{"id":17560,"date":"2026-02-18T14:49:49","date_gmt":"2026-02-18T14:49:49","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/redemption\/"},"modified":"2026-02-26T14:13:15","modified_gmt":"2026-02-26T14:13:15","slug":"redemption","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/redemption\/","title":{"rendered":"Redemption"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\"><strong>What is Redemption? \ud83c\udf1f<\/strong><\/h2>\n\n\n\n<p>Redemption is a <strong>legendary Support item<\/strong> in League of Legends, categorized under Ability Power, Heal &amp; Shield Power, and Mana &amp; Regeneration. It is the primary <strong>global-range active healing item<\/strong> in the support item pool \u2014 its INTERVENTION active can be cast from anywhere on the map, providing both a heal to allies and percentage-HP true damage to enemies at the target location.<\/p>\n\n\n\n<p>The item&#8217;s design positions it as a <strong>teamfight-decisive tool<\/strong> rather than a sustained healing source. A single well-timed INTERVENTION during a major objective or Baron\/Drake teamfight heals the entire allied cluster for up to 350 HP at high champion levels while simultaneously dealing 10% max HP true damage to grouped enemies \u2014 a dual-purpose active that can swing fight outcomes entirely.<\/p>\n\n\n\n<p>At <strong>2,250 Gold<\/strong>, Redemption is one of the most gold-efficient support items in the game. The +10% Heal and Shield Power amplifies both the INTERVENTION healing and all other healing\/shielding abilities the support casts. Sell price: <strong>1,575 Gold<\/strong>. ID: 3107.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Base Statistics<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Statistic<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Total Cost<\/td><td>2,250 Gold<\/td><\/tr><tr><td>Combine Cost<\/td><td>800 Gold<\/td><\/tr><tr><td>Sell Price<\/td><td>1,575 Gold<\/td><\/tr><tr><td>Ability Power<\/td><td>+30 AP<\/td><\/tr><tr><td>Ability Haste<\/td><td>+15<\/td><\/tr><tr><td>Base Mana Regeneration<\/td><td>+100%<\/td><\/tr><tr><td>Heal and Shield Power<\/td><td>+10%<\/td><\/tr><tr><td>Item ID<\/td><td>3107<\/td><\/tr><tr><td>Availability<\/td><td>SR 5v5, ARAM, Nexus Blitz, Arena<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd28 Recipe &amp; Components<\/strong><\/h2>\n\n\n\n<p>Redemption builds from an AP + AH component and a heal\/mana-support component:<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Component<\/strong><\/td><td><strong>Cost<\/strong><\/td><td><strong>Notes<\/strong><\/td><\/tr><tr><td>Fiendish Codex<\/td><td>850 Gold (+200 combine)<\/td><td>Amplifying Tome + Glowing Mote \u2014 AP + AH<\/td><\/tr><tr><td>Amplifying Tome<\/td><td>400 Gold<\/td><td>Part of Fiendish Codex \u2014 AP input<\/td><\/tr><tr><td>Glowing Mote<\/td><td>250 Gold<\/td><td>Part of Fiendish Codex \u2014 ability haste input<\/td><\/tr><tr><td>Forbidden Idol<\/td><td>600 Gold (+400 combine)<\/td><td>Faerie Charm base \u2014 mana regen + Heal and Shield Power<\/td><\/tr><tr><td>Faerie Charm<\/td><td>200 Gold<\/td><td>Part of Forbidden Idol \u2014 base mana regen input<\/td><\/tr><tr><td>Combine Cost<\/td><td>800 Gold<\/td><td>Final assembly<\/td><\/tr><tr><td>Total<\/td><td>2,250 Gold<\/td><td>Complete Redemption<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>\ud83d\udca1 Swiftplay Recipe Variant \u2014 Different Components<\/strong>In Swiftplay, Redemption builds from: Kindlegem + Ruby Crystal + Forbidden Idol + 1,000g combine = 2,800g total.Health stat changes to +400 in Swiftplay (replacing the base stats).Always verify the current Swiftplay recipe in-game \u2014 it differs meaningfully from the SR version.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 Active Mechanic: INTERVENTION<\/strong><\/h2>\n\n\n\n<p>INTERVENTION calls a <strong>550-radius beam of light<\/strong> to strike a target location after a <strong>2.5-second delay<\/strong>. Upon landing:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Ally champions in the area: <\/strong>healed for <strong>150\u2013350 HP based on target&#8217;s level<\/strong> \u2014 lower level champions receive less, higher level champions receive up to 350 HP<\/li>\n\n\n\n<li><strong>Enemy champions in the area: <\/strong>take <strong>10% of their maximum health as true damage<\/strong> \u2014 percentage-based and unavoidable once the beam lands<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>INTERVENTION \u2014 Complete Mechanics Reference<\/strong><\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Mechanic<\/strong><\/td><td><strong>Behavior<\/strong><\/td><\/tr><tr><td>Activation area<\/td><td>550 radius around target location<\/td><\/tr><tr><td>Cast delay<\/td><td>2.5 seconds from cast to beam landing<\/td><\/tr><tr><td>Ally heal<\/td><td>150\u2013350 HP based on target champion&#8217;s level<\/td><\/tr><tr><td>Enemy damage<\/td><td>10% of target&#8217;s maximum health as TRUE damage<\/td><\/tr><tr><td>Damage type<\/td><td>Area damage \u2014 triggers SPELL EFFECTS<\/td><\/tr><tr><td>Spell effect examples<\/td><td>Luden&#8217;s Companion and Summon Aery prioritize targets based on proximity to center<\/td><\/tr><tr><td>Blocked by<\/td><td>Spell shield \u2014 INTERVENTION does NOT apply to targets with active spell shields<\/td><\/tr><tr><td>Targeting type<\/td><td>Location-targeted effect \u2014 5500 cast range<\/td><\/tr><tr><td>Stealth<\/td><td>INTERVENTION&#8217;s cast BREAKS stealth<\/td><\/tr><tr><td>Cast time<\/td><td>No cast time \u2014 instant activation with delayed beam<\/td><\/tr><tr><td>Usable while dead<\/td><td>YES \u2014 can be activated while respawning<\/td><\/tr><tr><td>Buying while dead<\/td><td>Buying Redemption while dead disables INTERVENTION until respawn<\/td><\/tr><tr><td>Cooldown<\/td><td>90 seconds<\/td><\/tr><tr><td>Reduced effectiveness<\/td><td>Effects reduced by 50% if target was already affected by another Intervention in the last 12 seconds<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>\u26a0\ufe0f INTERVENTION Is Blocked by Spell Shield<\/strong>Banshee&#8217;s Veil, Edge of Night, and Sivir&#8217;s Spell Shield will block INTERVENTION&#8217;s effects on that target.The beam still lands and affects other targets in the area \u2014 only the spell-shielded target is unaffected.Against compositions with multiple spell shield items, INTERVENTION&#8217;s enemy damage component may be reduced in effectiveness.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>\ud83d\udca1 Can Be Used While Dead \u2014 The Most Unique Interaction<\/strong>INTERVENTION can be activated during the respawn timer while dead.This allows supports to contribute to an ongoing teamfight even after dying \u2014 cast INTERVENTION on the grouped allies or objectives the moment you die.The 2.5-second delay means casting immediately on death can land while your teammates are still alive in the fight.Positioning: before dying, identify where your team will be fighting. Cast INTERVENTION there the moment you go down.Buying Redemption while dead disables INTERVENTION until respawn \u2014 don&#8217;t upgrade\/purchase during a critical fight window while dead.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>INTERVENTION Heal \u2014 Level Scaling Reference<\/strong><\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Champion Level<\/strong><\/td><td><strong>Heal Amount (approximate)<\/strong><\/td><\/tr><tr><td>Level 1\u20133<\/td><td>~150\u2013175 HP<\/td><\/tr><tr><td>Level 6\u20138<\/td><td>~200\u2013240 HP<\/td><\/tr><tr><td>Level 10\u201312<\/td><td>~260\u2013290 HP<\/td><\/tr><tr><td>Level 15\u201316<\/td><td>~310\u2013325 HP<\/td><\/tr><tr><td>Level 17\u201318<\/td><td>~335\u2013350 HP (maximum)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>\ud83d\udcca 10% Max HP True Damage \u2014 What This Means in Practice<\/strong>Against a 3,000 HP champion: 300 true damage.Against a 4,000 HP tank: 400 true damage.Against a 5,000 HP frontliner: 500 true damage.True damage bypasses armor AND magic resistance \u2014 it cannot be reduced by defensive stats.This makes INTERVENTION uniquely effective against high-HP tanks who would otherwise shrug off normal AP damage.The damage also scales \u2014 building HP to survive INTERVENTION makes the damage it deals larger.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\uddfa\ufe0f Map-Specific Differences<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Mode<\/strong><\/td><td><strong>Health<\/strong><\/td><td><strong>Heal\/Shield Power<\/strong><\/td><td><strong>INTERVENTION Damage<\/strong><\/td><\/tr><tr><td>SR 5v5<\/td><td>N\/A<\/td><td>+10%<\/td><td>10% max HP true damage<\/td><\/tr><tr><td>ARAM<\/td><td>N\/A<\/td><td>+10%<\/td><td>10% max HP true damage (standard)<\/td><\/tr><tr><td>Arena<\/td><td>+300 HP<\/td><td>+16%<\/td><td>15% max HP true damage<\/td><\/tr><tr><td>Swiftplay<\/td><td>+400 HP<\/td><td>+10%<\/td><td>10% max HP true damage<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>Arena significantly buffs Redemption: <\/strong>Heal and Shield Power increases from 10% to <strong>16%<\/strong>, and INTERVENTION&#8217;s enemy damage increases from 10% to <strong>15% max HP true damage<\/strong>. Arena also adds <strong>+300 Health<\/strong> as a new stat. The 15% max HP true damage in Arena turns INTERVENTION into a substantial HP-removing tool against high-HP compositions \u2014 15% on a 4,000 HP target is 600 true damage on a 90-second cooldown active.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Best Champions for Redemption<\/strong><\/h2>\n\n\n\n<p>Redemption is an <strong>enchanter and support-specialist item<\/strong> \u2014 designed for champions who prioritize <strong>team healing, shielding, and enabling<\/strong> over personal damage or tank stats. The +10% Heal and Shield Power amplifies every healing and shielding ability in a support&#8217;s kit, and INTERVENTION provides global-range impact during teamfights regardless of where the support is positioned.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u2705 Ideal Picks<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/soraka-the-starchild\/\">Soraka<\/a> \u2014 <\/strong>Her kit revolves around sustained healing \u2014 every Starcall (Q) heal, Astral Infusion (W) heal, and Wish (R) global heal is amplified by the 10% Heal and Shield Power. INTERVENTION adds a second active healing tool to complement her passive sustain, and can be cast during the respawn timer to heal allies while she&#8217;s dead (complementing Wish&#8217;s global healing identity).<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/lulu-the-fae-sorceress\/\">Lulu<\/a> \u2014 <\/strong>Wild Growth (R) is a shield and a heal \u2014 both amplified by Heal and Shield Power. Her frequent Whimsy (W) buffs and Glitterlance (Q) poke make the ability haste particularly valuable for more frequent shield applications.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/nami-the-tidecaller\/\">Nami<\/a> \u2014 <\/strong>Her Ebb and Flow (W) bounces heals between ally and enemy simultaneously. Every healing tick is amplified by the 10% modifier. INTERVENTION adds a second grouped heal option for teamfights.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/janna-the-storms-fury\/\">Janna<\/a> \u2014 <\/strong>Monsoon (R) is a continuous channel heal \u2014 every tick amplified by Heal and Shield Power. Eye of the Storm (E) shield value scales with the 10% modifier. INTERVENTION&#8217;s 5500-range cast allows her to intervene in fights she can&#8217;t physically reach.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/renata-glasc-the-chem-baroness\/\">Renata Glasc<\/a> \u2014 <\/strong>Her supportive kit generates multiple healing-adjacent interactions. INTERVENTION&#8217;s true damage contribution in teamfights adds a damage dimension that supports who typically deal zero damage can leverage.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/seraphine-the-starry-eyed-songstress\/\">Seraphine<\/a> \u2014 <\/strong>Her High Note (Q) and Beat Drop (W) scale with AP while her Encore (R) extends support utility. The mana regeneration from Redemption sustains her ability-heavy mana costs, and the 10% Heal and Shield Power amplifies her shield from Stage Presence (P) passive.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/karma-the-enlightened-one\/\">Karma<\/a> \u2014 <\/strong>Inspire (E) mantra shield scales with AP and benefits from Heal and Shield Power. Her ability haste synergy with Redemption allows more frequent Mantra applications. The mana regen covers her AP-cost-heavy build patterns.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u274c Suboptimal Picks<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Engage supports (Nautilus, Leona, Blitzcrank): <\/strong>These champions deal damage and CC rather than heal or shield. The +30 AP contributes minimal damage for tanks, and the Heal and Shield Power provides near-zero value for champions with no significant heals or shields in their kit. Tank support items (Sunfire Aegis-style, Heartsteel) provide more relevant stats for the same role.<\/li>\n\n\n\n<li><strong>Damage carries: <\/strong>30 AP is weak for damage-focused champions, and Heal and Shield Power is an entirely useless stat without heal\/shield abilities to amplify. Any other AP item provides better damage efficiency.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Recommended Build Paths<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Enchanter Core Build (Soraka \/ Nami \/ Janna)<\/strong><\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li><a href=\"https:\/\/magicstark.cz\/en\/wiki\/staff-of-flowing-water\/\"><strong>Staff of Flowing Water<\/strong><\/a> \u2014 First item \u2014 AP + Heal &amp; Shield Power + ally AP buff on heal; enchanter foundation that Redemption compounds<\/li>\n\n\n\n<li>Redemption \u2014 Second item \u2014 +10% Heal\/Shield Power stacks with Staff; INTERVENTION global active for teamfight timing<\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/shurelyus-battlesong\/\"><strong>Shurelya&#8217;s Battlesong<\/strong><\/a> \u2014 Third item \u2014 INSPIRING SPEECH movement speed for engage\/disengage; compounding ability haste<\/li>\n\n\n\n<li>Ardent Censer \u2014 Fourth item \u2014 additional Heal\/Shield Power + attack speed\/on-hit buff to protected carry<\/li>\n\n\n\n<li>Mikael&#8217;s Blessing \/ Echoes of Helia \u2014 Fifth item based on team needs: cleanse for high-CC enemies or enchanted chain healing<\/li>\n<\/ol>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Support AP Aggressive Build (Seraphine \/ Karma)<\/strong><\/h3>\n\n\n\n<ol start=\"6\" class=\"wp-block-list\">\n<li><a href=\"https:\/\/magicstark.cz\/wiki\/shurelyus-battlesong\/\"><strong>Shurelya&#8217;s Battlesong<\/strong><\/a> \u2014 First item \u2014 playmaking engage or disengage active for proactive support<\/li>\n\n\n\n<li>Redemption \u2014 Second item \u2014 mana regen sustains AP-heavy ability patterns; INTERVENTION provides global impact during active play<\/li>\n\n\n\n<li>Imperial Mandate \u2014 Third item \u2014 mark-and-slow passive amplifies follow-up damage from carry partners<\/li>\n\n\n\n<li><a href=\"https:\/\/magicstark.cz\/en\/wiki\/shadowflame\/\"><strong>Shadowflame<\/strong><\/a> \u2014 Fourth item \u2014 AP burst amplification for aggressive damage-support builds with high AP casters<\/li>\n\n\n\n<li>Situational fifth \u2014 Zhonya&#8217;s Hourglass vs burst, Rabadon&#8217;s Deathcap vs scaling compositions<\/li>\n<\/ol>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>\ud83d\udca1 Pro Tip \u2014 INTERVENTION Timing in Teamfights<\/strong>The 2.5-second delay means INTERVENTION should be cast BEFORE the teamfight fully engages \u2014 not reactively.Cast on the location where you expect the fight to occur: Baron pit, Dragon pit, narrow jungle chokes.Against dive compositions: cast on your ADC the moment enemies commit to a dive \u2014 the beam lands 2.5 seconds after the dive begins.Used while dead: cast IMMEDIATELY when you die on the location where your team is fighting \u2014 the 2.5s delay means the beam can still land during the fight window.The 12-second Intervention reduction timer means only one Redemption per allied cluster is effective in rapid succession \u2014 coordinate with teammates who also hold Redemption.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd04 Similar Items &amp; Alternatives<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Item<\/strong><\/td><td><strong>Key Mechanic<\/strong><\/td><td><strong>Best For<\/strong><\/td><td><strong>vs. Redemption<\/strong><\/td><\/tr><tr><td>Ardent Censer<\/td><td>Heal\/Shield buff \u2192 AS + on-hit on protected target<\/td><td>Hyper-carry protection supports<\/td><td>Individual carry enhancement vs global teamfight impact<\/td><\/tr><tr><td>Staff of Flowing Water<\/td><td>Heal triggers AP + MS buff to ally<\/td><td>AP-based enchanter healing<\/td><td>AP teammate empowerment vs max HP true damage active<\/td><\/tr><tr><td>Mikael&#8217;s Blessing<\/td><td>Cleanse + heal active<\/td><td>Anti-CC protection supports<\/td><td>Single-target CC cleanse vs AoE heal+damage active<\/td><\/tr><tr><td>Echoes of Helia<\/td><td>Soul Siphon chain healing on ability hits<\/td><td>Sustained chain healers<\/td><td>Passive sustain vs active burst heal<\/td><\/tr><tr><td>Moonstone Renewer<\/td><td>Starlit Grace heal on ability use in combat<\/td><td>Active teamfight healers<\/td><td>Passive per-combat heal vs active global-range intervention<\/td><\/tr><tr><td>Dawncore<\/td><td>Empowers Heal and Shield Power items<\/td><td>Heal\/Shield Power stacking builds<\/td><td>Booster item vs standalone global active<\/td><\/tr><tr><td>Imperial Mandate<\/td><td>Mark + speed for carry follow-up<\/td><td>Proactive playmaking supports<\/td><td>Offensive utility vs defensive global heal<\/td><\/tr><tr><td>Whispering Circlet<\/td><td>Heal and Shield Power scaling<\/td><td>Pure Heal\/Shield Power builds<\/td><td>Stat stacking vs active healing + true damage<\/td><\/tr><\/tbody><\/table><\/figure>\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>Casting INTERVENTION reactively instead of proactively: <\/strong>The 2.5-second delay means casting after a fight starts is usually too late \u2014 the damage has already landed and allies are dead before the beam arrives. Identify fight locations in advance and pre-cast on entry chokepoints, objective pits, or before enemy engagement abilities land.<\/li>\n\n\n\n<li><strong>Not using it while dead: <\/strong>INTERVENTION can be used while dead \u2014 this is one of the most unique and impactful aspects of the item. Supports who die early in teamfights should cast INTERVENTION on their team immediately \u2014 the 2.5-second delay often still lands while the fight is ongoing.<\/li>\n\n\n\n<li><strong>Buying Redemption while dead during a critical window: <\/strong>Purchasing Redemption while dead disables INTERVENTION until respawn. If you already hold the item and die, casting INTERVENTION first before interacting with the shop is essential. Don&#8217;t purchase upgrades or other items accidentally disabling the active during a live fight.<\/li>\n\n\n\n<li><strong>Ignoring the 12-second reduction penalty for multiple Interventions: <\/strong>If a second Redemption is used on the same group within 12 seconds of the first, its effects are reduced by 50%. In coordinated five-man support builds, stagger INTERVENTION uses to avoid the reduction window \u2014 don&#8217;t both cast on the same cluster simultaneously.<\/li>\n\n\n\n<li><strong>Forgetting INTERVENTION breaks stealth: <\/strong>Casting INTERVENTION while in stealth (Twitch, Shaco, etc.) reveals the caster. In situations where stealth maintenance is critical, delay the cast until stealth is already broken by other means.<\/li>\n\n\n\n<li><strong>Undervaluing the 10% max HP true damage: <\/strong>Many supports treat INTERVENTION as purely a heal. The enemy damage component \u2014 10% max HP true damage (15% in Arena) \u2014 is a meaningful damage source against high-HP targets. Against a 5,000 HP Malphite, INTERVENTION deals 500 true damage in an AoE. Use it aggressively on grouped enemies, not just defensively on your team.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2705 Best Practices<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Pre-cast INTERVENTION: <\/strong>identify the fight location before engagement and cast 2.5 seconds early \u2014 Baron pit, Dragon pit, lane chokepoints where the fight will be centered<\/li>\n\n\n\n<li>Use immediately on death \u2014 cast INTERVENTION the moment you die on your team&#8217;s position; the 2.5s delay frequently still lands during the active fight<\/li>\n\n\n\n<li><strong>Stack with other Heal and Shield Power items: <\/strong>Staff of Flowing Water, Ardent Censer, and Dawncore compound the 10% modifier \u2014 every stacked item increases all healing proportionally<\/li>\n\n\n\n<li><strong>In Arena: <\/strong>15% max HP true damage on a 90-second cooldown is a significant burst tool in the confined combat format \u2014 prioritize casting it offensively on grouped enemies rather than defensively<\/li>\n\n\n\n<li>Coordinate INTERVENTION timing with teammates who also hold Redemption \u2014 stagger casts 12+ seconds apart to avoid the 50% reduction penalty on overlapping usage<\/li>\n\n\n\n<li><strong>On Soraka: <\/strong>INTERVENTION&#8217;s global range complements her Wish (R) global heal \u2014 together they provide two independent global teamfight impact tools that can both activate from dead or far away<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: Can INTERVENTION really be used while dead?<\/strong><\/h3>\n\n\n\n<p><strong>A: <\/strong>A: Yes. INTERVENTION explicitly states it &#8216;can be used while dead.&#8217; This is not a bug \u2014 it&#8217;s an intentional game design choice that gives supports global impact during their respawn timer. The moment you die, cast INTERVENTION on your team&#8217;s cluster. The 2.5-second delay means it can land during the ongoing fight. Note: if you BUY Redemption while dead, INTERVENTION is disabled until you respawn.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: Does INTERVENTION trigger spell effects?<\/strong><\/h3>\n\n\n\n<p><strong>A: <\/strong>A: Yes. INTERVENTION deals area damage and explicitly triggers spell effects. Items like Luden&#8217;s Companion and runes like Summon Aery interact with INTERVENTION&#8217;s cast \u2014 Luden&#8217;s Companion and Summon Aery prioritize targets based on proximity to the center of the beam. This makes Redemption synergize with spell-effect-dependent builds in ways that basic attack-based items don&#8217;t.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: Is INTERVENTION&#8217;s 10% max HP damage affected by the target&#8217;s resistances?<\/strong><\/h3>\n\n\n\n<p><strong>A: <\/strong>A: No. The damage is TRUE damage \u2014 it bypasses armor and magic resistance entirely. 10% max HP true damage is 10% regardless of how much armor or MR the target has built. This is why INTERVENTION is particularly valuable against high-HP tank compositions \u2014 their defensive stats provide no mitigation against the beam&#8217;s damage.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: How does the 12-second Intervention reduction work in practice?<\/strong><\/h3>\n\n\n\n<p><strong>A: <\/strong>A: If a target was already affected by another Intervention in the last 12 seconds, the second Intervention&#8217;s effects (both the heal and the damage) are reduced by 50%. This applies to the target individually \u2014 different targets in the AoE who weren&#8217;t affected by the first Intervention receive full effects. For teams where multiple players hold Redemption, stagger casts by at least 12 seconds to ensure full effectiveness.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: Does Heal and Shield Power affect the INTERVENTION heal?<\/strong><\/h3>\n\n\n\n<p><strong>A: <\/strong>A: Yes. The +10% Heal and Shield Power on Redemption itself amplifies INTERVENTION&#8217;s ally heal, and additional Heal and Shield Power from other items further increases it. At 30% total Heal and Shield Power, the maximum 350 HP heal becomes 455 HP. Stacking Heal and Shield Power items makes INTERVENTION&#8217;s healing increasingly powerful.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: Is Redemption worth building on non-support champions?<\/strong><\/h3>\n\n\n\n<p><strong>A: <\/strong>A: In most cases, no. The +30 AP is below average for AP damage dealers, and Heal and Shield Power is a near-useless stat without significant heals or shields in the champion&#8217;s kit. The INTERVENTION active provides value regardless of champion, but support-specific items with higher AP and damage passives outperform Redemption for non-support roles.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Q: How large is the 550-radius heal area?<\/strong><\/h3>\n\n\n\n<p><strong>A: <\/strong>A: The 550-radius area is notably generous \u2014 it&#8217;s roughly comparable to the capture radius of an objective point and covers a substantial portion of a standard narrow jungle corridor. In tight chokepoints (Dragon pit, Baron pit, jungle pathways), all five champions can frequently be within the 550-radius simultaneously, maximizing the multi-target heal value.<\/p>\n","protected":false},"featured_media":14303,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-17560","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>Redemption - 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\/redemption\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Redemption - MagicStark\" \/>\n<meta property=\"og:description\" content=\"What is Redemption? \ud83c\udf1f Redemption is a legendary Support item in League of Legends, categorized under Ability Power, Heal &amp; Shield Power, and Mana &amp; Regeneration. 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