary for Kraken Slayer third-hit accumulation<\/strong> without being interrupted by gap-closers. The missing-HP amplification on CLOUDBURST&#8217;s missiles also benefits from being fired after Kraken Slayer has shredded effective HP through true damage: the lower effective HP from Kraken Slayer true damage over successive autos means CLOUDBURST fires into a lower-HP target with higher missing-HP amplification.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/statikk-shiv\/\">Statikk Shiv<\/a>: <\/strong>Statikk Shiv ELECTROSURGE procs bonus magic damage via chain lightning on every 3 crits, and bonus damage to minion waves. Galeforce&#8217;s 25% crit accelerates ELECTROSURGE generation \u2014 at 50% crit (Galeforce + IE): every 2 autos on average trigger ELECTROSURGE. <strong>The Galeforce dash into a group of enemies allows sustained Statikk Shiv ELECTROSURGE chains<\/strong> that hit all nearby targets simultaneously, providing AoE pressure that straight-line kiting cannot replicate. Statikk Shiv also provides wave clear for the minion bounty mechanics in Arena.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/guardian-angel\/\">Guardian Angel<\/a>: <\/strong>ADCs are inherently fragile \u2014 Galeforce&#8217;s dash helps avoid burst, but burst that lands before CLOUDBURST fires kills the ADC. Guardian Angel provides a single revive with partial HP recovery. <strong>CLOUDBURST&#8217;s instant dash can be used immediately upon Guardian Angel revival<\/strong> \u2014 no cast time means the post-revival reposition is instant. Revival + CLOUDBURST immediately upon return = maximum repositioning opportunity to re-establish distance from the threats that killed the carry. In Arena 2v2 where a single death can end the round, GA&#8217;s revive combined with CLOUDBURST&#8217;s instant post-revival dash provides a second life that&#8217;s more likely to be survivable than a revive without repositioning.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/navori-flickerblade\/\">Navori Quickblades<\/a>: <\/strong>Navori TRANCENDENCE reduces non-ultimate ability cooldowns by 12% on crit hits. With Galeforce&#8217;s 25% crit and additional crit sources, a meaningful percentage of autos are crits \u2014 each crit reduces CLOUDBURST&#8217;s 30-second cooldown by <strong>12% of that cooldown (approximately 3.6 seconds per crit auto that lands)<\/strong>. At 50% crit (Galeforce + IE): half of all autos are crits; in a 15-auto fight, approximately 7-8 crits fire \u2014 reducing CLOUDBURST&#8217;s cooldown by approximately 25-29 seconds over the fight. Navori provides the cooldown reduction pathway that Galeforce&#8217;s stats themselves lack (0 AH), potentially bringing CLOUDBURST&#8217;s effective cooldown into the 10-15 second range in sustained fights.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Champion Ability Synergies<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Ashe Enchanted Crystal Arrow R \u2014 CLOUDBURST reposition for max-distance stun: <\/strong>Ashe R stun duration scales with distance (1 second at short range, 3.5 seconds at maximum distance). CLOUDBURST dashes Ashe 200-600 units toward or away from the target \u2014 dashing <strong>away<\/strong> from the target before firing Ashe R maximizes the travel distance for maximum stun duration. CLOUDBURST enables Ashe to increase the effective R range against nearby opponents by instantly adding 600 units of travel distance to the arrow&#8217;s path before it starts flying.<\/li>\n\n\n\n<li><strong>Miss Fortune Bullet Time R \u2014 CLOUDBURST pre-repositioning: <\/strong>Miss Fortune&#8217;s Bullet Time R channels in a cone for 3 seconds with no ability to move. Before activating R, using CLOUDBURST positions MF at the optimal angle (both enemies within the cone&#8217;s arc) and establishes distance from melee retaliation range. <strong>CLOUDBURST acts as a pre-channel repositioning tool that maximizes Bullet Time&#8217;s coverage<\/strong> \u2014 the 3-second channel cannot be interrupted by movement after it begins, so landing in the optimal position before R is the entire positioning challenge, and CLOUDBURST solves it with a precise dash.<\/li>\n\n\n\n<li><strong>Jinx Rocket Jump W \u2014 CLOUDBURST exit from dead-end positions: <\/strong>Jinx&#8217;s Fishbones rocket mode has a minimum range that prevents firing at nearby targets \u2014 opponents who close to under Fishbones minimum range make Jinx&#8217;s primary damage mode non-functional. CLOUDBURST instantly creates 200-600 units of distance, re-establishing Fishbones effective firing range. <strong>CLOUDBURST converts a Jinx&#8217;s cornered or trapped position into a functional kiting position<\/strong> with no action-economy cost beyond the 30-second cooldown.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes &amp; How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Using CLOUDBURST preemptively at full HP rather than saving it for the danger window: <\/strong>CLOUDBURST has a 30-second cooldown \u2014 in Arena&#8217;s typically 15-30 second fights, <strong>burning it early at full HP wastes the one guaranteed escape<\/strong>. The dash&#8217;s highest value is as an emergency repositioning tool when an opponent&#8217;s gap-closer is about to connect. An ADC who uses CLOUDBURST aggressively at fight start (for the missile burst) may find themselves without a dash when a melee champion closes the gap 10 seconds later. <strong>Save CLOUDBURST for the fight moment that requires repositioning<\/strong>, not the moment that would be convenient.<\/li>\n\n\n\n<li><strong>Forgetting CLOUDBURST is disabled while grounded or rooted: <\/strong>Ground effects (Rammus Tremors, Cassiopeia Miasma W ground zone) and roots prevent CLOUDBURST entirely. Against opponents who apply ground or root effects preemptively before engaging, the ADC cannot dash even with CLOUDBURST available. <strong>Identify opponent ground\/root sources before fights<\/strong> and respect their timing \u2014 if Cassiopeia&#8217;s W is down and the ground zone has expired, CLOUDBURST is freely available; if it just landed, the ADC cannot dash for the duration. Against Rammus in Arena, Tremors&#8217; ground pulses create repeated CLOUDBURST denial windows.<\/li>\n\n\n\n<li><strong>Thinking one spell shield blocks all three missiles: <\/strong>CLOUDBURST fires three independent missiles, each <strong>individually blockable<\/strong> by a spell shield. One Banshee&#8217;s Veil passive absorbs one missile \u2014 the remaining two missiles land. <strong>Never skip CLOUDBURST against spell-shielded targets expecting zero damage<\/strong> \u2014 two of three missiles land regardless. Only three simultaneously active spell shields would block all three missiles, which is practically impossible in standard Arena builds.<\/li>\n\n\n\n<li><strong>Not accounting for the action-lock during the dash: <\/strong>The carrier <strong>cannot act during CLOUDBURST&#8217;s dash<\/strong> \u2014 no autos, no abilities. Against opponents who react to CLOUDBURST&#8217;s start by landing a CC ability timed for the landing point, the carrier arrives at the destination already CC&#8217;d with no ability to react. <strong>Avoid dashing into obvious CC zones<\/strong> \u2014 dashing away from the opponent&#8217;s current position is safer than dashing past them (which puts the landing point within their CC range). The dash is for escape or repositioning to a safer location, not aggressive diving past opponents.<\/li>\n\n\n\n<li><strong>Relying on missile auto-targeting when there are multiple champions at different HP percentages: <\/strong>CLOUDBURST missiles target the <strong>most wounded champion<\/strong> within 750 units of the landing point. If there are two enemy champions and the priority kill target has higher HP% than the off-target, <strong>missiles may home onto the off-target instead<\/strong>. In Arena 2v2, consider which opponent is at lower HP% before activating CLOUDBURST \u2014 if the more dangerous opponent is at 70% HP but the less dangerous one is at 20% HP, missiles will target the 20% HP champion, potentially delivering the execute burst to the wrong target. Landing CLOUDBURST at a position that excludes the off-target from the 750-unit missile radius directs all three missiles to the intended kill target.<\/li>\n\n\n\n<li><strong>Using CLOUDBURST into brush or terrain expecting to escape: <\/strong>CLOUDBURST fires missiles at targets within 750 units of the landing point <strong>regardless of visibility<\/strong> \u2014 landing in brush does not prevent missiles from finding champion targets. The missiles home through fog of war. The dash itself <strong>breaks stealth<\/strong> \u2014 entering brush via CLOUDBURST immediately reveals the carrier. CLOUDBURST does not provide stealth on arrival; it only changes position. Opponents who know the landing brush position can follow immediately after the dash.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counterplay Against Galeforce in Arena<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Shutting Down CLOUDBURST<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Grounding and Rooting \u2014 Hard Counter to the Dash: <\/strong>CLOUDBURST is <strong>disabled while grounded or rooted<\/strong> \u2014 these CC types are the definitive hard counter to Galeforce mobility. Cassiopeia&#8217;s Miasma W ground zone, Rammus Tremors R ground pulses, and any root ability applied before the ADC activates CLOUDBURST prevent the dash entirely for the CC duration. Identifying the ADC&#8217;s CLOUDBURST cooldown state and applying ground\/root at the moment the ADC would attempt to dash denies the escape and forces the ADC to survive the engage without repositioning.<\/li>\n\n\n\n<li><strong>CC Landing at the Destination Point: <\/strong>The CLOUDBURST dash travels to the target location at 1350 speed \u2014 the destination is visible from the cast indicator. Experienced Arena opponents can <strong>predict the landing location and pre-aim CC abilities at the destination<\/strong>. A Lux Q or Syndra sphere positioned at the expected landing point catches the carrier during the dash arrival frame where the action-lock window creates a reaction-free moment before the carrier can input commands.<\/li>\n\n\n\n<li><strong>High Burst Before CLOUDBURST Activates \u2014 One-Shot Threshold: <\/strong>CLOUDBURST requires the carrier to survive long enough to input the activation. Compositions that deal the majority of their burst in the <strong>first 0.3 seconds of engagement<\/strong> (Zed Death Mark + Q combo, Rengar insta-burst) can potentially eliminate the ADC before CLOUDBURST is activated \u2014 preventing the dash from becoming relevant. The highest-burst compositions treat the CLOUDBURST availability as irrelevant because the ADC is already dead before the input.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p><strong>Q: Can CLOUDBURST missiles target the same champion that just took damage from the dash collision?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>CLOUDBURST&#8217;s missiles target the <strong>most wounded enemy within 750 units of the landing point<\/strong>, prioritizing champions. If the carrier dashes near an opponent and that opponent becomes the most wounded champion in range, the missiles will home onto them regardless of whether the dash itself dealt damage. CLOUDBURST&#8217;s dash <strong>deals no direct damage on its own<\/strong> \u2014 it is purely a repositioning tool. Missiles fire after the landing and select their target independently based on HP percentage.<\/p>\n\n\n\n<p><strong>Q: Does CLOUDBURST&#8217;s dash travel through walls or is it blocked by terrain?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>CLOUDBURST is location-targeted and <strong>casts at max range if cast beyond that distance<\/strong> \u2014 but the documentation does not specify terrain collision behavior. Generally, location-targeted dashes in League either travel to the target location through terrain or stop at the nearest valid position before terrain. In Arena&#8217;s environment where walls are typically the arena boundary, CLOUDBURST&#8217;s 600-unit maximum range within the arena floor is unlikely to reach boundary walls in most fight scenarios. For terrain-specific interactions, verify in-fight behavior as it may depend on the specific CLOUDBURST targeting rules.<\/p>\n\n\n\n<p><strong>Q: If an opponent activates Zhonya&#8217;s Hourglass mid-fight, do CLOUDBURST missiles still deliver to them?<\/strong><strong>A: <\/strong>Zhonya&#8217;s stasis makes the champion untargetable and invulnerable for 2.5 seconds. Missiles that are <strong>already in flight<\/strong> when Zhonya&#8217;s activates may still land (depending on the interaction timing between missile flight and stasis invulnerability). Missiles that are <strong>fired after Zhonya&#8217;s stasis activates<\/strong> would find an invulnerable target \u2014 the interaction depends on whether the invulnerability check occurs at missile fire time or missile landing time. In practical play, CLOUDBURST&#8217;s 0.53-second delivery window means if Zhonya&#8217;s is activated after the first missile fires but before the second, the interaction between in-flight missiles and stasis invulnerability may vary. This is a timing-sensitive edge case that benefits from in-game verification on the current patch.<\/p>\n","protected":false},"featured_media":14557,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-15775","wiki","type-wiki","status-publish","has-post-thumbnail","hentry","wiki-category-items-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Galeforce - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/galeforce\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Galeforce - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Galeforce is an Arena-exclusive Prismatic Marksman item providing +65 Attack Damage, +30% Attack Speed, +25% Critical Strike Chance, and +6% Movement Speed. 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