What is Bounty of Worlds? đ
Bounty of Worlds is the pivotal third stage of the support quest chain â the item where the support’s final build identity is decided. It sits between Runic Compass (stage 2) and the 5 possible final items (stage 4), serving as the branching point where the quest chain diverges into completely different support identities. Reaching Bounty of Worlds means the support has completed the Runic Compass quest and accumulated 400 Special gold for this upgrade â completing this item unlocks the UPGRADE passive, which grants a free upgrade into the chosen final item once the support quest associated with Bounty of Worlds is also completed.
The free upgrade mechanic is Bounty of Worlds‘ defining function: the 5 final items (Bloodsong, Celestial Opposition, Dream Maker, Solstice Sleigh, Zaz’Zak’s Realmspike) are not purchased with standard gold â they are unlocked through the quest system. This means the support’s complete final item costs only the initial 400 gold for World Atlas plus two rounds of 400 Special gold (Runic Compass and Bounty of Worlds), with the final item itself costing zero standard gold. The entire quest chain from World Atlas to a final item represents an economically favorable support-specific progression that does not compete with the standard gold economy.
While holding Bounty of Worlds, the item provides +200 HP, +75% base HP regen, +75% base mana regen, and +5 gold per 10 seconds â identical stats to Runic Compass except for the gold generation (Runic Compass provides +3 g/10, Bounty of Worlds provides +5 g/10). The WARD active with 4 charges maintains vision control throughout the mid-game while the quest is completed. The upgrade selection is made outside of combat: the HUD UPGRADE menu is disabled while in an active fight, meaning the final item choice must be made during a lull in combat, while backing, or at the shop.
| đ Bounty of Worlds Stats vs. Full Quest Chain Context:Bounty of Worlds stats: +200 HP, +75% base HP regen, +75% base mana regen, +5 gold per 10 seconds.WARD active: 4 Stealth Ward charges; 600 range; charges refill at shop.Gold generation comparison across the quest chain:World Atlas (stage 1): +3 gold per 10 seconds.Runic Compass (stage 2): +3 gold per 10 seconds.Bounty of Worlds (stage 3): +5 gold per 10 seconds (+2 increase over Runic Compass).Final items (stage 4): +9 gold per 10 seconds (final items like Celestial Opposition provide +9 g/10; specific value varies by final item).Cumulative gold generation at 25 minutes holding Bounty of Worlds (5 g/10): 25 Ă 60 / 10 Ă 5 = 750 gold in passive income from the item alone over 25 minutes. Combined with the 3 g/10 from stages 1 and 2 (approximate 12â15 minute window): total quest chain passive income by 25 minutes is approximately 850â950 gold, supplementing the support’s combat income. |
đ Base Statistics
| Statistic | Value |
| Acquisition Cost | 400 Special gold (support quest upgrade from Runic Compass) |
| Availability | Classic Summoner’s Rift 5v5 ONLY |
| Health | +200 HP |
| Base Health Regeneration | +75% base HP regen |
| Base Mana Regeneration | +75% base mana regen |
| Gold Income | +5 gold per 10 seconds |
| WARD Active: Charges | 4 charges |
| WARD Active: Ward type | Stealth Ward (grants sight of surrounding area) |
| WARD Active: Range | 600 units |
| WARD Active: Charge refill | Charges refill upon visiting the shop |
| UPGRADE Passive: Trigger | Complete the support quest for Bounty of Worlds |
| UPGRADE Passive: Effect | Free upgrade into chosen final item (Bloodsong, Celestial Opposition, Dream Maker, Solstice Sleigh, or Zaz’Zak’s Realmspike) |
| UPGRADE Passive: Selection | Select final item from HUD custom menu or shop |
| UPGRADE Passive: Restriction | HUD UPGRADE menu disabled while in combat â upgrade must occur outside of active combat |
| UPGRADE Passive: Out-of-shop | Upgrade CAN be done outside the shop using the HUD menu |
| Gold penalty | Diminishing gold from excessive minion kills (standard support item penalty, shared team threshold) |
đ Full Support Quest Chain â World Atlas to Final Item
| Stage | Details |
| World Atlas (Stage 1) | 400g standard purchase â starting support item. WARD charges begin. Quest activates. +3 g/10. |
| Runic Compass (Stage 2) | 400 Special gold â complete World Atlas support quest to upgrade. Enhanced vision. Quest continues. +3 g/10. |
| Bounty of Worlds (Stage 3) | 400 Special gold â complete Runic Compass quest to upgrade. UPGRADE passive unlocked. +5 g/10. Free final item upgrade available upon completing this stage’s quest. |
| Final Item (Stage 4) | FREE â complete Bounty of Worlds quest â choose from Bloodsong / Celestial Opposition / Dream Maker / Solstice Sleigh / Zaz’Zak’s Realmspike. +9 g/10 (varies by item). |
| Total standard gold investment | 400g for World Atlas + Special gold at each upgrade stage. Final item itself costs 0 standard gold. |
| â ď¸ SR 5v5 Exclusive â Bounty of Worlds and Entire Quest Chain:Bounty of Worlds and all stages of the support quest chain are available only on Classic Summoner’s Rift 5v5. The item, its upgrades, and the UPGRADE free final item mechanic do not exist in ARAM, Nexus Blitz, or Arena. This is a dedicated SR support economy system. |
⥠UPGRADE Passive â The Decision Point
How the Free Upgrade Works
UPGRADE activates once the support quest associated with Bounty of Worlds is completed. The completion unlocks access to the upgrade selection interface â a custom menu in the HUD that presents the 5 final item options. The selection can also be made from the shop. Critically, the upgrade can be performed outside the shop â using the HUD menu during laning phase, while roaming, or during any non-combat moment â without requiring a base return. This makes the upgrade timing flexible: complete the quest, select the final item from the HUD menu wherever you are on the map, and the item slot immediately upgrades.
The combat restriction on the HUD menu prevents upgrading mid-fight â while in combat, the UPGRADE option in the HUD is greyed out and unselectable. This is a design guard against accidentally upgrading during a critical fight moment or being forced into a rushed decision under combat pressure. The shop selection route may still be accessible during combat depending on how proximity to the shop and combat state interact, but standard practice is to select from the HUD menu during a calm window.
| đĄ When to Select the Upgrade â Timing Considerations:Best time to upgrade: During any non-combat window after quest completion â backing to base (also refills wards), between objectives, during a lull after a successful team fight, or while on the way to a lane. The free upgrade via HUD menu takes effect immediately wherever you are on the map.Avoid upgrading during: Active fights (HUD menu is disabled anyway), immediately before a fight when the new item’s stats might not be relevant for the incoming engagement, or when your team needs you to focus on the objective at hand.Pre-game decision: The final item choice should ideally be made before the game starts based on champion identity and expected matchup. Bounty of Worlds reaching the UPGRADE window should be a confirmation of a pre-made decision, not a surprise choice under time pressure. Know which of the 5 final items your champion and playstyle want before reaching Bounty of Worlds. |
The 5 Final Items â Complete Comparison
| Final Item | Passive / Utility | Best Champions |
| Bloodsong | AD + AH; EXPOSE: ability hits mark enemies for bonus ally physical damage on next hit; aggressive kill-pressure focus | Aggressive melee/ranged supports who deal damage and want to amplify carry kills. Best on: Pyke (synergy with execute gold), Pantheon support, Senna carry support, Camille support. |
| Celestial Opposition | HP + HP regen + mana regen + gold; BLESSING OF THE MOUNTAIN: 35%/25% champion damage reduction while Blessed; AoE 50% slow shockwave when Blessed expires; WARD 4 charges | Tank engage supports who dive and absorb damage. Best on: Leona, Nautilus, Alistar, Braum, Thresh, Blitzcrank, Rell, Poppy. |
| Dream Maker | HP + AH + mana; REVERIE: AoE HP shield pulsing from support to nearby allies; protective peel-and-shield identity | Supports who peel for carries and provide shields. Best on: Braum (W Stand Behind Me + REVERIE shield stack), Lulu (E shield + REVERIE), Karma, protective tank supports. |
| Solstice Sleigh | HP + AH + mana; WARMTH: AoE movement speed and HP regen aura for nearby allies on contact | Utility supports who want to provide team-wide MS and regen. Best on: Janna (movement speed identity), Sona (W aura + WARMTH stack), Taric, mobile roaming supports. |
| Zaz’Zak’s Realmspike | AP + AH; VOID EXPLOSION: ability hits on enemy champions cause AoE AP damage + magic pen scaling; AP mage damage identity | AP mage damage supports who deal ability damage as their primary contribution. Best on: Zyra, Brand, Vel’Koz, Lux support, Karma AP build. |
đ° Support Quest Economy â Gold Penalty Rules
All stages of the support quest chain â including Bounty of Worlds â apply the support item minion kill gold penalty. This penalty reduces gold earned from minion kills beyond a threshold, enforcing the support’s non-farming economy and passive income model. The penalty scales based on the number of support items present on the entire team â every champion holding any support item (not just the primary support) contributes to the shared threshold calculation.
| Penalty Rule | Details |
| Before 5 minutes â threshold | (7 á number of support items on user’s team) minions or more triggers the penalty |
| Before 5 minutes â penalty | Reduces gold from minion kills by 80% |
| After 5 minutes â threshold | (4 á number of support items on user’s team) minions per minute triggers the penalty |
| After 5 minutes â penalty | Gold from minion kills reduced by 50%â80% (scales based on number of minion kills) |
| Team contribution | Every champion on the team holding a support item contributes toward hitting the gold penalty threshold â it is a shared team system |
| Standard 1-support team | Before 5 min: 7 minions triggers penalty. After 5 min: 4 minions per minute triggers penalty. |
| 2-support team | Before 5 min: 3â4 minions triggers penalty. After 5 min: 2 minions per minute triggers penalty â threshold halved with two support item holders |
| đ Why the Gold Penalty Doesn’t Hurt Properly Played Supports:The support gold penalty exists to prevent supports from farming minions as a primary income source while relying on the +5 g/10 passive income stream. A support who avoids last-hitting minions and focuses on assist gold, ward placement, and objective participation never triggers the penalty â the 4 minions per minute threshold (after 5 min, single support team) allows clearing minions that are blocking an important wave or grabbing exceptional CS opportunities without immediately hitting the cutoff.The passive income model: Bounty of Worlds‘ +5 g/10 + assist gold + quest bounties provides a consistent support income without relying on CS. The penalty’s role is guardrailing â it doesn’t diminish income for a support who plays correctly, only for one trying to farm like a carry. |
đď¸ Vision Control â WARD Active Throughout the Quest Chain
Bounty of Worlds maintains the WARD active with 4 Stealth Ward charges â the core vision utility that the support quest chain provides at every stage. The 600-range ward placement at Bounty of Worlds stage (mid-game) is the support’s primary vision tool during the period between laning phase and completing the final item upgrade. Charges refill on every shop visit (base return), ensuring the support always has full ward capacity after backing regardless of how many wards were placed during the previous rotation.
Effective ward placement strategy during the Bounty of Worlds stage (approximately 10â20 minute window depending on quest completion speed) covers: river bushes adjacent to the support’s lane, dragon/baron pit vision for objective control, enemy jungle entrances for tracking the jungler, and deep vision in enemy jungle when the team has positional advantage. The 4-charge bank at each shop visit allows placing the full vision grid relevant to the current game state every back.
đŻ Quest Chain Progression â When to Rush vs. When to Delay
Prioritise Completing the Quest Quickly When:
- Your team has early objective pressure (dragon, Rift Herald) in the 12â18 minute window: Completing the Bounty of Worlds quest and unlocking the final item upgrade before major objective fights means the final item’s passive is active during those fights. A Leona with Celestial Opposition’s BLESSING OF THE MOUNTAIN during the 14-minute drake fight sustains the dive more reliably than a Leona still holding Bounty of Worlds.
- Your champion’s final item provides a fight-defining passive that changes engagement outcomes: Celestial Opposition’s BLESSING damage reduction, Zaz’Zak’s VOID EXPLOSION AoE damage, and Bloodsong’s EXPOSE mark all provide immediate fight value upon upgrade. Reaching the final item faster directly improves fight output.
- The enemy support has already completed their quest chain: An enemy support who is further along the quest chain has better base stats and a more powerful passive. Prioritising quest completion bridges the support power gap â falling behind in quest progression compounds the item disadvantage throughout the mid-game.
The Final Item Decision â Commit Before Reaching Bounty of Worlds
| đ Make the Final Item Decision Before the Game Starts:The UPGRADE selection window at Bounty of Worlds should not be a surprise decision under time pressure. All 5 final items are dramatically different in both stats and passive identity â choosing between them mid-game without prior consideration risks making a suboptimal choice in a stressed moment.Pre-game decision framework:Champion identity â Does your champion deal damage (Bloodsong, Zaz’Zak’s) or absorb/prevent it (Celestial Opposition, Dream Maker, Solstice Sleigh)?Matchup â Is the enemy team dive-heavy (lean toward Celestial Opposition for damage reduction)? Poke-heavy (Dream Maker shields help)? No sustain (Zaz’Zak’s damage pressure is most impactful)?Team composition â Does the carry need movement speed (Solstice Sleigh)? Shielding (Dream Maker)? Maximum kill setup damage (Bloodsong, Zaz’Zak’s)?Personal champion strengths â Is the champion melee (Celestial Opposition, Bloodsong) or ranged (Zaz’Zak’s, Solstice Sleigh, Dream Maker)?Commit early â Once the final item choice is made, the quest chain is simply a progression toward a known endpoint. The UPGRADE selection is a confirmation, not a decision. |
đĽ Champion-to-Final-Item Matching
| Champion | Recommended Final Item | Why |
| Leona | Celestial Opposition | Melee dive support who spends fights absorbing hits â BLESSING 35% reduction maximises survival in the enemy team |
| Nautilus | Celestial Opposition | Sustained CC chain initiator â Depth Charge engage puts Nautilus in melee range taking damage; BLESSING active throughout |
| Alistar | Celestial Opposition | Unbreakable Will R + BLESSING stack; Q knockup + W headbutt dive pattern is exactly the sustained damage absorption scenario BLESSING is designed for |
| Braum | Celestial Opposition / Dream Maker | Unbreakable E shield blocks projectiles; BLESSING fires from hits on Braum during E; Dream Maker REVERIE shield provides AoE peel â either works depending on how tanky vs. utility the role emphasises |
| Thresh | Celestial Opposition | Hook-and-engage melee support; BLESSING activates after Q hooks draw retaliation; shockwave slow post-engage |
| Blitzcrank | Celestial Opposition | Hook forces duels; BLESSING active post-hook during retaliation window; shockwave slow fires when Blitzcrank retreats |
| Pyke | Bloodsong | EXPOSE mark amplifies carry kill damage on Pyke’s hook targets; Bloodsong’s execute synergy with Pyke’s Death from Below R |
| Pantheon (support) | Bloodsong | Aggressive kill-pressure support; EXPOSE mark converts Pantheon’s Spear Shot Q into setup for carry follow-up bonus damage |
| Senna (carry support) | Bloodsong | Ranged carry-support hybrid; EXPOSE mark + Senna’s own long-range attacks amplify sustained damage output |
| Brand | Zaz’Zak’s Realmspike | VOID EXPLOSION fires from every Brand ability hit â Blaze (P) + Sear (Q) + Pillar of Flame (W) + Conflagration (E) each trigger AoE AP damage; AP damage support identity |
| Zyra | Zaz’Zak’s Realmspike | Seeds + plants deal ability hits â each plant hit triggers VOID EXPLOSION for AoE AP damage; rapid multi-hit ability pattern generates frequent VOID EXPLOSION procs |
| Vel’Koz | Zaz’Zak’s Realmspike | Research stacking + Lifeform Disintegration Ray R continuous hits trigger VOID EXPLOSION repeatedly; pure AP damage support identity |
| Lux (support) | Zaz’Zak’s Realmspike | AP ability hits â Lucent Singularity E detonation, Final Spark R beam; VOID EXPLOSION amplifies AoE damage; 25% ranged damage reduction from BLESSING (less impactful) |
| Janna | Solstice Sleigh | WARMTH movement speed aura synergises with Janna’s Tailwind (P) MS bonus and peeling/disengaging identity; team-wide MS supports disengage plays |
| Sona | Solstice Sleigh | Aria of Perseverance W heal + WARMTH aura creates dual sustain; Hymn of Valor Q amplifies damage; Power Chord DIMINUENDO (W chord) as CC while WARMTH provides chase/escape MS |
| Lulu | Dream Maker | Wild Growth R HP shield + REVERIE AoE shield creates multi-layer champion scaling protection for the carry; REVERIE fires from Lulu’s position covering the carry |
| Karma | Dream Maker / Zaz’Zak’s | Inspire E shield + REVERIE (Dream Maker); or AP damage build with Zaz’Zak’s for ability-hit VOID EXPLOSION; either final item is viable depending on build direction |
đ HP Regen & Mana Regen â Lane Sustain Value
Bounty of Worlds provides +75% base HP regen and +75% base mana regen â passive sustainability stats that compound with the champion’s base regeneration rate. The absolute HP/mana per second value depends on the champion’s base regen stat (varies by champion, typically 1.5â2.5 HP/5s base, scaling with level). The 75% bonus multiplies whatever the champion’s base regen is â a champion with high base regen (Alistar, Nautilus with naturally high HP/5s) receives more absolute sustain from this bonus than a champion with low base regen.
The practical lane sustain from +75% base regen is most impactful against poke-based lanes (Caitlyn + Karma, Ezreal + Morgana, Draven + Nautilus) where sustained chip damage reduces HP without full kill pressure. The enhanced regen partially recovers poke damage between exchanges, reducing the frequency of backing purely for HP recovery. Against all-in lanes where full HP bars are taken quickly (Alistar + Draven), the regen is less impactful since the damage rate exceeds what regen can offset.
đ Context â Other Support Quest Chain Items
| Item | Role in Quest Chain |
| World Atlas | Stage 1 (400g standard): +200 HP, +75% base HP regen, +75% mana regen, +3 g/10. WARD 4 charges. Starting support item. |
| Runic Compass | Stage 2 (400 Special): same stats as World Atlas. Quest progresses toward Bounty of Worlds. |
| Bounty of Worlds | Stage 3 (400 Special): +200 HP, +75% HP regen, +75% mana regen, +5 g/10. UPGRADE passive unlocked. WARD 4 charges. |
| Bloodsong | Stage 4 final (free upgrade): AD + AH; EXPOSE mark for bonus ally physical damage on marked targets. |
| Celestial Opposition | Stage 4 final (free upgrade): HP + regen + g/10; BLESSING OF THE MOUNTAIN 35%/25% damage reduction + shockwave slow. |
| Dream Maker | Stage 4 final (free upgrade): HP + AH + mana; REVERIE AoE shield pulsing from support position. |
| Solstice Sleigh | Stage 4 final (free upgrade): HP + AH + mana; WARMTH AoE MS and HP regen aura on ally contact. |
| Zaz’Zak’s Realmspike | Stage 4 final (free upgrade): AP + AH; VOID EXPLOSION AoE AP damage on every ability hit to enemy champion. |
â Common Mistakes & How to Avoid Them
- Not deciding on the final item before the game starts: The UPGRADE selection window at Bounty of Worlds is the moment where the support’s entire mid-to-late game item identity is set. Making this decision mid-game under time pressure without prior consideration leads to suboptimal choices. Decide the final item in champion select or champion loading based on champion identity, enemy composition, and team needs â the UPGRADE selection should be a pre-confirmed decision, not a surprise.
- Trying to upgrade during combat (HUD UPGRADE menu is disabled): The UPGRADE passive notes that the HUD UPGRADE menu is disabled while in combat. Attempting to upgrade during a fight or immediately before/after a skirmish when the game considers you in combat will find the menu unresponsive. Always upgrade during a confirmed non-combat window â backing to base, walking in the jungle, or during a clear pause in action.
- Farming minions excessively and triggering the gold penalty: The support gold penalty reduces CS gold by 80% (before 5 minutes) or 50â80% (after 5 minutes) beyond the threshold. A support holding Bounty of Worlds who farms aggressively triggers the penalty, reducing their net gold gain and undermining the passive income model the support economy is designed around. Avoid last-hitting beyond opportunistic CS that would otherwise be wasted.
- Holding Bounty of Worlds too long before completing the quest â losing the final item window: The Bounty of Worlds â final item upgrade requires completing the support quest associated with this stage. If the quest is completed late (20+ minutes), the final item arrives late and the support is holding a weaker item during critical mid-game fights. Actively pursue quest completion objectives â vision coverage, assist participation, objective control â to push the quest to completion by 14â18 minutes in standard games.
- Selecting a mismatched final item for the champion’s role: Choosing Zaz’Zak’s Realmspike on Leona (a melee tank support with no AP scaling) provides minimal passive value â VOID EXPLOSION’s AP damage scales off AP, which Leona doesn’t build. Similarly, choosing Celestial Opposition on a ranged mage support (who is rarely targeted) provides 25% damage reduction that rarely activates. Match the final item to the champion’s actual combat role and damage type (see champion-to-final-item table above).
â Best Practices
- Complete the World Atlas quest as quickly as possible â Runic Compass â Bounty of Worlds progression accelerates: The entire quest chain is sequential â Bounty of Worlds cannot be reached until Runic Compass is unlocked, which requires completing World Atlas’s quest. Prioritising early ward coverage (completing ward-placement-based quest objectives), kill participation, and objective assistance pushes the first quest to completion sooner, compressing the timeline to reach Bounty of Worlds‘ UPGRADE window.
- Use the HUD UPGRADE menu outside of base during non-combat windows: The upgrade can be performed anywhere on the map using the HUD menu â a dedicated upgrade button that appears once the quest completes. Using this outside of base means the support doesn’t need to waste a full recall timing to upgrade; complete the quest in the field, upgrade from the HUD immediately, and stay relevant on the map without returning to base solely for the item swap.
- Confirm the final item choice during champion select thinking â don’t improvise at UPGRADE: Each of the 5 final items represents a fundamentally different support role: aggressive damage setup (Bloodsong), tank sustain (Celestial Opposition), carry protection (Dream Maker), team mobility (Solstice Sleigh), or AP damage amplification (Zaz’Zak’s). These identities are decided by the champion’s kit, not by moment-to-moment game state. Lock in the correct final item decision before the game begins and confirm it at UPGRADE without hesitation.
- Coordinate ward placement with teammates to cover the full vision grid efficiently: Bounty of Worlds‘ 4 WARD charges with shop refill provide the support’s primary mid-game vision tool. Coordinate with the jungler and mid lane (who also place wards) to avoid overlapping vision coverage â the support’s 4 wards cover different areas than the jungler’s trinket wards. Establishing non-overlapping ward rotations around objectives (dragon, baron, river bushes) maximises the information provided by each charge.
- Treat the +5 g/10 as supplementary income that compounds over time â don’t force CS for extra gold: At 5 gold per 10 seconds, Bounty of Worlds generates 750 gold over 25 minutes purely passively. This supplements assist gold and quest rewards without requiring any active CS farming. Attempting to boost income by farming minions beyond the gold penalty threshold reduces CS gold and triggers the penalty â the passive income model generates more reliable gold over time than irregular CS gold with penalty risk.
đŹ Final Summary
Bounty of Worlds is the branching point of the support quest chain â the item where the support commits to a final identity by selecting from 5 fundamentally different final items via the UPGRADE free upgrade mechanic. Its own stats (+200 HP, +75% HP regen, +75% mana regen, +5 g/10) are functional mid-game sustain tools, but Bounty of Worlds‘ real value is as the penultimate step toward the final item â a waypoint in a chain that began with World Atlas and ends with a complete support identity defined by the chosen upgrade.
The 5 final item choices â Bloodsong, Celestial Opposition, Dream Maker, Solstice Sleigh, and Zaz’Zak’s Realmspike â cover the full spectrum of support archetypes: aggressive kill-setup, tank frontline, carry protection, team mobility, and AP damage. Selecting the correct final item requires knowing which archetype the champion and composition need before reaching the UPGRADE window. The decision made at Bounty of Worlds defines the support’s mid-to-late game contribution for every subsequent fight â it is the most impactful single support decision of the game, and it should reflect preparation rather than improvisation.
The combat restriction on HUD UPGRADE and the out-of-shop upgrade capability are the two most operationally important mechanics to understand: the first prevents mid-fight upgrades (plan for a non-combat window), the second enables upgrading without returning to base (upgrade wherever you are on the map when the quest completes). Managing these two constraints correctly â completing the quest, selecting the final item promptly from the HUD, and continuing to provide vision and support without unnecessary base returns â is the technical execution layer that separates proficient support quest management from slower progression.
| Key Action Items:1. Decide the final item (Bloodsong / Celestial Opposition / Dream Maker / Solstice Sleigh / Zaz’Zak’s) before the game â the UPGRADE selection at Bounty of Worlds should be a confirmed choice, not an in-game improvisation; match the final item to your champion’s combat role and damage type2. Use the HUD UPGRADE menu immediately after quest completion â outside of base, outside of combat; the upgrade takes effect instantly anywhere on the map and does not require a recall, saving time and maintaining map presence3. Complete quest objectives actively â ward placement, assist gold, objective participation push each quest stage to completion faster; reaching the final item by 14â18 minutes vs. 22+ minutes creates a fight power gap in your favour during the critical mid-game objective window4. Never farm minions beyond the penalty threshold â the +5 g/10 passive income + assist gold + quest bounties is the support income model; triggering the 80% CS gold penalty by farming undermines the entire passive income structure that the support quest chain is built around |
Related Articles
- Celestial Opposition â Complete Item Guide 2026
- Bloodsong â Complete Item Guide 2026
- Dream Maker â Complete Item Guide 2026
- Solstice Sleigh â Complete Item Guide 2026
- Zaz’Zak’s Realmspike â Complete Item Guide 2026
- World Atlas â Complete Item Guide 2026
- Locket of the Iron Solari â Complete Item Guide 2026
- Redemption â Complete Item Guide 2026
- Knight’s Vow â Complete Item Guide 2026
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FAQ
Q: Can I change the final item after selecting it at UPGRADE?
A: No â once the UPGRADE selection is made and the final item is chosen, the upgrade is permanent for that game. The HUD UPGRADE menu only appears once, after completing the Bounty of Worlds quest. Choose carefully and make the decision before the game rather than improvising under time pressure.
Q: Do I need to return to the shop to upgrade Bounty of Worlds?
A: No â the upgrade can be performed anywhere on the map using the HUD custom menu that appears after completing the support quest. You do not need to be at the shop or in the base to upgrade. Select the final item from the HUD UPGRADE menu during any non-combat window on the map and the upgrade takes effect immediately at your current location.
Q: Why is the HUD UPGRADE menu disabled during combat?
A: The combat restriction on the UPGRADE menu is a design guard to prevent upgrading mid-fight (where the decision would be rushed and potentially suboptimal) and to avoid item stat changes during active combat calculations. The upgrade must be performed during a non-combat window. If you complete the quest during a fight, wait for the fight to end before accessing the UPGRADE menu.
Q: Which final item provides the highest gold income?
A: Final items like Celestial Opposition provide +9 gold per 10 seconds â compared to Bounty of Worlds‘ +5 g/10. The specific g/10 value varies by final item, but all final items increase the gold generation above Bounty of Worlds‘ baseline. Completing the quest and upgrading to the final item as early as possible maximises the g/10 income for the longest duration of the game.
Q: Does the support gold penalty apply to Bounty of Worlds specifically?
A: The support gold penalty applies to all stages of the support quest chain â World Atlas, Runic Compass, Bounty of Worlds, and all 5 final items. Any champion holding any support item contributes toward the team’s shared penalty threshold. The penalty reduces CS gold from minion kills beyond the threshold â the passive gold generation from the item itself (+5 g/10) is unaffected by the penalty.
Q: Which final item is best for AP mage supports?
Zaz’Zak’s Realmspike is the dedicated AP mage support final item. VOID EXPLOSION’s AoE AP damage fires from every ability hit on an enemy champion â Brand’s Blaze stacks, Zyra’s plant hits, Vel’Koz’s laser ticks, and Lux’s Lucent Singularity detonations all trigger VOID EXPLOSION for bonus AoE AP damage with magic penetration scaling. The AP + AH stat profile directly amplifies the mage support’s ability damage output.