Guinsoo’s Rageblade

What is Guinsoo’s Rageblade? đŸ”„

Guinsoo’s Rageblade is the definitive on-hit amplification item — a legendary that combines hybrid AD/AP stats with an attack-speed ramping passive that culminates in Phantom Hit, a guaranteed additional on-hit application every 6 basic attacks. For champions whose primary damage model is stacking on-hit effects (Wit’s End magic damage, Kraken Slayer true damage, Blade of the Ruined King %HP shred, Terminus element stacks), Guinsoo’s Rageblade effectively doubles every on-hit proc frequency at the Phantom Hit trigger cycle — two on-hit applications from a single attack animation.

The SEETHING STRIKE ramp is what separates Guinsoo’s from other hybrid items: 8% attack speed per stack × 4 stacks = 32% bonus attack speed on top of the item’s base 25%, for a total of 57% bonus attack speed at max stacks when fully ramped. Reaching the max-stack threshold also unlocks the Phantom stack mechanism that drives Phantom Hit. The ramp-up time of 4 attacks (each refreshing the 3-second duration on previous stacks) means the item takes several seconds from the first auto-attack to reach maximum value — making Guinsoo’s best for sustained attack-speed fights rather than burst windows.

The 30 flat magic damage from WRATH is the item’s secondary sustained damage source: every basic attack deals +30 bonus magic damage on-hit, classified as proc damage (not spell damage — doesn’t trigger Liandry’s TORMENT, Rylai’s slow, or other spell-effect items). WRATH applies life steal and is not blocked by spell shield. At 1.0-2.5 attacks per second in a sustained fight, WRATH’s 30 magic damage contributes 30-75 bonus magic damage per second passively throughout the engagement. Sell: 2,100 Gold, ID: 3124.

📊 Base Statistics

StatisticValue
Total Cost3,000 Gold
Combine Cost1,025 Gold
Sell Price2,100 Gold
Attack Damage+30 AD
Ability Power+30 AP
Attack Speed+25% attack speed
WRATH: Bonus magic damage+30 bonus magic damage on-hit
WRATH: Damage typeProc damage — does NOT trigger spell effects
WRATH: Structure interactionDoes NOT apply to structures
WRATH: Life stealAPPLIES life steal on the bonus damage
WRATH: Spell shieldNOT blocked by spell shield
SEETHING STRIKE: Attack speed per stack+8% bonus attack speed for 3 seconds
SEETHING STRIKE: Maximum stacks4 stacks
SEETHING STRIKE: Maximum bonus AS+32% bonus attack speed (4 × 8%)
SEETHING STRIKE: Total AS at max stacks+57% attack speed (25% base + 32% SEETHING)
SEETHING STRIKE: Phantom stack triggerAt 4 SEETHING stacks: on-attack grants 1 Phantom stack (6s, up to 2)
Phantom Hit: Trigger2 Phantom stacks consumed on-attack → Phantom Hit after 0.1s delay
Phantom Hit: EffectApplies on-hit effects to target
Phantom Hit: TimingStatic 0.1-second delay after the triggering basic attack fires
Phantom Hit: Projectile destructionOccurs EVEN if attack was destroyed (Wind Wall, Braum E)
Phantom Hit: UntargetabilityOccurs EVEN if target becomes untargetable (Zhonya’s, Guardian Angel)
Phantom Hit: Attack instanceSeparate attack instance for Muramana’s Shock
Phantom Hit: On-hit single-use empoweredSingle-use empowered on-hit effects NOT applied by Phantom Hit
Phantom Hit: On-attack effectsDoes NOT interact with on-attack effects
Attacks vs structures: Phantom stacksWill NOT grant, refresh, or affect Phantom stack count
Attacks vs structures: SEETHING stacksWILL grant and refresh SEETHING STRIKE stacks
Final SEETHING STRIKE stackAlso grants a Phantom stack — takes 6 total attacks to first Phantom Hit
Item limitLimited to 1 Guinsoo’s Rageblade
Item ID3124
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena
📊 SEETHING STRIKE Stack Progression — Attacks to Phantom HitComplete attack sequence to first Phantom Hit from a standing start:  Attack 1: 1 SEETHING STRIKE stack (8% bonus AS; no Phantom stacks — not at max SEETHING yet).  Attack 2: 2 SEETHING STRIKE stacks (16% bonus AS; still below max SEETHING).  Attack 3: 3 SEETHING STRIKE stacks (24% bonus AS; still below max SEETHING).  Attack 4: 4 SEETHING STRIKE stacks (32% bonus AS; maximum SEETHING reached). The 4th attack simultaneously grants 1 Phantom stack. Note: the final SEETHING stack also grants a Phantom stack — so after attack 4, SEETHING is maxed AND Phantom = 1.  Attack 5: At max SEETHING, on-attack grants 1 more Phantom stack. Phantom stacks = 2 (maximum).  Attack 6: at 2 Phantom stacks, the next basic attack on-attack CONSUMES both Phantom stacks → triggers Phantom Hit (0.1s delay) → on-hit effects applied again. Phantom Hit fires.Summary: 6 attacks from zero stacks to first Phantom Hit. After the first Phantom Hit, the cycle repeats from the Phantom stack mechanics (every 2 attacks at max SEETHING = 1 Phantom Hit, effectively applying on-hit effects at 1.5× the rate vs a non-Phantom-Hit pattern).Effective on-hit frequency with Phantom Hit: at 1.5 attacks per second (typical AS for on-hit builds), 2 attacks per Phantom Hit cycle = 1 Phantom Hit every ~1.33 seconds. Combined with the direct on-hit from each attack: effectively 2 on-hit applications per 2 attacks at max SEETHING = 1 on-hit proc per attack on average, or 1.5× the on-hit frequency of a non-Rageblade build at the same attack speed.

🔹 Recipe & Components

Guinsoo’s Rageblade builds from Amplifying Tome + Recurve Bow + Pickaxe with a 1,025g combine:

ComponentCostNotes
Amplifying Tome400 Gold+20 AP at component level; pure AP input; builds into many AP items
Recurve Bow700 Gold (+450)Dagger + 450 combine; +25% attack speed at component level; primary AS input; also builds into Blade of the Ruined King, Wit’s End, Terminus
Dagger250 GoldPart of Recurve Bow — AS input
Pickaxe875 Gold+25 AD at component level; primary AD input; also builds into many AD legendaries
Combine Cost1,025 GoldHighest combine cost in recipe; the majority of the item’s cost is in components
Total3,000 GoldComplete Guinsoo’s Rageblade — 30 AD + 30 AP + 25% AS; mid-build Recurve Bow already provides 25% AS before completion
💡 Recurve Bow — AS Foundation ComponentRecurve Bow (700g): +25% attack speed at component level. Completing Recurve Bow first during mid-build provides the attack speed needed to begin ramping SEETHING STRIKE stacks in laning phase before full Rageblade completion.Optimal purchase order for on-hit builds:  Recurve Bow (700g) on first back: +25% AS immediately; AS for SEETHING STRIKE ramp begins; Recurve Bow is the mid-build stopping point most valuable for AS-dependent on-hit champions who need attack speed before damage.  Pickaxe (875g) on second back: +25 AD; provides AD for physical damage while building toward full Rageblade.  Amplifying Tome (400g) + 1,025g combine: completes Guinsoo’s Rageblade at 3,000g total; WRATH, SEETHING STRIKE, and Phantom Hit all live.Recurve Bow also builds into Blade of the Ruined King, Wit’s End, and Terminus — all of which are strong complement items for on-hit Rageblade builds. Building Recurve Bow first allows redirecting into these items if the game situation changes before Rageblade completion.

⚡ WRATH — Passive On-Hit Magic Damage

30 Bonus Magic Damage — Proc Damage, Not Spell Effects

WRATH deals a flat 30 bonus magic damage on every basic attack, classified as proc damage. The proc damage classification is the critical distinction: WRATH does NOT trigger spell effects — Liandry’s Torment TORMENT burn, Rylai’s Crystal Scepter RIMEFROST slow, and other items that require spell/ability damage to proc will not activate from WRATH hits. Building Guinsoo’s expecting WRATH to stack Liandry’s TORMENT is mechanically incorrect.

However, WRATH applies life steal on the 30 bonus magic damage — any life steal source in the build (Blade of the Ruined King MIST WRAITH, Ravenous Hydra lifesteal) heals for life steal percentage × 30 bonus magic damage in addition to healing from the physical attack damage. At 10% life steal, WRATH contributes +3 HP healed per attack from the magic damage alone — minor per attack, but meaningful over hundreds of attacks in extended fights.

WRATH is also not blocked by spell shield. Sivir’s Spell Shield (E), Banshee’s Veil passive, and other spell-blocking effects have zero effect on WRATH’s bonus magic damage. The spell shield does not absorb the WRATH proc, and the bonus magic damage lands regardless of spell shield status. This is a meaningful advantage in matchups where spell shield is the primary defensive mechanic — WRATH bypasses it entirely.

WRATH does not apply to structures (turrets, inhibitors, nexus). Attacks against towers deal standard attack damage without the WRATH +30 bonus magic damage. This is the only gameplay context where WRATH’s bonus damage doesn’t apply on a basic attack — all champion, monster, and minion targets receive WRATH’s full 30 bonus magic damage.

đŸ‘» SEETHING STRIKE & Phantom Hit — Complete Mechanics Reference

SEETHING STRIKE — 4-Stack Attack Speed Ramp

SEETHING STRIKE’s core mechanic is a time-based attack speed buff that refreshes and stacks on each basic attack: each auto-attack grants +8% bonus attack speed for 3 seconds, stacking up to 4 times for +32% bonus attack speed at maximum. The 3-second duration per stack means the champion must continue attacking at least once every 3 seconds to maintain stacks — a gap of 3+ seconds between attacks causes the stacks to begin falling off, requiring re-ramping from the last maintained stack count.

The ramp timeline: 4 basic attacks to reach maximum SEETHING STRIKE stacks. At 1.0 attacks per second: ~4 seconds to reach max stacks. At 1.5 attacks per second: ~2.7 seconds. At 2.5 attacks per second (full on-hit build): ~1.6 seconds. Faster attack speed reduces the time to unlock the Phantom stack mechanism, which only activates when SEETHING STRIKE is at maximum 4 stacks.

Attacks against structures will grant and refresh SEETHING STRIKE stacks but will NOT grant, refresh, or affect Phantom stack counts. This means the SEETHING STRIKE ramp can be initialized by attacking a turret before engaging a champion target — SEETHING builds to full 4 stacks against the turret, and the champion enters the fight with maximum SEETHING active, ready to generate Phantom stacks immediately from the first attack against the enemy champion.

Phantom Stacks — The Path to Phantom Hit

Once SEETHING STRIKE reaches maximum 4 stacks, each basic attack on-attack grants 1 Phantom stack for 6 seconds, up to a maximum of 2 Phantom stacks. The important timing interaction: the final (4th) SEETHING STRIKE stack also grants a Phantom stack simultaneously with reaching SEETHING maximum. This means attack 4 generates both SEETHING max AND Phantom stack 1 in the same event — reducing the total attacks-to-first-Phantom-Hit from 8 (if they were sequential) to 6 total attacks from zero stacks

With 2 Phantom stacks accumulated, the next basic attack’s on-attack event consumes both Phantom stacks and triggers Phantom Hit — a secondary on-hit application on the same target that fires after a 0.1-second static delay. The 0.1-second delay is consistent regardless of whether the triggering attack is melee or ranged. After Phantom Hit fires and Phantom stacks are consumed, the Phantom stack generation immediately resumes (still at max SEETHING) — generating 2 new Phantom stacks over the next 2 attacks for another Phantom Hit 2 attacks later.

Phantom Hit — Critical Interaction Rules

Phantom Hit has several non-obvious interaction rules that define how it functions within complex on-hit builds:

  • Phantom Hit occurs even if the triggering attack was destroyed: if the basic attack that consumed Phantom stacks is blocked by Yasuo’s Wind Wall or Braum’s Unbreakable (projectile destruction) before reaching the target, Phantom Hit fires regardless with the 0.1-second delay. The Phantom stacks are consumed by the on-attack event at launch, not at impact — projectile destruction cannot prevent Phantom Hit once the on-attack triggers
  • Phantom Hit occurs even if the target becomes untargetable: if the target enters an untargetable state (Zhonya’s Hourglass stasis, Guardian Angel revival, abilities like Fizz E Playful/Trickster) between the triggering attack and the 0.1-second Phantom Hit delay, Phantom Hit fires anyway. The Phantom Hit applies on-hit effects despite the target’s untargetability state at the time of the Phantom Hit delivery
  • Phantom Hit is a separate attack instance for Muramana’s Shock: Muramana’s SHOCK passive deals bonus physical damage once per attack; Phantom Hit counting as a separate attack instance means SHOCK can potentially proc twice in a Phantom Hit cycle — once on the triggering attack and once on the Phantom Hit itself, depending on Muramana’s internal CD handling with SHOCK’s once-per-attack condition
  • Single-use empowered on-hit effects do NOT benefit from Phantom Hit: some on-hit effects are ‚single use‘ — they apply once and are consumed by the initial strike, becoming unavailable for the Phantom Hit. Examples include empowered attacks from abilities that grant a one-time enhanced on-hit effect (Sheen SPELLBLADE, Nasus Q Siphoning Strike empowered hit, Gangplank Q Trial by Fire on-hit after ability cast). The initial attack consumes the single-use effect; Phantom Hit fires after 0.1s on the same target but without the already-consumed single-use effect
  • Phantom Hit does NOT interact with on-attack effects: on-attack effects are distinct from on-hit effects in LoL’s damage system. On-attack effects trigger when the attack is initiated (at the start of the attack animation); on-hit effects trigger when the attack lands. Phantom Hit is purely an on-hit delivery mechanism — it applies on-hit effects but does not activate any on-attack effect triggers
  • Phantom Hit from SEETHING STRIKE may generate stacks and trigger abilities that apply on-attack effects: this is a specific interaction where Phantom Hit’s delivery can itself generate stacks or trigger secondary on-attack effect chains from certain item or ability interactions, depending on how those effects respond to the Phantom Hit event

SEETHING STRIKE & Phantom Hit — Full Mechanics Table

MechanicDetail
SEETHING STRIKE: AS per stack+8% bonus AS for 3 seconds per basic attack
SEETHING STRIKE: Max stacks4 stacks
SEETHING STRIKE: Max bonus AS+32% at 4 stacks (total +57% with item’s base 25%)
SEETHING STRIKE: Stack duration3 seconds per stack, refreshed on each basic attack
SEETHING STRIKE: StructuresGRANTS and refreshes SEETHING stacks vs structures
Phantom stacks: TriggerAt max SEETHING (4 stacks): each basic attack on-attack grants 1 Phantom stack
Phantom stacks: Max2 Phantom stacks (6-second duration)
Phantom stacks: StructuresAttacks vs structures do NOT grant or affect Phantom stacks
Final SEETHING stackAlso grants 1 Phantom stack (reduces total attacks to first Phantom Hit to 6)
Phantom Hit: Trigger2 Phantom stacks consumed on-attack → Phantom Hit fires
Phantom Hit: Delay0.1-second static delay (melee and ranged)
Phantom Hit: EffectApplies on-hit effects to target
Phantom Hit: Wind Wall/UnbreakableFires EVEN if triggering attack was destroyed
Phantom Hit: UntargetabilityFires EVEN if target is untargetable at 0.1s delay
Phantom Hit: Muramana’s ShockConsidered separate attack instance
Phantom Hit: Single-use empowered on-hitNOT applied — consumed by initial strike
Phantom Hit: On-attack effectsDoes NOT interact with on-attack effects
Phantom Hit cycle at max SEETHINGEvery 2 attacks = 1 Phantom Hit
⚠ Guinsoo’s Rageblade — Critical RulesWRATH: proc damage — does NOT trigger spell effects. Liandry’s Torment TORMENT, Rylai’s Crystal Scepter RIMEFROST, and all other spell-effect-requiring items/runes do NOT proc from WRATH hits. Build Rageblade into items that benefit from on-hit magic damage, NOT spell-trigger items.WRATH applies life steal but NOT to structures. The 30 bonus magic damage heals via life steal against champions, minions, and monsters — zero WRATH damage and zero WRATH healing applies against towers, inhibitors, or nexus.WRATH is NOT blocked by spell shield. Sivir E, Banshee’s Veil, and all projectile/spell shields have zero effect on WRATH’s bonus magic damage. The 30 magic damage lands regardless of the target’s spell shield status.6 total attacks to first Phantom Hit from zero stacks. Pre-ramping SEETHING STRIKE stacks against a turret before engaging a champion target reduces this to 2 attacks (only need to generate the 2 Phantom stacks) if SEETHING was already maxed on the turret.Phantom Hit fires even through Wind Wall and untargetability. The on-attack Phantom stack consumption at attack launch means the 0.1s Phantom Hit cannot be prevented by projectile destruction or the target entering untargetability after the triggering attack is fired.Phantom Hit does NOT apply single-use empowered on-hit effects. Sheen SPELLBLADE, Nasus Q, and other single-use empowered basic attacks are consumed by the initial strike — Phantom Hit fires without the empowered effect already used by the primary attack.Attacks vs structures build SEETHING but NOT Phantom stacks. Use turret attacks pre-fight to ramp SEETHING to max, but Phantom stacks only accumulate from champion/monster attacks at max SEETHING.
💡 Phantom Hit — On-Hit Effect Doubling in Sustained FightsPhantom Hit’s core value is effectively doubling on-hit effect application frequency at the 6-attack cycle.Standard on-hit application (no Rageblade): every attack applies on-hit effects once. At 1.5 attacks/second: 1.5 on-hit procs/second.With Rageblade at max SEETHING: every 2 attacks = 1 regular on-hit + 1 Phantom Hit on-hit = 2 on-hit applications from 2 attack animations. At 1.5 attacks/second: 2 on-hit procs per 2 attacks = 1.5 on-hit procs + 0.75 Phantom Hit procs = 2.25 effective on-hit procs/second. Net increase: +50% on-hit frequency.Practical impact on key on-hit items:Blade of the Ruined King (MIST WRAITH: 9% current HP physical damage on-hit): Phantom Hit applies MIST WRAITH — at 5,000 HP target, each on-hit = 450 HP physical damage. Phantom Hit doubles effective MIST WRAITH procs. 2 MIST WRAITH applications per 2-attack cycle (one from direct hit, one from Phantom) = 900 HP physical damage per 2 attacks at max SEETHING.Wit’s End (FRAY: magic damage on-hit scaling per stack): Phantom Hit applies FRAY on-hit. At max FRAY stacks, each application deals maximum magic damage — Phantom Hit delivers this maximum damage on the Phantom attack without requiring a separate attack animation.Kraken Slayer (BRING IT DOWN: 3rd attack true damage): Kraken Slayer stacks on every basic attack — Phantom Hit counts as a basic attack for Kraken stack purposes. At 3 stacks (after 2 direct attacks + 1 Phantom Hit counting toward stack 3), the BRING IT DOWN true damage proc fires with the third relevant hit including Phantom Hits in the count, depending on specific stack interaction rules.On-hit magic damage compounding: WRATH (30 magic damage) + Wit’s End FRAY (per-stack magic) + Phantom Hit applying both simultaneously creates a magic damage on-hit stack that fires on every attack and on every Phantom Hit for maximum magic damage output.

đŸ—ș Map-Specific Differences

Stat / EffectSR 5v5 / ARAM / Nexus BlitzArena
Attack Damage+30 AD+20 AD (-10 AD)
Ability Power+30 AP+25 AP (-5 AP)
Attack Speed+25%+25% (unchanged)
WRATH damage30 bonus magic on-hit30 bonus magic on-hit (unchanged)
SEETHING STRIKEFull mechanics unchangedFull mechanics unchanged
Phantom HitFull mechanics unchangedFull mechanics unchanged
💡 Arena Guinsoo’s Rageblade — Reduced AD/AP, Unchanged Core PassivesArena reduces AD from 30 to 20 (-10) and AP from 30 to 25 (-5). The attack speed (25%) remains unchanged, and all WRATH, SEETHING STRIKE, and Phantom Hit mechanics are fully intact.The Arena reduction makes the item slightly less efficient in raw hybrid damage stats, but the core on-hit amplification via Phantom Hit is unaffected. In Arena where fights are more frequent and targets are continuously in attack range, Rageblade’s sustained AS ramp and Phantom Hit cycle fire more consistently than in SR’s intermittent teamfight structure.Arena recommendation: Guinsoo’s Rageblade remains a strong first or second item for on-hit hybrid fighters and marksmen in Arena. The Phantom Hit frequency at Arena fight pace (near-constant combat throughout rounds) means the 6-attack ramp to first Phantom Hit is reached quickly, and subsequent Phantom Hit cycles fire continuously for the round’s duration.

🎯 When to Build Guinsoo’s Rageblade

Rageblade is the correct purchase when the champion’s primary damage output is on-hit effects rather than raw AD/AP ability damage, and specifically when those on-hit effects benefit from doubled application frequency through Phantom Hit. The item’s value is proportional to the power of on-hit effects in the build — Rageblade on a champion with only WRATH (30 magic damage) as the on-hit source is efficient but not spectacular; Rageblade with WRATH + Blade of the Ruined King MIST WRAITH + Wit’s End FRAY + Kraken Slayer BRING IT DOWN as the on-hit stack is multiplicatively more powerful because Phantom Hit doubles every on-hit simultaneously.

✅ Build Guinsoo’s Rageblade When:

  • Playing an on-hit fighter or marksman (Kog’Maw, Vayne, Kayle, Warwick, Teemo): these champions deal most damage through on-hit effects scaled by AP or stacked from AS; every on-hit item in the build benefits from Phantom Hit’s doubled application; Kog’Maw’s W Bio-Arcane Barrage deals AP-scaling on-hit magic damage — Phantom Hit applies this AP-scaling damage on the Phantom attack; Vayne’s Silver Bolts (W) stacks are counted per unique target per 3 attacks — Phantom Hit can be the trigger for the 3rd Silver Bolts stack without a separate attack animation
  • Planning a multi-item on-hit build with BotRK + Wit’s End + Kraken Slayer: the combination of three on-hit effect sources that all benefit from Phantom Hit’s doubled application creates the maximum Rageblade efficiency; every Phantom Hit simultaneously applies MIST WRAITH %HP shred, FRAY magic damage, and BRING IT DOWN true damage stack contributions — three on-hit sources doubled in effective frequency from a single Rageblade purchase
  • Hybrid AP/AD champions who scale with both stats (Kayle, Master Yi AP builds, hybrid Jax): WRATH’s 30 AP-independent magic damage + the 30 AD and 30 AP stats + attack speed creates a complete attack-oriented hybrid profile; Kayle’s Starfire Spellblade (E) passive grants magic damage on-hit scaling with AP — Rageblade’s 30 AP scales this on-hit; SEETHING STRIKE’s +32% bonus AS amplifies Kayle’s empowered attack chains in high-AS burst windows
  • Fights where sustained attack uptime is expected (long teamfights, jungle camps, objective fights): SEETHING STRIKE’s ramp requires continuous attacking to maintain max stacks and Phantom Hit cycle; Baron and Dragon objective fights, extended teamfight brawls, and jungle clear sequences provide the consistent attack uptime where Rageblade operates at full efficiency; burst-pattern fights (assassin one-shots, quick duel exchanges) don’t provide enough attack cycles to reach max SEETHING and multiple Phantom Hit procs

❌ Do NOT Build Guinsoo’s Rageblade When:

  • Playing a standard crit ADC (Caitlyn, Jinx, Ashe) with no on-hit damage: crit marksmen whose damage model is raw AD × crit multiplier don’t benefit from Phantom Hit (their on-hit is minimal); the 30 AD and 30 AP and 25% AS provide reasonable stats but no synergy; Infinity Edge, Rapid Firecannon, and dedicated crit items provide superior scaling for pure crit builds
  • Playing a burst AP mage (Lux, Xerath, Veigar): ability-based burst mages gain nothing from on-hit mechanics; WRATH’s 30 magic on-hit never fires because these champions don’t auto-attack as part of their damage pattern; the AD and AS stats are also wasted; pure AP items outperform universally
  • Expecting WRATH to proc spell effects for Liandry’s/Rylai’s: confirmed: WRATH is proc damage, not spell damage — does NOT trigger spell effects; any build centered on WRATH activating these items is mechanically incorrect

đŸ‘„ Best Champions for Guinsoo’s Rageblade

✅ Optimal — On-Hit Damage Dealers

  • Kog’Maw — Bio-Arcane Barrage (W) passive applies bonus on-hit magic damage scaling with AP — Rageblade’s 30 AP scales W’s on-hit, and Phantom Hit applies the full W on-hit on the Phantom attack for a second application per Phantom Hit cycle. Kog’Maw’s extended W duration (8 seconds) provides ample uptime to reach max SEETHING and cycle multiple Phantom Hits. WRATH’s 30 magic damage stacks additively with W’s on-hit magic for high per-attack magic damage. Kog’Maw is widely considered the premier Rageblade carry — the AP scaling on W and the Phantom Hit doubling create one of the highest effective DPS profiles in the on-hit marksman pool at W range.
  • Kayle (post-level 11 Exalted form) — Radiant Blast (Q) slow, Starfire Spellblade (E) on-hit magic damage scaling with AP on empowered attacks, Divine Judgment (R) invulnerability. Rageblade’s 30 AP scales Kayle’s E Starfire on-hit, and the 25%+32% attack speed at full SEETHING amplifies Kayle’s already high-AS empowered attack chains in Exalted form. Phantom Hit applies Kayle’s E on-hit magic damage on the Phantom attack — effectively 1.5× the E on-hit frequency at max SEETHING vs without Rageblade.
  • Vayne — Silver Bolts (W) stacks and CONDEMN (E) knockback/execute. Silver Bolts applies %HP true damage on every 3rd hit against the same target — Phantom Hit counts as a basic attack for Silver Bolts stacking purposes, meaning the 3-hit cycle for W true damage fires faster with Rageblade. At max SEETHING, the Phantom Hit can be the 3rd Silver Bolts stack trigger, firing the %HP true damage without a separate attack animation. Combined with WRATH’s 30 magic damage, Vayne with Rageblade deals %HP true damage (Silver Bolts), bonus physical (direct attacks), bonus magic (WRATH) simultaneously — a 3-damage-type on-hit profile.
  • Master Yi (AP/hybrid build) — Wuju Style (E) true damage on basic attacks (scales with AD), Highlander (R) attack speed boost. In AP hybrid Master Yi builds, Rageblade’s hybrid AD/AP stats + AS support all of Yi’s scaling axes. Phantom Hit at max SEETHING fires during Highlander (R) extended attack sequences where Yi maintains high attack uptime — the Phantom Hit cycle is rapid during R due to high base AS + SEETHING + R’s attack speed bonus stacking.
  • Warwick — Jaws of the Beast (Q) %HP bite, Primal Howl (E) slow, Infinite Duress (R) suppression. Warwick’s Q on-hit %HP scaling benefits from Phantom Hit (applying the bite on-hit on the Phantom attack). WRATH stacks with Warwick’s innate life steal — Warwick’s healing from WRATH’s life-steal-applicable magic damage compounds with his existing physical damage lifesteal and Q healing.
  • Teemo — Toxic Shot (E) poison on-hit applies on every basic attack — Phantom Hit applies Toxic Shot’s poison on the Phantom attack for an additional poison stack. Combined with on-hit build (Rageblade + Blade of the Ruined King + Wit’s End), Teemo with Rageblade generates multiple damage-over-time stacks and %HP on-hit procs per attack cycle at max SEETHING.

Situational Picks

  • Jax (AP/hybrid): Grandmaster’s Might (P) every 3rd attack AoE magic damage. Rageblade’s hybrid stats fuel Jax’s dual scaling. Phantom Hit’s on-hit application can help trigger Grandmaster’s Might (P) cycles faster depending on whether Phantom Hit counts toward the P stack counter — verify specific P interaction. SEETHING STRIKE provides attack speed ramp for Jax’s sustained extended fights.
  • Jinx (on-hit build, non-standard): Fishbones rocket mode (W) already extends attack range and deals AoE — on-hit builds for Jinx layer Rageblade’s WRATH and Phantom Hit into Fishbones AoE hits. Niche but mechanically interesting for AoE on-hit propagation through Fishbones.

❌ Not Recommended

  • Standard crit ADC builds: no on-hit synergy; crit marksmen are better served by Infinity Edge, Rapid Firecannon, Yun Tal Wildarrows
  • Burst AP mages: WRATH’s on-hit irrelevant; AD/AS stats wasted; pure AP items outperform by a wide margin

⚙ Recommended Build Paths

Kog’Maw — Maximum On-Hit AP Phantom Hit DPS

  1. Recurve Bow — First back (700g) — +25% AS; attack speed for W Bio-Arcane Barrage window; Recurve Bow pre-build into Rageblade
  2. Guinsoo’s Rageblade — First full item — WRATH live; SEETHING STRIKE ramp begins; Phantom Hit cycle active; 30 AP scales W on-hit
  3. Blade of the Ruined King — Second item — MIST WRAITH: 9% current HP physical on-hit; Phantom Hit applies MIST WRAITH; at 4,000 HP target: 360 HP on-hit per direct attack, 360 HP on-hit per Phantom Hit; +12% AS + lifesteal; BotRK + WRATH + W on-hit = 3 on-hit sources all doubled by Phantom Hit
  4. Wit’s End — Third item — FRAY: stacking magic damage on-hit; +40% AS; Phantom Hit applies FRAY stacks; +MR provides survivability for Kog’Maw’s close-W-range positioning
  5. Nashor’s Tooth — Fourth item — ICATHIAN BITE: 15 + 15% AP on-hit; +20% AS + 100 AP; Nashor’s on-hit scaled with AP — Rageblade 30 AP + Nashor’s 100 AP = 130 AP total scaling; Phantom Hit applies Nashor’s ICATHIAN BITE for +15 + 19.5 = 34.5 bonus AP-scaled on-hit per Phantom Hit
  6. Kraken Slayer — Fifth item vs tanks — BRING IT DOWN: 3rd basic attack true damage; Phantom Hit interactions with BRING IT DOWN stack count; AP scaling on Nashor’s and Kog’Maw W remains high while Kraken provides anti-tank true damage option

Kayle — Hybrid Exalted Form On-Hit Build

  1. Guinsoo’s Rageblade — First full item — Starfire Spellblade E on-hit scales with 30 AP; SEETHING STRIKE AS ramp into Exalted form attack chain
  2. Nashor’s Tooth — Second item — +100 AP; ICATHIAN BITE on-hit scaled with AP; AS; Kayle’s E Starfire at 130 AP (Rageblade + Nashor’s) deals significant on-hit per empowered attack and per Phantom Hit
  3. Wit’s End — Third item — FRAY stacking on-hit; +MR survival; +AS into Exalted form; Phantom Hit applies FRAY for +damage per cycle
  4. Rabadon’s Deathcap — Fourth item — +30% total AP amplification; at Nashor’s 100 + Rageblade 30 = 130 AP before Rabadon’s; 30% of 130 = +39 bonus AP; Kayle’s E Starfire on-hit and Phantom Hit both scale with the amplified AP total
  5. Void Staff — Fifth item vs MR — 40% magic pen; ensures maximum on-hit magic damage value through MR stacking targets
💡 Guinsoo’s Rageblade + Blade of the Ruined King — Phantom Hit %HP DoublingGuinsoo’s Rageblade: Phantom Hit applies on-hit effects every 2 attacks at max SEETHING.Blade of the Ruined King: MIST WRAITH passive — 9% of current health as bonus physical on-hit.Combined at max SEETHING vs a 5,000 HP champion:  Direct attack: 9% × 5,000 = 450 HP physical on-hit (MIST WRAITH) + 30 magic (WRATH) + standard physical attack damage.  Phantom Hit (2 attacks later): 9% × current HP on-hit again (MIST WRAITH applied by Phantom Hit) + 30 magic (WRATH). If current HP is now 4,800 after 2 attacks: 9% × 4,800 = 432 physical on-hit.  Result: 2 MIST WRAITH applications + 2 WRATH applications from 2 attack animations at max SEETHING, compared to 2 MIST WRAITH + 2 WRATH from 2 standard attacks without Rageblade.  The effective doubling: with Rageblade, 6 attack animations produce 8 on-hit applications (6 direct + 3 Phantom Hits at 1 per 2 attacks starting from attack 6). Without Rageblade: 6 attacks = 6 on-hit applications. Rageblade adds 3 additional free on-hit applications per 6 attacks in sustained fights — effectively +50% on-hit frequency.BotRK lifesteal: the 9% current HP on-hit from MIST WRAITH applied by Phantom Hit also heals via BotRK’s life steal component — doubling the effective lifesteal healing from MIST WRAITH over the same attack count.

🔄 Similar Items — On-Hit and Hybrid Attack Speed Family

ItemADAPASUniquevs. Guinsoo’s Rageblade
Blade of the Ruined King+40—+25%MIST WRAITH: 9% current HP on-hit physicalPure AD + %HP on-hit vs hybrid + Phantom Hit; best as companion to Rageblade
Wit’s End—+40+50%FRAY: stacking on-hit magic damage; MR stealPure AS + AP on-hit + MR vs hybrid; highest raw AS of on-hit items; best companion
Terminus+35—+35%ELEMENT: alternating light/dark on-hit stacksAD + AS + element on-hit stacks vs hybrid; different on-hit flavor
Nashor’s Tooth—+90+50%ICATHIAN BITE: 15 + 15% AP on-hitPure AP + AS scaling on-hit vs hybrid; max AP scaling on-hit without AD
Kraken Slayer+45—+25%BRING IT DOWN: 3rd attack true damageAD + true damage on-hit vs hybrid + Phantom; anti-tank vs hybrid damage
Dusk and Dawn+55—+15 AH, +30 MRSPELLBLADE: on-hit burst after ability castAD + MR SPELLBLADE vs hybrid on-hit sustained; different attack pattern

❌ Common Mistakes & How to Avoid Them

  • Building Rageblade expecting WRATH to trigger Liandry’s TORMENT or Rylai’s Crystal Scepter: this is consistently the most common Rageblade misconception — WRATH is proc damage and does NOT trigger spell effects; spell-effect-requiring items get zero activation from WRATH’s 30 bonus magic damage; build Rageblade alongside items that trigger from on-hit effects (BotRK, Wit’s End), not alongside Liandry’s which requires spell/ability damage
  • Not pre-ramping SEETHING STRIKE on a nearby turret before engaging: the 6-attack requirement from zero stacks to first Phantom Hit can be shortened by attacking a turret before the fight to reach max SEETHING — the turret will NOT generate Phantom stacks (attacks vs structures don’t generate Phantom stacks), but it WILL build SEETHING to max 4 stacks; entering the fight at max SEETHING means only 2 attacks are needed to reach 2 Phantom stacks and fire the first Phantom Hit
  • Expecting Phantom Hit to work through untargetability — then being surprised when it does: counterintuitively, Phantom Hit fires even when the target becomes untargetable after the triggering attack is launched. This catches both the Rageblade player and opponents off guard. If a target uses Zhonya’s Hourglass or is picked off untargetability mid-fight, the pending Phantom Hit from consumed Phantom stacks will still apply on-hit effects when the 0.1 second delay completes, even during the golden stasis state
  • Not accounting for the fact that single-use empowered on-hit effects are NOT doubled by Phantom Hit: Sheen SPELLBLADE empowered next basic attack, Nasus Q Siphoning Strike empowered hit, and other single-use on-hit empowerments are consumed by the direct attack — Phantom Hit fires on the same target 0.1 seconds later but without the empowered effect that was already used; the empowered single-use hit’s damage doesn’t occur twice; plan ability rotations around this — use the empowered attack first, then the Phantom Hit cycle continues without it
  • Buying Rageblade on champions who fight in short burst windows (assassins, burst mages): SEETHING STRIKE requires 4 consecutive basic attacks to reach max stacks and unlock Phantom Hit generation; in a 1-2 second burst pattern fight, max SEETHING is never reached; the item provides only its base stats (30 AD, 30 AP, 25% AS) for the entire fight duration; for burst patterns, Dusk and Dawn (SPELLBLADE burst) or ability-scaling items are strictly superior

✅ Best Practices

  • Build on-hit item companions that maximize Phantom Hit value: every on-hit source in the build benefits simultaneously from Phantom Hit — BotRK MIST WRAITH, Wit’s End FRAY, Nashor’s Tooth ICATHIAN BITE, Kraken Slayer BRING IT DOWN all receive doubled application frequency at max SEETHING; the correct Rageblade approach is building 2-3 complementary on-hit items so that each Phantom Hit delivers multiple on-hit effects simultaneously rather than just WRATH’s 30 magic damage alone
  • Initiate attack chains in fights to reach max SEETHING before the critical combat phase: start attacking the closest target (a minion or turret) as the fight initiates to begin SEETHING stacks; shift to the champion target when SEETHING is at 3-4 stacks for near-immediate Phantom Hit availability; don’t waste the first 4 attacks getting to SEETHING max on the champion target when the SEETHING ramp can happen on non-champion targets during approach
  • Track the Phantom Hit cycle during sustained fights: at max SEETHING, Phantom Hit fires every 2 attacks; developing awareness of the 2-attack Phantom Hit rhythm allows timing burst windows around Phantom Hit — activating a point-click ability or applying an empowered attack on the attack BEFORE Phantom Hit fires (not during, since the empowered effect is consumed by the direct attack) ensures maximum damage alignment between empowered direct attacks and the free Phantom Hit application two attacks later
  • In Arena: engage immediately and maintain attack continuity throughout rounds: Arena’s constant close-range combat means SEETHING STRIKE reaches maximum 4 stacks within the first 4-5 seconds of each round at typical Arena AS; Phantom Hit cycles fire continuously for the round’s duration; WRATH’s 30 magic damage per attack across 20-40 attacks per round contributes 600-1,200 bonus magic damage per round from the flat on-hit alone, in addition to Phantom Hit’s on-hit amplification

FAQ

Q: How many attacks does it take to trigger the first Phantom Hit?

A: A: 6 total basic attacks from zero stacks. Attacks 1-3 build SEETHING STRIKE stacks. Attack 4 reaches maximum SEETHING and simultaneously grants the first Phantom stack (because the final SEETHING stack also grants a Phantom stack). Attack 5 at max SEETHING grants the second Phantom stack (total: 2 Phantom stacks). Attack 6 consumes both Phantom stacks on-attack and triggers Phantom Hit after the 0.1-second static delay. After the first Phantom Hit, the cycle repeats every 2 attacks as long as SEETHING remains at maximum 4 stacks.

Q: Does WRATH proc Liandry’s Torment or Rylai’s Crystal Scepter?

A: A: No — WRATH deals proc damage, NOT spell damage. Liandry’s Torment TORMENT burn and Rylai’s Crystal Scepter RIMEFROST slow both require spell/ability damage to activate. WRATH’s 30 bonus magic damage per basic attack is proc damage and will not trigger either of these spell-effect items. Do not build Rageblade to synergize with spell-effect items — WRATH bypasses them entirely. Build Rageblade alongside on-hit effect items (BotRK, Wit’s End, Nashor’s Tooth, Kraken Slayer) that are triggered by basic attacks and on-hit damage.

Q: Does Phantom Hit trigger if the target uses Zhonya’s Hourglass after the triggering attack?

A: A: Yes — Phantom Hit fires even if the target becomes untargetable after the triggering basic attack launches the Phantom stack consumption. The Phantom stacks are consumed on-attack at the moment the basic attack is initiated — the 0.1-second Phantom Hit is already committed from that on-attack event. If the target enters Zhonya’s stasis, Guardian Angel revival frames, or any untargetability state during the 0.1-second window, Phantom Hit applies on-hit effects to the target regardless. This is consistent with the rule that Phantom Hit also fires even if the triggering attack’s projectile is destroyed (Wind Wall, Braum E).

Q: Can Phantom Hit stack Silver Bolts for Vayne?

A: Yes — Phantom Hit is treated as a basic attack for the purpose of stack-counting mechanics like Vayne’s Silver Bolts (W). The Silver Bolts W passive applies %HP true damage on the 3rd hit against the same target — Phantom Hit contributes to this counter. With Rageblade at max SEETHING, the Phantom Hit every 2 attacks can be the 3rd Silver Bolts hit, triggering the %HP true damage application without an additional attack animation. This makes Vayne with Rageblade reach the Silver Bolts true damage threshold faster than equivalent AS without Rageblade, effectively increasing the true damage DPS output. Verify specific Silver Bolts stack interaction with Phantom Hit in the current patch as these interactions can change with updates.

Q: Does attacking a turret help ramp Guinsoo’s Rageblade before a fight?

A: A: Partially — attacks against structures WILL grant and refresh SEETHING STRIKE stacks, allowing pre-ramping of SEETHING to maximum 4 stacks against a turret before engaging a champion. However, attacks against structures will NOT grant, refresh, or affect Phantom stack counts — Phantom stacks only build from attacks against champions and monsters at max SEETHING. Pre-ramping SEETHING against a turret reduces the attacks needed against the champion target from 6 to 2 (only the 2 Phantom stack attacks remain before Phantom Hit fires), significantly reducing the effective ramp time in fights near towers.

Items
Prowler’s Claw  â€ą  Demonic Embrace  â€ą  Duskblade of Draktharr  â€ą  Chemtech Putrifier  â€ą  Gargoyle Stoneplate  â€ą  Liandry’s Anguish  â€ą  Radiant Virtue  â€ą  Galeforce  â€ą  Night Harvester  â€ą  Everfrost  â€ą  Luden’s Companion  â€ą  Abyssal Mask  â€ą  Actualizer  â€ą  Archangel’s Staff  â€ą  Ardent Censer  â€ą  Atma’s Reckoning  â€ą  Axiom Arc  â€ą  Bandlepipes  â€ą  Banshee’s Veil  â€ą  Bastionbreaker

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