{"id":17587,"date":"2026-02-18T14:36:04","date_gmt":"2026-02-18T14:36:04","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/trailblazer-lol\/"},"modified":"2026-02-23T09:36:04","modified_gmt":"2026-02-23T09:36:04","slug":"trailblazer-lol","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/trailblazer-lol\/","title":{"rendered":"Trailblazer"},"content":{"rendered":"\n<p><strong>Trailblazer<\/strong> is a <strong>Legendary Tank item<\/strong> costing <strong>2400 gold<\/strong> \u2014 one of the cheapest Legendaries in the tank category \u2014 providing <strong>+40 Armor<\/strong>, <strong>+250 Health<\/strong>, and <strong>+4% Movement Speed<\/strong>. Its passive <strong>LEAD THE WAY<\/strong> generates <strong>Momentum stacks while moving<\/strong>: 7 stacks every 0.25 seconds, capping at 100 stacks (reached after 3.75 seconds of continuous movement). At maximum stacks, the carrier gains <strong>+20 bonus movement speed<\/strong> and leaves behind a <strong>movement trail<\/strong> that grants nearby allied champions <strong>15% of the carrier&#8217;s total movement speed as bonus MS<\/strong> while they move through it. Basic attacks consume all stacks. Additionally, <strong>melee carriers only<\/strong>: at maximum Momentum stacks, the next basic attack <strong>slows the target by 50% for 1 second<\/strong>. Ranged champions explicitly do not apply this slow. Trailblazer is the <strong>engage-oriented tank support item<\/strong> \u2014 its trail mechanic converts the engager&#8217;s movement into a speed corridor for following allies, while the melee slow creates a lockdown tool that fires automatically on the first auto after reaching max Momentum. Limited to <strong>1 MOMENTUM item<\/strong> per player. Tagline: <strong>&#8220;Carve your own path.&#8221;<\/strong><\/p>\n\n\n\n<p><strong>Trailblazer<\/strong> is a <strong>Legendary-tier<\/strong> item available on <strong>Summoner&#8217;s Rift (5v5)<\/strong>, <strong>ARAM<\/strong>, and <strong>Nexus Blitz<\/strong>. <strong>Disabled in Arena<\/strong> \u2014 cannot be purchased or obtained via Prismatic Anvils in Arena mode. Categorized under <strong>Tank<\/strong> menu. ID <strong>3002<\/strong>. Limited to <strong>1 MOMENTUM item<\/strong> per player. Sell value: <strong>1680 gold<\/strong>.<\/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>Armor<\/td><td>+40 Armor<\/td><td>Same as Chain Vest component \u2014 full value retained<\/td><\/tr><tr><td>Health<\/td><td>+250 HP<\/td><td>Lower HP than most tank Legendaries \u2014 Trailblazer&#8217;s value is in the MS utility, not raw HP<\/td><\/tr><tr><td>Movement Speed<\/td><td>+4% MS<\/td><td>Flat percentage MS bonus \u2014 applies to all movement, including dashes and out-of-combat walking<\/td><\/tr><tr><td>Momentum Stack Rate<\/td><td>7 stacks per 0.25 seconds while moving<\/td><td>= 28 stacks per second while continuously moving<\/td><\/tr><tr><td>Momentum Max Stacks<\/td><td>100 stacks<\/td><td>Reached after 3.75 seconds of continuous movement<\/td><\/tr><tr><td>Momentum Bonus MS at Max<\/td><td>+20 bonus movement speed<\/td><td>Additional to the 4% base stat \u2014 activates only at 100 stacks<\/td><\/tr><tr><td>Trail Width \/ Duration<\/td><td>Path left behind briefly<\/td><td>Allied champions moving through the trail gain MS bonus<\/td><\/tr><tr><td>Trail Bonus to Allies<\/td><td>15% of carrier&#8217;s total movement speed as bonus MS<\/td><td>Scales with the carrier&#8217;s total MS \u2014 higher MS = stronger trail benefit<\/td><\/tr><tr><td>Basic Attack Interaction<\/td><td>Consumes ALL Momentum stacks<\/td><td>Resets to 0 on any basic attack \u2014 requires re-charging from zero after attacking<\/td><\/tr><tr><td>Melee Slow at Max Stacks<\/td><td>50% slow for 1 second on next basic attack<\/td><td>Melee carriers only \u2014 ranged carriers do NOT apply the slow<\/td><\/tr><tr><td>Ranged Slow<\/td><td>DISABLED \u2014 ranged champions do not apply the slow<\/td><td>Explicit limitation on the item<\/td><\/tr><tr><td>Blink Stack Generation<\/td><td>7 stacks per blink regardless of distance<\/td><td>Flash, Zhonya&#8217;s active, any blink always grants exactly 7 stacks<\/td><\/tr><tr><td>Tethered\/Attached Movement<\/td><td>Stacks generate even while attached to a unit<\/td><td>Amumu W attach, Blitzcrank cable \u2014 still generates momentum while moving during attach<\/td><\/tr><tr><td>MOMENTUM Item Limit<\/td><td>1 MOMENTUM item per player<\/td><td>Shared limitation with other MOMENTUM family items<\/td><\/tr><tr><td>Total Cost<\/td><td>2400 gold<\/td><td>800g combine \u2014 lowest cost tank Legendary in the game<\/td><\/tr><tr><td>Sell Value<\/td><td>1680 gold<\/td><td>70% sell-back ratio<\/td><\/tr><tr><td>Arena Status<\/td><td>DISABLED \u2014 cannot be purchased<\/td><td>Unavailable in Arena in any form<\/td><\/tr><tr><td>Swiftplay Cost<\/td><td>2600 gold (SR: 2400)<\/td><td>Slightly more expensive in Swiftplay<\/td><\/tr><tr><td>Swiftplay Health<\/td><td>300 HP (SR: 250)<\/td><td>More HP in Swiftplay<\/td><\/tr><tr><td>Swiftplay Armor<\/td><td>45 (SR: 40)<\/td><td>More armor in Swiftplay<\/td><\/tr><tr><td>Swiftplay MS<\/td><td>6% (SR: 4%)<\/td><td>Higher MS bonus in Swiftplay<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 The Trail Mechanic \u2014 What &#8220;15% of Total MS&#8221; Actually Means: <\/strong>The trail grants allied champions <strong>15% of the carrier&#8217;s TOTAL movement speed<\/strong> as a bonus MS buff while moving through it. Total movement speed is the carrier&#8217;s base MS + all bonuses from items, runes, and abilities combined. A carrier with 400 total MS generates a trail that gives allies <strong>60 bonus MS<\/strong> (400 \u00d7 15% = 60). At 450 total MS with multiple MS items: <strong>67.5 bonus MS<\/strong> to trail followers. The trail&#8217;s power scales with how fast the Trailblazer carrier is \u2014 a Dead Man&#8217;s Plate + Trailblazer support tank with 430+ total MS creates a stronger trail than a slow tank with 340 base MS. <strong>Higher carrier MS = stronger ally trail bonus<\/strong>, making Trailblazer&#8217;s value compound with other MS sources in the build.<\/p>\n\n\n\n<p><strong>\u26a0\ufe0f Basic Attacks Reset All Momentum \u2014 The Core Trade-off: <\/strong>Every basic attack consumes <strong>all 100 Momentum stacks immediately<\/strong> \u2014 resetting to 0 and requiring another 3.75 seconds of continuous movement to reach maximum again. This creates the central design tension of Trailblazer: the item incentivizes <strong>continuous movement<\/strong> for stack building but punishes <strong>auto-attacking<\/strong> during that window by resetting the built momentum. For melee engage tanks, the optimal sequence is: move continuously to max Momentum \u2192 engage the target \u2192 fire the 50% slow auto on max stacks \u2192 the slow fires but stacks reset \u2192 continue rotating to rebuild while the team follows through. The trail is left during the pre-attack movement approach; the attack both fires the slow and ends the trail until stacks rebuild.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd28 Recipe &amp; Build Path<\/strong><\/h2>\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>Stats Provided<\/strong><\/td><\/tr><tr><td>Winged Moonplate<\/td><td>800 gold (400g combine)<\/td><td>+150 HP, +4% MS<\/td><\/tr><tr><td>\u21b3 Ruby Crystal<\/td><td>400 gold<\/td><td>+150 HP<\/td><\/tr><tr><td>Chain Vest<\/td><td>800 gold (500g combine)<\/td><td>+40 Armor<\/td><\/tr><tr><td>\u21b3 Cloth Armor<\/td><td>300 gold<\/td><td>+15 Armor<\/td><\/tr><tr><td>Combine Cost<\/td><td>800 gold<\/td><td>\u2014<\/td><\/tr><tr><td>TOTAL<\/td><td>2400 gold<\/td><td>+40 Armor, +250 HP, +4% MS, LEAD THE WAY (MOMENTUM)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 2400g \u2014 Cheapest Tank Legendary in the Game: <\/strong>Trailblazer at 2400g is the lowest gold cost Legendary in the tank category \u2014 approximately 600\u2013900g cheaper than most defensive Legendaries (Thornmail 2700g, Warmog&#8217;s 3100g, Force of Nature 2900g). This price point means the item <strong>completes earlier in the game<\/strong> than competing tank items, enabling the LEAD THE WAY trail mechanic to come online before mid-game objective fights. The trade-off is lower raw defensive stats than higher-cost options \u2014 the 250 HP and 40 Armor provide solid but not exceptional defensive contribution. The value proposition is entirely in <strong>mobility utility and ally MS amplification<\/strong> rather than raw defensive stat density.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Component Buy Order: <\/strong>Winged Moonplate (800g) is the correct first-back component \u2014 it immediately provides the <strong>+4% movement speed<\/strong> that both enables faster roaming between early fights and begins contributing to the trail&#8217;s future MS scaling. Against heavy physical early-game pressure (Renekton, Darius in top, physical jungle with early ganks), <strong>Chain Vest first (800g)<\/strong> is correct to establish the armor before Trailblazer completes. Both components are 800g, making the choice purely matchup-dependent with no gold efficiency difference.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 Passive \u2014 UNIQUE: LEAD THE WAY (MOMENTUM)<\/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>Stack Generation<\/td><td>7 stacks every 0.25 seconds while moving<\/td><\/tr><tr><td>Stack Generation Rate<\/td><td>28 stacks per second while continuously moving<\/td><\/tr><tr><td>Maximum Stacks<\/td><td>100<\/td><\/tr><tr><td>Time to Max Stacks<\/td><td>3.75 seconds of continuous movement<\/td><\/tr><tr><td>Bonus MS at Max Stacks<\/td><td>+20 bonus movement speed<\/td><\/tr><tr><td>Trail Activation<\/td><td>At maximum stacks, carrier leaves a path behind<\/td><\/tr><tr><td>Trail Bonus to Allies<\/td><td>15% of carrier&#8217;s total MS as bonus movement speed<\/td><\/tr><tr><td>Trail Coverage<\/td><td>Allied champions within the path receive the bonus while moving through it<\/td><\/tr><tr><td>Basic Attack Interaction<\/td><td>Consumes ALL stacks \u2014 resets to 0 immediately<\/td><\/tr><tr><td>Melee Slow (at max stacks)<\/td><td>50% slow for 1 second on next basic attack<\/td><\/tr><tr><td>Ranged Slow<\/td><td>NOT applied \u2014 ranged carriers explicitly excluded from slow<\/td><\/tr><tr><td>Blink Stack Grant<\/td><td>7 stacks per blink regardless of distance traveled<\/td><\/tr><tr><td>Attached Movement<\/td><td>Stacks generate even while moving attached to a unit<\/td><\/tr><tr><td>MOMENTUM Item Limit<\/td><td>1 MOMENTUM item per player<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>EFFECT: <\/strong>While moving, generate <strong>7 Momentum stacks every 0.25 seconds<\/strong>, up to 100 stacks \u2014 reached after <strong>3.75 seconds of continuous movement<\/strong>. At maximum stacks, gain <strong>+20 bonus MS<\/strong> and leave behind a path that grants nearby allied champions <strong>15% of the carrier&#8217;s total MS as bonus movement speed<\/strong> while they move through it. Basic attacks consume all Momentum stacks, resetting to zero. For <strong>melee carriers at maximum stacks<\/strong>, the next basic attack also <strong>slows the target by 50% for 1 second<\/strong>. Ranged champions do not apply this slow.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 The 3.75-Second Engagement Approach: <\/strong>Trailblazer&#8217;s LEAD THE WAY is designed for <strong>tanks who engage from a distance<\/strong> \u2014 specifically champions who use a long movement path to reach the enemy backline or priority target. The 3.75 seconds at standard tank movement speed (~330\u2013360 MS with Trailblazer&#8217;s +4%) covers approximately <strong>1200\u20131350 in-game units<\/strong> of distance. This is roughly the distance from the edge of a neutral objective&#8217;s vision zone to melee range with the enemy \u2014 meaning a pre-fight Trailblazer tank who begins moving from outside vision range arrives at the target with full Momentum stacks, the trail already laid behind, and the 50% melee slow ready to fire on the first auto-attack. Allies following through the trail receive the 15% MS bonus during the <strong>exact approach sequence<\/strong> the engage tank is creating.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Blink Interaction \u2014 Flash Gives Exactly 7 Stacks: <\/strong>Any blink \u2014 Flash, Zhonya&#8217;s Hourglass active, Hextech Rocketbelt, Galeforce \u2014 always grants <strong>exactly 7 Momentum stacks<\/strong> regardless of the blink&#8217;s distance. A 1000-unit Flash toward the backline does not grant more stacks than a 150-unit short Flash \u2014 both grant 7. This is relevant for the engage sequence: if the tank flashes to max range with 93 stacks already built from prior movement, the Flash adds 7, reaching exactly 100 \u2014 the slow fires on the next auto. If the tank has less than 93 stacks before Flashing, the 7 additional from Flash help but don&#8217;t guarantee full stacks. <strong>Plan the Flash during an approach with 90+ stacks for a guaranteed max-stack engage<\/strong> with slow ready.<\/p>\n\n\n\n<p><strong>\u26a0\ufe0f Melee vs Ranged Explicit Distinction \u2014 Why This Matters for Build Choices: <\/strong>The LEAD THE WAY slow is <strong>melee-only<\/strong> \u2014 the item tooltip explicitly states ranged champions do not apply the slow. This means: Ashe building Trailblazer for the trail ally MS + personal MS gains zero benefit from the slow component. The item&#8217;s engage utility for ranged carriers is purely the trail and the movement speed bonus \u2014 the slow, which is arguably the highest single-target lockdown value on the item for melee engage tanks, is functionally absent on ranged builds. <strong>Melee tanks derive full value from all three effects<\/strong>; ranged carries derive value only from the movement and trail components.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Who Should Buy This Item<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Champion Archetypes<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Engage Tanks with Long Movement Approach Paths: <\/strong>LEAD THE WAY rewards sustained movement before engaging \u2014 the longer the approach, the more stacks accumulated before the fight starts. Tanks who charge across the map to reach targets (Sion Q charge, Malphite running at the carry, Rammus rolling) naturally satisfy the 3.75-second Momentum requirement during the engage movement itself. The trail forms behind them during the approach, and arriving allies receive the MS bonus along the exact path the engage tank already blazed.<\/li>\n\n\n\n<li><strong>Melee Frontline Supports with Speed-Based Engage: <\/strong>Support tanks who rush toward enemy carries to initiate (Leona, Nautilus, Alistar, Nunu) benefit from Trailblazer&#8217;s trail granting the ADC and other allies MS to follow the engage. Without a trail bonus, allies chasing behind a dashing-in support often arrive late to the fight \u2014 Trailblazer&#8217;s 15% MS trail converts the support&#8217;s engage approach into a <strong>speed corridor for the entire team<\/strong> in the same movement path.<\/li>\n\n\n\n<li><strong>Tanks Who Roam Between Lanes and Objectives: <\/strong>The permanent +4% MS applies constantly, making cross-map movement faster even between fights. Jungle tanks who rotate between objectives (Nunu, Zac, Volibear) cover ground faster with Trailblazer&#8217;s MS, reducing rotation times that determine objective control. Combined with the trail granting allies following the jungler additional speed during the rotation, Trailblazer directly accelerates the <strong>tempo of team objective movements<\/strong>.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Specific Champion Examples<\/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>Role<\/strong><\/td><td><strong>Why Trailblazer<\/strong><\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/malphite-shard-of-the-monolith\/\">Malphite<\/a><\/td><td>Top\/Support Tank<\/td><td>Long pre-fight run toward backline builds Momentum to 100; trail behind Malphite gives allies MS to follow after Unstoppable Force R; melee slow on arrival auto locks carry in position<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/leona-the-radiant-dawn\/\">Leona<\/a><\/td><td>Support Tank<\/td><td>E-Q engage approach from outside vision builds stacks before Zenith Blade connects; trail gives ADC MS to reach the stunned target; melee slow on first auto after max stacks extends lockdown window<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/nunu-willump-the-boy-and-his-yeti\/\">Nunu<\/a><\/td><td>Jungle Tank<\/td><td>Biggest Snowball&#8217;s Hereto rolling movement generates Momentum stacks rapidly during the roll; trail behind the snowball gives Willump and following allies speed; cheap first item frees gold for additional tank stats<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/rammus-the-armordillo\/\">Rammus<\/a><\/td><td>Jungle Tank<\/td><td>Powerball movement generates stacks; Rammus approaches at 700+ MS during Powerball \u2014 trail during Powerball approach covers large distances; melee slow at arrival secures the engage target<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/sion-the-undead-juggernaut\/\">Sion<\/a><\/td><td>Top Tank<\/td><td>Decimating Smash Q charge involves standing still then moving \u2014 Momentum builds during Q charge walk; trail during Q approach; melee slow auto after Q lands on champion<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/en\/wiki\/alistar-the-minotaur\/\">Alistar<\/a><\/td><td>Support Tank<\/td><td>Trample W approach + Pulverize Q engage; stacks build during Trample movement phase; trail for ADC following; melee slow at max stacks extends the Q knockup window on the follow-up auto<\/td><\/tr><tr><td><a href=\"https:\/\/magicstark.cz\/wiki\/volibear-the-relentless-storm\/\">Volibear<\/a><\/td><td>Top\/Jungle Tank<\/td><td>Thundering Smash Q charge movement builds Momentum; trail for following allies during charge; melee slow on arrival auto before Frenzied Maul W bite extends the single-target lockdown<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u23f0 When to Buy<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>As a First Item<\/strong><\/h3>\n\n\n\n<p>First item Trailblazer is correct on <strong>engage supports and jungle tanks who prioritize mobility and team fight initiation over raw defensive stats<\/strong>. At 2400g \u2014 the cheapest tank Legendary available \u2014 Trailblazer completes earlier than almost any competing item, enabling the trail mechanic to be present in the <strong>first meaningful teamfights around mid-game objectives<\/strong>. An engage support who completes Trailblazer by minute 10\u201312 has a fully functional trail effect for every dragon fight that follows. The relatively lower defensive stats (250 HP, 40 armor) are acceptable on a first item when the utility value of the trail and slow are the primary purchase motivation.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>As a Second Item \u2014 After a Defensive Foundation<\/strong><\/h3>\n\n\n\n<p>Second item Trailblazer is the most versatile timing on most tank builds. After a first Legendary that establishes a specific defensive stat (Sunfire Aegis for armor + immolate, Warmog&#8217;s for HP, Force of Nature for MR), Trailblazer adds the movement utility and engage tools that pure defensive items lack. By this timing (typically minute 17\u201322), the team is entering late-game objective patterns where the trail&#8217;s team MS amplification during Baron and Dragon fights creates the most consistent engagement sequences.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational \u2014 Objective-Fight Focused Games<\/strong><\/h3>\n\n\n\n<p>Trailblazer is specifically strong in games where <strong>engagement distances around objectives are long<\/strong> \u2014 meaning the team is approaching from outside the pit vision range, where 3.75 seconds of movement happens naturally before the fight starts. In games that devolve into 5v5 skirmishes where both teams are already within 500 units at fight start, the Momentum stacks never reach 100 before the first auto fires, and the trail never fully forms. Evaluate whether the game&#8217;s fight patterns involve extended approach sequences before committing to Trailblazer over a higher-stat defensive Legendary.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Scenario<\/strong><\/td><td><strong>Buy Priority<\/strong><\/td><td><strong>Reasoning<\/strong><\/td><\/tr><tr><td>Engage support (Leona, Nautilus, Alistar) in team with strong follow-up<\/td><td>First item<\/td><td>Trail MS for ADC following the engage; slow on arrival auto; cheapest first item completes early<\/td><\/tr><tr><td>Jungle tank with long cross-map rotation paths (Nunu, Rammus)<\/td><td>First item<\/td><td>Powerball\/snowball movement builds stacks naturally; trail during approach helps following laners<\/td><\/tr><tr><td>Top lane tank in split-push with roaming playstyle (Malphite, Sion)<\/td><td>Second item after Sunfire or Warmog&#8217;s<\/td><td>Roaming builds stacks; trail benefits during team fights when rejoining<\/td><\/tr><tr><td>Ranged carry considering Trailblazer for MS<\/td><td>Low priority \u2014 no slow component<\/td><td>Ranged explicit exclusion from slow; Dead Man&#8217;s Plate or Shurelya&#8217;s Battlesong may provide better MS utility for carries<\/td><\/tr><tr><td>Team that consistently fights in open field with long approaches to objectives<\/td><td>Strong second item<\/td><td>3.75-second approach to objectives consistently hit max stacks; trail active for entire fight engagement<\/td><\/tr><tr><td>Arena<\/td><td>DISABLED \u2014 unavailable<\/td><td>Trailblazer cannot be purchased or obtained in Arena mode<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udca1 Synergies<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Best Paired Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/dead-mans-plate\/\">Dead Man&#8217;s Plate<\/a>: <\/strong>Dead Man&#8217;s Plate has its own movement-based stack mechanic (SHIPWRECKER) and provides high MS when moving, amplifying the total MS that Trailblazer&#8217;s trail calculates from. A carrier with both items has <strong>+4% MS from Trailblazer + Dead Man&#8217;s Plate MS from SHIPWRECKER + Dead Man&#8217;s Plate armor + HP<\/strong> \u2014 the combined movement speed inflates the trail&#8217;s 15% MS contribution to allies. Additionally, both items reward continuous movement before engaging, creating compatible build philosophies on the same champion. Dead Man&#8217;s Plate&#8217;s 40\u2013120 bonus physical damage on-hit from SHIPWRECKER also gives the first auto after a charged movement sequence additional physical damage alongside Trailblazer&#8217;s 50% slow.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/shurelyas-battlesong\/\">Shurelya&#8217;s Battlesong<\/a> (for supports): <\/strong>Shurelya&#8217;s active grants the entire team a 40% MS burst for 4 seconds. Using Shurelya&#8217;s active at the start of the Trailblazer approach amplifies the carrier&#8217;s movement speed during Momentum stack building \u2014 reaching the target faster and generating the trail <strong>in the exact same Shurelya&#8217;s-boosted movement window<\/strong> that allies are also benefiting from. Both items provide overlapping MS utility that compounds during the engagement approach phase.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/sunfire-aegis\/\">Sunfire Aegis<\/a>: <\/strong>Sunfire provides the armor + HP defensive base that Trailblazer&#8217;s relatively low defensive stats don&#8217;t cover alone. Combined, the two items create a melee engage tank with strong physical durability, the Sunfire immolate pressure for sustained proximity fighting, and the Trailblazer trail + slow for engage initiation. The combination covers both the <strong>reach-the-target<\/strong> problem (Trailblazer MS and slow) and the <strong>survive-inside-the-fight<\/strong> problem (Sunfire armor + immolate).<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/force-of-nature\/\">Force of Nature<\/a>: <\/strong>Against AP-heavy compositions, Force of Nature provides MR + MS (STEADFAST passive grants increasing MS against AP damage). The combined MS from Force of Nature&#8217;s STEADFAST and Trailblazer&#8217;s base +4% + LEAD THE WAY creates one of the highest total MS tanks in the game during an AP poke pattern \u2014 high MS means the trail generated from Trailblazer&#8217;s movement has a <strong>higher absolute bonus value for allies<\/strong> (15% of a higher total MS = more ally bonus MS per trail pass).<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Champion &amp; Ability Synergies<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Rammus Powerball approach distance: <\/strong>Powerball (Q) increases Rammus&#8217;s MS dramatically \u2014 at full Powerball speed, Rammus moves at 700+ MS. Every 0.25 seconds of Powerball movement generates 7 Momentum stacks at 1.75\u00d7 the distance of normal movement (because speed multiplies distance covered per tick). Rammus reaches 100 Momentum stacks in the same 3.75 seconds that would normally be required, but covers <strong>nearly double the physical map distance<\/strong> in that window due to Powerball&#8217;s speed. The trail left behind during the Powerball approach covers the widest corridor of any LEAD THE WAY application in the game \u2014 from the jungle entrance to mid-lane, the entire path has the 15% MS trail for allies following Rammus into the engage.<\/li>\n\n\n\n<li><strong>Nunu Biggest Snowball&#8217;s Hereto stacking: <\/strong>Nunu&#8217;s snowball rolls in a specific direction while stacking size \u2014 during the roll, Nunu is moving continuously. Every 0.25 seconds of rolling generates 7 Momentum stacks. The snowball roll lasts until manual release or until Nunu hits a champion \u2014 during the entire roll, Trailblazer is stacking Momentum and generating trail behind the rolling snowball path. On release at maximum ball size, the knock-up and subsequent Nunu arrival have both the snowball CC and the <strong>50% melee slow ready on the first auto after max Momentum<\/strong> \u2014 providing two sequential lockdown effects on the same target.<\/li>\n\n\n\n<li><strong>Leona E-Q engage and trail timing: <\/strong>Leona&#8217;s Zenith Blade (E) dashes to a target and roots them briefly. The cast time and travel of E, plus the preceding movement to E range, builds Momentum stacks before the engage lands. If Leona began moving from outside vision range (approaching without the enemy knowing), 3.75 seconds of movement brings her to E range with 100 Momentum stacks already built. E connects, Leona autos with the <strong>50% slow on the root target<\/strong>, then Q stuns \u2014 the total lockdown sequence is E root \u2192 slow auto \u2192 Q stun, extending continuous CC on the target for several seconds while the Trailblazer trail gives the ADC MS to close distance during the lockdown window.<\/li>\n\n\n\n<li><strong>Malphite R + trail corridor: <\/strong>After Unstoppable Force launches Malphite at the enemy backline, the trail from the pre-R movement approach is already laid behind Malphite&#8217;s charge path. Allies following Malphite&#8217;s charge route receive the 15% MS bonus while traveling through the trail \u2014 <strong>the trail guides allies toward where Malphite landed<\/strong> with a speed boost that helps close the distance before the knockup recovery expires. The melee slow on the first post-R auto additionally holds the priority carry in place for allies arriving through the trail.<\/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>Auto-attacking before reaching full Momentum stacks: <\/strong>The most common Trailblazer mistake is auto-attacking the enemy before building to 100 stacks \u2014 consuming all momentum before the trail is laid and the slow is available. In lane, tank supports frequently auto-attack in the lane phase out of habit without realizing they&#8217;ve reset their Momentum every time. During the pre-engage approach to an objective fight, <strong>suppress all auto-attacks until the critical slow auto fires at max stacks<\/strong>. Every premature auto is a wasted slow and a trail that never formed for allies.<\/li>\n\n\n\n<li><strong>Not realizing ranged champions lose the slow component: <\/strong>The item tooltip explicitly states ranged champions do not apply the slow. A ranged ADC or mage who builds Trailblazer for the trail utility receives zero benefit from the 50% slow mechanic \u2014 the trail, movement speed, and MS bonus function, but the slow never fires regardless of Momentum stack count. This is <strong>not a bug<\/strong> \u2014 it is an intentional limitation. If the purchase reasoning is primarily about the slow, <strong>only melee champions should build Trailblazer for the full passive<\/strong>.<\/li>\n\n\n\n<li><strong>Stopping movement mid-approach and losing stacks passively: <\/strong>Momentum stacks decay when the carrier stops moving \u2014 standing still during the approach to an objective (waiting for a ward to go dark, waiting for a teammate&#8217;s signal) resets accumulated stacks. <strong>Maintain continuous movement during the entire approach path<\/strong> to the fight. If the engagement requires waiting 5 seconds for a setup, moving in circles or pacing within safe range keeps the stack generation active \u2014 any sustained movement generates Momentum, not just movement directly toward the target.<\/li>\n\n\n\n<li><strong>Ignoring the trail positioning for allies: <\/strong>LEAD THE WAY&#8217;s trail gives allies MS while they move <strong>through<\/strong> the trail \u2014 the bonus applies only to the path the carrier actually traveled, not to all nearby allies indefinitely. If the engage tank goes a different route to the fight than the rest of the team, allies who take a different path receive <strong>zero trail benefit<\/strong>. Coordinate the approach path to be <strong>along the same corridor<\/strong> the team will naturally follow \u2014 the trail is most effective when the engage tank enters from the direction allies are also approaching from.<\/li>\n\n\n\n<li><strong>Expecting Trailblazer to substitute for higher-stat defensive Legendaries: <\/strong>At 2400g, Trailblazer provides 250 HP and 40 armor \u2014 meaningful but lower defensive density than comparably purposed items at 2700\u20133100g. A Trailblazer that completes before any armor item means the carrier is playing on Chain Vest-equivalent armor (40) against physical damage through the early mid-game. <strong>Pair Trailblazer with a first item that covers the missing defensive type<\/strong> (Sunfire Aegis for armor coverage, Force of Nature for MR) rather than expecting Trailblazer&#8217;s low HP\/armor alone to provide sufficient tankiness.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counter Items &amp; Playing Against Trailblazer<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Countering the Trail and Engage<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Long-Range CC to Interrupt the Approach Before Max Stacks: <\/strong>Trailblazer&#8217;s trail and slow both require the carrier to reach maximum Momentum stacks \u2014 3.75 seconds of continuous movement. Landing CC <strong>during the approach<\/strong> (Ashe crystal arrow at max range, Morgana Q snare from distance, Caitlyn Q poke) forces the tank to stop moving, resetting stacks before the engage can land. Against Trailblazer engage tanks, the defensive priority is <strong>interrupting the approach movement<\/strong> rather than reacting after the slow lands.<\/li>\n\n\n\n<li><strong>Hard Disengage and Zone Control After the Slow: <\/strong>The melee slow from LEAD THE WAY lasts <strong>1 second<\/strong> \u2014 longer than a Trailblazer slow&#8217;s duration, the tank is melee-range locked. After the 1-second slow expires, immediate hard disengage (Ezreal E blink, Vayne tumble, ADC flash) creates distance before the tank can auto again. The tank needs to rebuild stacks after any auto-attack, so a 1-second escape window after the slow fires is a genuine counterplay moment. <strong>Flash or disengage ability used immediately when the slow expires<\/strong> negates follow-up CC from the engage sequence.<\/li>\n\n\n\n<li><strong>Denying the Trail Path: <\/strong>The trail only benefits allies who physically move through the carrier&#8217;s exact movement path. If the defensive team identifies the engage angle and <strong>doesn&#8217;t follow the trail corridor<\/strong> (defending from a flanking position rather than running through the cleared zone), the trail&#8217;s MS bonus provides no benefit to the attacking team&#8217;s composition beyond the carrier themselves. Zone control abilities (Zyra&#8217;s plants blocking corridors, Jarvan IV&#8217;s cataclysm walling off the trail path) prevent allies from following through the trail even when the engage tank has already reached the backline.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p><strong>Q: Do all blinks give the same 7 stacks regardless of distance?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>Yes \u2014 blinks always grant exactly <strong>7 Momentum stacks regardless of the blink&#8217;s distance<\/strong>. A maximum-range Flash across half the map and a 1-unit Flash to dodge a projectile both grant 7 stacks. This makes Trailblazer consistent in its Flash-stack interaction: a carry with 93 stacks who Flashes toward the backline immediately reaches 100 \u2014 the slow fires on the next auto. Plan Flash usage during the Trailblazer approach to use it when already near max stacks for guaranteed slow delivery on arrival.<\/p>\n\n\n\n<p><strong>Q: Do Momentum stacks generate while attached to a unit (e.g., Amumu W, Blitzcrank Rocket Grab)?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>Yes \u2014 Momentum stacks generate even while the carrier is attached to or tethered to a unit, <strong>as long as they are moving<\/strong>. An Amumu who W-tethers to an enemy and the enemy is moving generates Momentum from that movement. A Blitzcrank who lands Rocket Grab (pulling a champion) generates stacks from the enemy&#8217;s movement pulling Blitzcrank. This is a niche interaction but relevant for champions with tether abilities \u2014 the movement generated by the tether interaction counts toward stack generation.<\/p>\n\n\n\n<p><strong>Q: Is the 15% total MS trail bonus affected by MOMENTUM stacks quantity or only active at max stacks?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>The trail only appears at <strong>maximum Momentum stacks (100)<\/strong> \u2014 the path is left behind only when the carrier is at full Momentum, receiving the +20 bonus MS from LEAD THE WAY. Below 100 stacks, no trail is generated regardless of movement. The trail&#8217;s MS bonus (15% of carrier&#8217;s total MS) is consistent whenever the trail is active \u2014 there&#8217;s no partial trail at 80 stacks or stronger trail at 100 stacks. It&#8217;s a binary activation: 100 stacks = trail exists and provides full 15% bonus; below 100 stacks = no trail.<\/p>\n\n\n\n<p><strong>Q: Why is Trailblazer disabled in Arena?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>Trailblazer is explicitly disabled in Arena \u2014 it cannot be obtained via the shop or Prismatic Item Anvils in that mode. Arena&#8217;s design philosophy centers on 2v2 combat in a confined arena format where the trail mechanic&#8217;s <strong>ally follow-through corridor<\/strong> provides limited application (only one ally, confined space), while the movement speed stacking during continuous approach sequences is disrupted by Arena&#8217;s non-directional fight patterns. The item was likely excluded because its design requires sustained directional movement and team follow-up that Arena&#8217;s format doesn&#8217;t reliably create.<\/p>\n\n\n\n<p><strong>Q: Does the trail benefit allies who are already in position ahead of the carrier?<\/strong><strong>A: <\/strong>The trail benefits allies who <strong>move through<\/strong> the path the carrier has already traveled \u2014 the bonus applies to the carrier&#8217;s movement path, not to allies&#8217; positions. Allies who are already standing <strong>ahead<\/strong> of the carrier at the destination (teleporting in, already positioned near the objective) do not receive the trail bonus because they&#8217;re not moving through the carrier&#8217;s traveled path. The trail is a <strong>directional benefit for followers<\/strong>, not a radial aura. The optimal scenario is allies who begin behind the carrier&#8217;s starting point and move through the same corridor the carrier blazed toward the objective.<\/p>\n","protected":false},"featured_media":14210,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-17587","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>Trailblazer - 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\/trailblazer-lol\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Trailblazer - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Trailblazer is a Legendary Tank item costing 2400 gold \u2014 one of the cheapest Legendaries in the tank category \u2014 providing +40 Armor, +250 Health, and +4% Movement Speed. 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