Prowler’s Claw

Prowler’s Claw is the Arena-exclusive Prismatic Assassin item — the dedicated Prismatic for lethality-based physical damage assassins. Stats: +55 Attack Damage, +20 Ability Haste, +22 Lethality. Active: SANDSWIPE dashes to 150 units beyond the target enemy champion and deals 12% (+ 5% per 100 bonus AD) of the target’s maximum health as bonus physical damage. After completing the dash, the carrier deals 20% increased damage to that target for 3 seconds. 25-second cooldown, 500-unit range. SANDSWIPE deals spell damage and triggers spell effects. SANDSWIPE is blocked by spell shields. SANDSWIPE has a 0.15-second cast time. SANDSWIPE’s dash does NOT break stealth. The damage from SANDSWIPE is applied before the 20% amplification — SANDSWIPE’s own damage is not amplified by its own buff. SANDSWIPE amplifies ALL damage types including true damage during the 3-second window, but does NOT amplify damage reduced by shields (known bug). If the target becomes untargetable, dies, or goes out of sight during the 0.15-second cast time: the ability cancels without going on cooldown and without paying any cost. SANDSWIPE’s dash can bypass terrain if the target is on the other side. During the dash, the carrier can cast any ability without a cast time or channel. Prowler’s Claw is the Arena Prismatic that solves the assassin’s three core needs simultaneously: guaranteed target access via terrain-bypassing dash, max HP scaling burst damage, and 20% damage amplification window for the entire follow-up combo.

📊 Stats at a Glance

StatValueContext
Attack Damage+55 ADHigh base AD — above Galeforce (+65 AD) in absolute terms at item-only; combined with lethality, scales physical ability damage and SANDSWIPE’s bonus AD component
Ability Haste+20 AHSignificant AH for an assassin item; reduces all ability cooldowns including SANDSWIPE itself; at 20 AH, 25-second SANDSWIPE CD becomes approximately 20.8 seconds effective
Lethality+22 Lethality22 flat lethality = 22 armor penetration (converts to percentage pen at higher levels); at level 18: 22 lethality provides approximately 15.7 effective armor pen; stacks multiplicatively with percentage armor pen sources
SANDSWIPE Max HP Damage12% (+ 5% per 100 bonus AD) of target max HPAt 200 bonus AD: 12% + 10% = 22% target max HP bonus physical damage; scales entirely with bonus AD
SANDSWIPE Damage Amplification+20% increased damage to target for 3 secondsAmplifies ALL damage types including true damage during 3-second window; applied after SANDSWIPE’s own damage lands
SANDSWIPE Cooldown25 seconds (20 AH reduces to approximately 20.8 seconds effective)One of the shorter active cooldowns in the Prismatic pool; more frequent access than Galeforce (30s) or GUIDING LIGHT (30s)
SANDSWIPE Range500 unitsMaximum distance to target at cast time; actual landing position is 150 units beyond the target
SANDSWIPE Landing150 units beyond targetPasses through the target champion — useful for terrain bypass and rear positioning
SANDSWIPE Cast Time0.15 secondsShort but non-zero cast time; distinguishes from true instant-activation items (UNBREAKABLE has 0 cast time)
Spell Damage / Spell EffectsYES — SANDSWIPE deals spell damage, triggers spell effectsLiandry’s Torment, Demonic Embrace SINISTER PACT triggers, and similar spell-effect passives activate from SANDSWIPE
Spell ShieldYES — SANDSWIPE is blocked by spell shieldOne spell shield absorbs all SANDSWIPE damage; the 20% amplification does NOT apply if spell shield absorbs
StealthCast does NOT break stealthSANDSWIPE can be used from stealth; the dash itself may reveal depending on animation visibility
Gold Cost0 (Prismatic Anvil)Arena-exclusive; 2000g sell
Sell Value2000 goldStandard Prismatic sell-back

💡 Prowler’s Claw as the Arena Assassin Prismatic: Every Prismatic in the documented pool serves a primary role: Galeforce for ADC mobility-burst, Everfrost and Night Harvester for AP mage CC and burst, Goredrinker for fighter sustain, Gargoyle Stoneplate and Radiant Virtue for tanks, Demonic Embrace for HP-scaling mage. Prowler’s Claw fills the physical damage assassin Prismatic slot — its stat bundle (55 AD + 20 AH + 22 lethality) is the pure lethality assassin scaling profile, and SANDSWIPE solves the two fundamental assassin problems: target access (the dash bypasses terrain and reaches any target within 500 units) and burst amplification (20% increased damage for 3 seconds provides the multiplicative window where the assassin’s full ability combo lands with amplified values). The max HP scaling damage additionally ensures SANDSWIPE deals meaningful damage to any target regardless of HP pool — high-HP tanks lose the same percentage as squishes, making Prowler’s Claw effective against all compositions in Arena’s 2v2 format.

💡 The Max HP Bonus AD Scaling — Why Building Bonus AD Compounds SANDSWIPE: SANDSWIPE deals 12% + 5% per 100 bonus AD of the target’s maximum health. The 5% per 100 bonus AD component means every 100 bonus AD adds another 5% max HP to SANDSWIPE’s damage. At 0 bonus AD: 12% max HP damage. At 100 bonus AD: 17% max HP. At 200 bonus AD: 22% max HP. At 300 bonus AD: 27% max HP. At 400 bonus AD (extreme lethality AD build): 32% max HP. Against a 3000 HP target at 400 bonus AD: 32% × 3000 = 960 bonus physical damage from SANDSWIPE alone before any lethality reduction on the target’s armor. Standard Arena target HP ranges from 2000-4000+ — SANDSWIPE’s max HP scaling means high-HP opponents receive proportionally more burst from SANDSWIPE, creating an inherent anti-tank utility on an assassin item.

💡 20% Damage Amplification — ALL Damage Types Including True Damage: SANDSWIPE’s 20% increased damage buff amplifies every damage type dealt to the target for 3 seconds: physical, magic, and true damage. This is explicitly documented as including true damage — Conqueror’s true damage stacks, Kraken Slayer BRING IT DOWN true damage, and Garen Villain true damage are all amplified 20% during the SANDSWIPE window. The combination with lethality-based assassin companions (Zed, Talon) who deal mixed physical and true damage makes the 3-second SANDSWIPE window a full-combo amplification multiplier rather than just physical damage boost. In Arena’s 2v2, coordinating with a partner who deals true damage (Fiora Grand Challenge R, Vayne Silver Bolts W) ensures the true damage component benefits from SANDSWIPE amplification simultaneously with the physical damage combo

🎯 Acquisition — Prismatic Anvil System

ParameterValue
AcquisitionPrismatic Item Anvil only — cannot be purchased
Gold Cost0 gold
Sell Value2000 gold
CompetitionCompetes with all Prismatic items in Arena Anvil pool
One Prismatic per PlayerStandard Arena rule
Masterwork (Removed)Sandshrike’s Claw was the removed Masterwork version of Prowler’s Claw
Sell Strategy2000g sell if rolled on non-assassin champion or AP mage who gains no value from AD/lethality stats

⚡ Active — UNIQUE: SANDSWIPE

ParameterValue / Mechanic
TypeUnit-targeted active — auto-seeks champion target
Target Priority1st: Nearest champion within 50 units of cursor. 2nd: Nearest champion within 200 units of cursor
Range500 units
Cast Time0.15 seconds — short but non-zero
Dash DirectionDashes to 150 units beyond the target’s location
Terrain BypassDash can bypass terrain if the target is on the other side
Damage on Landing12% (+ 5% per 100 bonus AD) of target’s maximum health as bonus physical damage
Damage TypeSpell damage — triggers spell effects
Spell ShieldBlocked by spell shield — one shield absorbs entire SANDSWIPE event
Damage Amplification+20% increased damage to the target for 3 seconds after completing the dash
Amplification ScopeALL damage types including true damage
Amplification BugDoes NOT amplify damage reduced by shields — known bug
Damage OrderSANDSWIPE’s own damage applied BEFORE the 20% amplification activates — SANDSWIPE does not amplify itself
StealthCast does NOT break stealth
Dash InterruptionInterrupted by knockdown and airborne (CC) effects
DisabledGrounded or rooted — SANDSWIPE disabled while these CC types are active
During DashCarrier can cast any ability without cast time or channel during the dash
Cancel ConditionIf target becomes untargetable, dies, or leaves sight during 0.15s cast time: cancels without CD or cost
Regardless of DistanceDeals damage and grants 20% increase regardless of how far the target is when dash completes
No Amplification If InterruptedIf dash is interrupted OR target is untargetable at landing: no damage AND no 20% amplification
Cooldown25 seconds (effective ~20.8 seconds with 20 AH from item)

EFFECT: Dash to 150 units beyond the target enemy champion’s location. Upon completing the dash, deal 12% (+ 5% per 100 bonus AD) of the target’s maximum health as bonus physical damage. You then deal 20% increased damage to the target for the next 3 seconds. 25-second cooldown, 500-unit range. Spell damage — triggers spell effects. Blocked by spell shield. Does NOT break stealth.

SANDSWIPE Damage Reference Table

Bonus ADMax HP % Damagevs 2000 HP targetvs 3000 HP targetvs 4000 HP targetvs 5000 HP target
0 bonus AD12%240 phys360 phys480 phys600 phys
100 bonus AD17%340 phys510 phys680 phys850 phys
200 bonus AD22%440 phys660 phys880 phys1100 phys
300 bonus AD27%540 phys810 phys1080 phys1350 phys
400 bonus AD32%640 phys960 phys1280 phys1600 phys
500 bonus AD (extreme)37%740 phys1110 phys1480 phys1850 phys

All values are before armor mitigation and lethality reduction. Lethality reduces effective armor of target — 22 lethality at level 18 provides approximately 15.7 effective armor penetration. Against a target with 50 effective armor after lethality: physical damage reduced to approximately 67% of listed values. Against 100 effective armor: approximately 50%. Against low-armor squishes after lethality (effective 10-20 armor): SANDSWIPE deals close to listed values.

Eleven Critical Mechanical Properties of SANDSWIPE

1. Spell Damage — Triggers Spell Effects (Unique for Physical Assassin Items): SANDSWIPE deals spell damage despite being a physical damage active on an AD item. This is mechanically significant: spell-effect-triggered passives activate from SANDSWIPE’s damage. On a hybrid AD-AP assassin build, items like Demonic Embrace (SINISTER PACT triggers from spell damage), Liandry’s Torment (TORMENT triggers from spell damage), and similar sources fire from SANDSWIPE’s landing damage. Pure AD assassins building only physical items may not have spell-effect items to trigger, but the spell damage classification enables hybrid build paths where AP-scaling items supplement SANDSWIPE’s physical damage with additional spell-effect damage.

2. Blocked by Spell Shield — Full Event Cancellation: SANDSWIPE is blocked by spell shield — unlike TORMENT (Liandry’s Anguish) which explicitly was NOT blocked by spell shields, SANDSWIPE’s entire event is absorbed. One spell shield (Banshee’s Veil, Edge of Night NIGHTSHIELD) absorbs both the damage AND prevents the 20% amplification from applying — the shield absorbs the SANDSWIPE hit, meaning no damage dealt, no 20% buff activated. After the shield is consumed by SANDSWIPE, subsequent attacks and abilities deal full damage without shield protection. Against opponents with spell shields, triggering the spell shield with SANDSWIPE first (wasting the shield on SANDSWIPE) before the main ability combo is the correct approach — trade SANDSWIPE’s damage for shield removal, then land the full combo with 20% amplification.

3. 0.15-Second Cast Time — The Gap Window: SANDSWIPE has a 0.15-second cast time before the dash begins. This is short — 150 milliseconds — but it creates a reaction window that does not exist for true zero-cast-time actives like UNBREAKABLE. In 0.15 seconds, the target’s state can change: becoming untargetable (Zhonya’s activation, Kayle R), dying (another damage source), or leaving the 500-unit visible radius — and if any of these occur during the 0.15s window, SANDSWIPE cancels with no cooldown and no cost. Experienced opponents who anticipate SANDSWIPE activation can attempt to activate defensive items during this 0.15-second window, though the timing is extremely difficult at 150 milliseconds reaction time.

4. Cancel Without Cooldown — The Safety Valve: If SANDSWIPE’s target becomes untargetable, dies, or goes out of sight during the 0.15-second cast time: the ability cancels entirely without going on cooldown and without paying any cost. This applies to SANDSWIPE’s active. The practical implication: SANDSWIPE is a zero-risk targeting attempt — if the intended target avoids it (Zhonya’s, Kayle R, kills the target before SANDSWIPE lands), the cooldown is preserved for the next target or next fight phase. Assassins who fire SANDSWIPE without hesitation toward any valid target lose nothing when the target is untargetable — SANDSWIPE should be used aggressively without conservative cooldown management because failed activations cost nothing.

5. Dash Bypasses Terrain — Significant Positioning Advantage: SANDSWIPE’s dash can bypass terrain provided the target is on the other side of the terrain. In Arena’s 2v2 environment with arena walls and terrain features, the terrain bypass allows the assassin to reach a target positioned against a wall or on the other side of terrain without going around. A target who repositions against the arena wall to limit approach angles is still reachable via SANDSWIPE — the dash passes through the wall to land 150 units beyond the target. This makes wall-hugging positioning strategies ineffective against Prowler’s Claw users compared to their effectiveness against non-dashing melee opponents.

6. Cast Any Ability During the Dash — Combo Execution Window: During SANDSWIPE’s dash animation, the carrier can cast any ability that does not have a cast time or channel. This means instant-activation abilities can be queued and fired during the dash itself, creating a combo execution window where abilities land simultaneously with or immediately after SANDSWIPE’s damage. For assassins with instant-activation abilities (Zed Shadow — Living Shadow W, Akali Twilight Shroud W, Talon Rake W), casting these during the dash means the ability effect arrives at or near the time SANDSWIPE’s damage lands, creating a simultaneous or near-simultaneous burst window that is harder to react to than sequentially cast abilities. Abilities with cast times or channels cannot be activated during the dash.

7. Damage Applied BEFORE Amplification — SANDSWIPE Does Not Amplify Itself: The documentation explicitly notes: SANDSWIPE’s damage is applied before the damage amplification. The 20% increased damage buff activates after SANDSWIPE’s own damage resolves. The sequence: SANDSWIPE hits → damage dealt at base formula → 20% amplification buff applied → subsequent damage within 3 seconds deals 20% more. SANDSWIPE’s own 12%+ max HP damage is NOT amplified by the 20% buff — the buff applies only to damage sources landing AFTER SANDSWIPE resolves. This means the 20% buff covers the follow-up ability combo (Q, W, E abilities, auto-attacks) but not the SANDSWIPE hit itself. The practical implication: SANDSWIPE’s own damage should be evaluated at face value; the 20% buff is a separate multiplier on everything that follows.

8. Amplifies ALL Damage Types Including True Damage — Compound Interactions: SANDSWIPE’s 20% amplification applies to all damage types: physical, magic, and true damage. True damage bypasses all mitigation by definition — but SANDSWIPE’s 20% amplification adds 20% MORE to true damage that already bypasses defenses. Against a target with 200 armor: a 500 physical damage ability deals approximately 250 effective damage after mitigation. True damage of 500 deals 500 regardless. With SANDSWIPE amplification: the physical deals 300 effective; the true deals 600. SANDSWIPE’s amplification is most efficient on true damage sources (no mitigation × 120% vs mitigated physical × 120%), making lethality builds that include true damage sources (Conqueror rune, Kraken Slayer) compound more effectively with SANDSWIPE’s 3-second window.

9. Does NOT Amplify Damage Reduced by Shields — Known Bug: SANDSWIPE’s 20% amplification does not apply to damage that is reduced by shields. This is explicitly documented as a bug — the intended behavior may be for SANDSWIPE to amplify shield-reduced damage, but the current implementation does not. Against opponents with Sterak’s Gage LIFELINE, Maw of Malmortius LIFEGRIP, Gargoyle Stoneplate UNBREAKABLE, or ability-based shields (Lulu Whimsy polymorph shield, Orianna Command: Protect shield): damage absorbed by those shields during the 3-second SANDSWIPE window is not amplified. Damage that penetrates through the shield to the HP pool is amplified normally. In practical terms: burst into a shielded target loses partial 20% amplification value on the portion absorbed by shields — popping shields before activating SANDSWIPE maximizes amplification efficiency

10. Dash Interrupted by Knockdown and Airborne — CC Counter: SANDSWIPE’s dash is interrupted by knockdown and airborne effects — both the dash fails AND the damage + amplification do not apply (documented: no damage nor amplification granted if dash is interrupted). CC types that interrupt the dash: Malphite R knockup (airborne), Blitzcrank Rocket Grab knockup, Syndra E stun (stun stops the dash? — depends on stun type, knockdown specifically documented). Grounding and rooting disable SANDSWIPE entirely before activation — cannot even begin the cast while grounded or rooted. Pre-applying knockdown or airborne CC to the assassin before SANDSWIPE activation is the primary mechanical counter — the assassin cannot use SANDSWIPE while in the air, and landing CC during the 0.15-second cast time stops the dash mid-execution.

11. Unit-Targeted Auto-Seek Priority — Cursor Position Matters: SANDSWIPE is unit-targeted but uses automatic target-seeking in priority order: first, the nearest champion within 50 units of the cursor; second, the nearest champion within 200 units of the cursor. In Arena’s 2v2 with exactly two opponent-side champions, cursor position determines which champion SANDSWIPE targets. Position the cursor near the intended target before activating SANDSWIPE to ensure the 50-unit proximity priority selects the correct champion. Cursor positioned between two opponents may auto-select the wrong target — the nearest within 50 units takes priority. In 1v1 situations (standard Arena 2v2 midgame), target selection is trivial. In the rare case where both opponents are adjacent, cursor control defines which champion receives SANDSWIPE and the 20% amplification.

🎯 Who Benefits Most From Prowler’s Claw in Arena

Champion Archetypes — Arena Specific

  • Lethality-Based AD Assassins With Ability Combos: Prowler’s Claw’s stat bundle (55 AD, 22 lethality, 20 AH) is the standard lethality assassin scaling profile. Champions who deal the majority of their damage through lethality-penetrating physical ability damage (Zed, Talon, Kha’Zix, Qiyana, Nocturne) receive the most value from the complete item: the lethality reduces effective armor, the AD scales ability damage and SANDSWIPE’s bonus AD component, and SANDSWIPE’s 20% amplification multiplies the entire ability combo. Champions who need gap-close to apply their melee ability combo particularly benefit from SANDSWIPE — the terrain-bypassing dash reaches any target within 500 units, solving the assassin’s primary positioning challenge.
  • Champions Whose Abilities Can Be Cast During SANDSWIPE’s Dash: Champions with instant-activation abilities (no cast time, no channel) can fire abilities during SANDSWIPE’s dash animation — these abilities arrive simultaneously with or immediately after SANDSWIPE’s damage, creating compressed burst windows. Zed’s Living Shadow W (no cast time — places shadow instantly), Akali’s Twilight Shroud W (instant smoke cloud placement), and similar instant abilities enable ability + SANDSWIPE simultaneous impact. The compressed window reduces the opponent’s reaction time between SANDSWIPE landing and the full ability combo completing.
  • Hybrid AD-AP Champions Who Build Lethality With Spell-Effect Items: SANDSWIPE deals spell damage triggering spell effects — enabling Demonic Embrace SINISTER PACT procs, Liandry’s Torment burn, and similar effects from a physical item active. AD-mage hybrids (AP Qiyana, AP Nocturne, Hybrid Ekko) who build both AD/lethality and AP/spell-effect items extract value from both the physical damage components and the spell-effect triggers from a single SANDSWIPE activation. Pure lethality-only assassins don’t trigger spell effects unless they build hybrid items alongside Prowler’s Claw.

Champion Examples — Arena Specific

ChampionWhy Prowler’s Claw
ZedLiving Shadow W instant ability cast during SANDSWIPE dash + Death Mark R amplified 20% during 3s window; SANDSWIPE’s terrain bypass reaches Zed opponents who position against walls; lethality stack with Zed’s natural lethality build (Serylda’s, Duskblade) compounds armor penetration; Shadow Slash E AoE during dash hits target before SANDSWIPE’s 20% buff expires; cast E during dash for pre-landing AoE
TalonRake W instant blade throw cast during SANDSWIPE dash arrives at target simultaneously with SANDSWIPE; Assassin’s Path E wall-jump + SANDSWIPE creates dual-terrain-bypass approach; Shadow Assault R blade spin amplified 20% during 3s window; lethality stacking from Talon’s natural build amplified by item’s +22 lethality; SANDSWIPE 25s CD aligns with Talon’s rotation cycle
Kha’ZixUnseen Threat passive isolation damage (bonus magic damage on isolated targets) amplified by SANDSWIPE’s 20% buff (spell damage type – amplified); Taste Their Fear Q amplified 20% on isolated target = maximum Kha’Zix Q burst window; Void Assault R invisibility resets can set up stealth SANDSWIPE (cast does not break stealth); 55 AD scales Evolved abilities; SANDSWIPE terrain bypass reaches targets who flee into brush
NocturneParanoia R global engage into SANDSWIPE dash on landing = compressed burst delivery; Umbra Blades passive on-hit amplified by 20% buff (physical); Duskbringer Q movement + Shroud of Darkness W spell shield for self then SANDSWIPE offense; SANDSWIPE 25s CD usable every fight given Paranoia R 120+ second CD cadence; terrain bypass reaches entrenched ADC opponents
QiyanaElemental Wrath/Edge of Ixtal Q ability cast during SANDSWIPE dash delivers simultaneously; Supreme Display of Talent R AoE stun amplified 20% during 3s window (magic damage — amplified); SANDSWIPE’s spell damage type enables hybrid AP-Qiyana builds where SINISTER PACT or Liandry’s trigger from SANDSWIPE; terrain bypass solves Qiyana’s melee-range combo delivery challenge
AkaliTwilight Shroud W instant smoke cloud cast during SANDSWIPE dash for simultaneous positioning; Five Point Strike Q cast during dash deals AP damage amplified by 20% buff; Perfect Execution R both charges amplified 20% during 3s window; Shuriken Flip E positioning combined with SANDSWIPE terrain bypass creates complex approach vectors; 22 lethality on hybrid AD-AP Akali scales physical damage portion

⏰ When to Take Prowler’s Claw From a Prismatic Anvil

Take Prowler’s Claw When:

  • Playing a physical AD assassin who needs target access in Arena’s 2v2: SANDSWIPE’s 500-unit terrain-bypassing dash reaches any target regardless of positioning — wall-hugging, brush, or terrain gaps are irrelevant against SANDSWIPE’s approach. The fundamental assassin problem is target access: opponents who maintain distance, use terrain, or position behind tanks cannot be reached without a gap-closer. SANDSWIPE solves this unconditionally within 500 units, making Prowler’s Claw mandatory for melee assassins who lack sufficient built-in mobility to reach their target in Arena’s dynamic positioning environment
  • Building a lethality stack where the 22 lethality compounds with other lethality sources: Lethality stacks — multiple lethality sources provide cumulative flat armor penetration. Prowler’s Claw’s 22 lethality alongside Serylda’s Grudge (20 lethality), Duskblade of Draktharr (18 lethality), or Youmuu’s Ghostblade (18 lethality) creates 40-60+ total lethality at full build. At 60 lethality against a target with 60 armor: the lethality provides 60 flat armor penetration — effectively 0 armor for the target. SANDSWIPE’s max HP bonus AD scaling additionally deals physical damage that benefits from the same lethality reduction, creating a compounding effect where high lethality + high bonus AD generates near-unreduced max HP damage.
  • Needing the 20% damage amplification to enable one-shot combos that otherwise fall short: In Arena 2v2, opponents frequently build enough HP or defenses to survive a standard assassin combo without the amplification. SANDSWIPE’s 20% increased damage window means the same ability combo deals 20% more in the 3-second window. Against a target who would survive with 200 HP remaining after a standard combo: 20% amplification on 1000 damage abilities = 200 additional damage — exactly the gap between survival and elimination. SANDSWIPE functions as a combo damage multiplier that extends the assassin’s effective one-shot threshold against higher-HP targets.

Consider Alternatives When:

  • Playing an AP mage (Galeforce, Everfrost, Night Harvester, Demonic Embrace are correct): Prowler’s Claw’s 55 AD + 22 lethality provides zero AP scaling — the stats are entirely physical damage and armor penetration oriented. AP mages receive no ability damage scaling from AD or lethality. The only partial value is the 20 AH and SANDSWIPE’s dash utility — but mage Prismatics provide higher AP and better mage-specific mechanics.
  • Playing a sustained-damage AD carry rather than an assassin: ADC sustained damage builds need crit, attack speed, and AD — not lethality. Galeforce (65 AD + 30% AS + 25% crit + CLOUDBURST dash) is purpose-built for ADC sustained DPS. Prowler’s Claw on an ADC provides one SANDSWIPE dash and 22 lethality on a class that typically doesn’t need armor penetration in the same way burst assassins do — ADCs deal damage over many autos rather than in one ability burst, making lethality less efficient than crit for their DPS profile.
ScenarioTake PriorityReasoning
Melee AD assassin needing target access (Zed, Talon, Kha’Zix, Qiyana)Highest — take immediatelySANDSWIPE solves target access + 20% amplification window + lethality stack; the complete assassin Prismatic package
Lethality build with 40+ total lethality at full buildHighLethality stacking compounds; SANDSWIPE max HP damage benefits from same lethality reduction
Assassin vs high-HP/high-armor tank opponents in ArenaHighMax HP scaling SANDSWIPE damage counters HP stacking; lethality reduces armor scaling
AD fighter who doesn’t rely on one-shot patternsMediumSANDSWIPE useful but 20% amp window less decisive for sustained fighters; Goredrinker may be better
AP mage in any roleVery lowZero AP on item; wrong stat profile; sell immediately for 2000g
ADC carry (Ashe, Jinx, Galeforce available)LowGaleforce is the purpose-built ADC Prismatic; Prowler’s Claw’s lethality less efficient than crit for sustained DPS

💡 Synergies — Arena Specific

Best Item Pairings (Arena Legendaries)

  • Duskblade of Draktharr: Duskblade provides 18 lethality + NIGHTSTALKER — bonus physical damage and slowing on first attack out of invisibility, plus a post-kill invisibility passive. Combined with Prowler’s Claw’s 22 lethality: 40 total lethality from two items. The SANDSWIPE approach from the stealth phase (cast does NOT break stealth) into NIGHTSTALKER first-hit after landing creates a stealth → SANDSWIPE terrain-bypass → NIGHTSTALKER bonus damage + slow → full ability combo with 20% amp sequence. Post-kill Duskblade invisibility with SANDSWIPE available on ~20-second CD enables rapid back-to-back SANDSWIPE activations if the second target is reached during the invisibility window.
  • Serylda’s Grudge: Serylda’s provides 20 lethality + ANGUISH — AoE slow on physical damage. Combined with Prowler’s Claw: 42 total lethality. ANGUISH’s slow on ability damage fires from SANDSWIPE’s landing (spell damage → triggers ANGUISH slow), slowing the target at the moment SANDSWIPE lands — the 20% amplification window begins simultaneously with the target being slowed, creating a slowed target during the 3-second burst window that cannot reposition away from follow-up abilities. At 42 lethality against standard Arena targets (40-80 base armor): SANDSWIPE’s max HP damage is nearly unreduced by armor.
  • Youmuu’s Ghostblade: Youmuu’s provides 18 lethality + WRAITH STEP — movement speed buff on activation. Prowler’s Claw + Youmuu’s = 40 lethality. WRAITH STEP’s movement speed (pre-activation) and SANDSWIPE’s dash (reactive target reach) create layered mobility options: WRAITH STEP closes initial gap to within 500 units, SANDSWIPE deals damage and enables follow-up. Both movement tools are complementary — WRAITH STEP for approach before combat engagement, SANDSWIPE for the burst landing once target is in range.
  • Edge of Night (Similar Item): Edge of Night provides NIGHTSHIELD — a spell shield that blocks the next ability affecting the carrier. Prowler’s Claw’s SANDSWIPE is blocked by spell shields — but Edge of Night’s NIGHTSHIELD protects the Prowler’s Claw carrier from opponent spell-shield-bypassed abilities. The combination of Prowler’s Claw (offense: terrain-bypass dash + 20% amp) and Edge of Night (defense: spell shield + 18 lethality) creates a complete assassin build with offensive dash + personal spell shield protection + 40 combined lethality
  • The Collector: The Collector’s DEATH TAX passive deals 100 + 5% target’s missing HP true damage on kill. The true damage from DEATH TAX is amplified by SANDSWIPE’s 20% buff (amplifies ALL damage types including true damage). If SANDSWIPE is activated against a target below The Collector’s execution threshold (5% HP), both SANDSWIPE’s max HP damage and DEATH TAX’s true damage activate within the 20% window — though at 5% HP, the fight is largely over and the execution is confirmatory rather than strategic.

Rune Synergies

  • Electrocute — Three-Hit Burst Amplified by 20% Window: Electrocute fires bonus adaptive damage on a three-hit trigger within 3 seconds. SANDSWIPE’s 0.15s cast + dash + landing counts as one of the three triggers. Activating SANDSWIPE (trigger 1) → ability (trigger 2) → ability or auto (trigger 3) fires Electrocute within the 20% amplification window. Electrocute’s bonus damage fires within the 3-second SANDSWIPE window and is amplified 20% (Electrocute deals adaptive damage — which is amplified as a general damage type by SANDSWIPE’s buff). The three-trigger requirement aligns naturally with assassin ability combo patterns.
  • Conqueror — True Damage Stacks Amplified in Extended Fights: Conqueror stacks adaptive force on ability hits, with stacked bonus converting to true damage at maximum stacks. Against targets who survive the initial SANDSWIPE burst and fight extends, Conqueror reaches maximum stacks during the 3-second SANDSWIPE window. The true damage conversion at max stacks is amplified 20% by SANDSWIPE’s buff — Conqueror true damage is one of the explicitly mentioned damage types SANDSWIPE amplifies. Against tanky Arena opponents who survive the opener, Conqueror + SANDSWIPE amplification creates a sustained-burst profile.

❌ Common Mistakes & How to Avoid Them

  • Activating SANDSWIPE into a spell-shielded target and losing both damage and amplification: SANDSWIPE is blocked by spell shields — the entire event is absorbed, including both damage and amplification activation. Using SANDSWIPE as the opener against a Banshee’s Veil target or Edge of Night NIGHTSHIELD target wastes SANDSWIPE’s full burst potential on shield removal. The correct sequence against shielded targets: use a low-priority ability or auto-attack to trigger and consume the spell shield first, then activate SANDSWIPE once the shield is down. Alternatively: accept SANDSWIPE as the shield-breaking tool and build the 20% amplification window from other damage sources afterward — but recognize that SANDSWIPE’s own damage is lost to the shield absorption.
  • Timing SANDSWIPE mid-combo rather than as the opener: SANDSWIPE’s 20% amplification applies to damage after SANDSWIPE resolves. Activating SANDSWIPE at the midpoint of an ability combo means the first abilities have already dealt damage without amplification, and only the remaining abilities benefit from the 20% buff. SANDSWIPE should be the first action of the assassination sequence whenever possible — the dash provides the target access, the damage applies, and then every subsequent ability in the combo lands within the 3-second amplification window. SANDSWIPE as opener = 20% amplification on the entire combo (excluding SANDSWIPE’s own hit). SANDSWIPE mid-combo = 20% amplification only on abilities remaining after SANDSWIPE fires.
  • Wasting the dash interrupt protection — not activating abilities during the dash: During SANDSWIPE’s dash, the carrier can cast instant abilities without cast time or channel. Doing nothing during the dash is a missed execution opportunity. Instant abilities queued during the dash arrive at or immediately after SANDSWIPE’s landing — creating a compressed burst window. Zed’s Living Shadow W, Talon’s Rake W, Akali’s Twilight Shroud W — all can be activated during SANDSWIPE’s dash for near-simultaneous delivery. Assassins who wait for the dash to complete before beginning their ability sequence give the opponent reaction time between SANDSWIPE landing and the first follow-up ability that casting during the dash eliminates.
  • Not checking for knockdown/airborne CC before using SANDSWIPE: SANDSWIPE’s dash is interrupted by knockdown and airborne effects. An assassin who activates SANDSWIPE while being knocked up (Malphite R, Blitzcrank Q) has the dash interrupted with no damage and no amplification (and presumably no cooldown refund if the interrupt happens post-cast but during dash — check current patch behavior). More importantly: opponents who can time knockdown into SANDSWIPE’s 0.15-second cast window or early dash phase completely deny the activation. Identify opponent knockdown/airborne sources and hold SANDSWIPE until those CC abilities are on cooldown.
  • Ignoring the shields bug when calculating burst damage: SANDSWIPE does NOT amplify damage reduced by shields — a known bug. Against an opponent with 2000 HP remaining under an active Sterak’s Gage LIFELINE shield of 1000 HP: the 1000 HP absorbed by the shield during the 3-second window is not amplified 20%. Only the 1000 HP that reaches actual HP after the shield is depleted receives amplification. Plan burst combos accounting for shield absorption reducing SANDSWIPE’s effective amplification against heavily-shielded targets — priority target: eliminate shields before SANDSWIPE, or spike damage fast enough to break shields and reach HP in under 3 seconds.

⚔️ Counterplay Against Prowler’s Claw in Arena

Neutralizing SANDSWIPE

  • Grounding and Rooting — Hard Disable on SANDSWIPE: SANDSWIPE is disabled while grounded or rooted — both CC types prevent the dash from being activated. Applying ground effects (Cassiopeia Miasma, Rammus Tremors) or roots (Lux E, Morgana Q, Rylai’s slow-snare combinations) before the assassin activates SANDSWIPE prevents the dash entirely. In Arena’s 2v2 where the support partner can provide CC while the carry maintains distance, grounding or rooting the Prowler’s Claw assassin before they can close the gap denies their primary engagement tool for the CC’s duration.
  • Maintaining Spell Shield Against SANDSWIPE for Shield-and-Counter Sequence: SANDSWIPE is blocked by spell shield — consuming the assassin’s SANDSWIPE on the spell shield leaves the assassin without damage amplification. The sequence from the defender’s side: absorb SANDSWIPE with spell shield (no damage taken, no amplification on them), then retaliate with full abilities while the assassin has no 20% amplification window and no SANDSWIPE for 20-25 seconds. Banshee’s Veil or Edge of Night NIGHTSHIELD specifically counter SANDSWIPE by turning the assassin’s engagement opener into a 25-second cooldown reset with zero damage output.
  • Airborne CC During the 0.15-Second Cast Time or Early Dash: SANDSWIPE’s 0.15-second cast time creates a narrow counter-window. Knockdown or airborne CC applied before the cast completes stops the dash — while the 0.15-second window makes this extremely difficult to time deliberately, champions with fast CC applications (Blitzcrank’s instant-trigger Rocket Grab knockback, Malphite R near-instant travel on short range) can potentially overlap with SANDSWIPE’s cast window. During the dash itself: airborne effects interrupt the dash mid-flight with no damage and no amplification. Maintaining knockup or displacement CC for the moment the assassin commits to SANDSWIPE is the highest-skill counterplay.

FAQ

Q: If the target activates Zhonya’s Hourglass during SANDSWIPE’s 0.15-second cast time, does SANDSWIPE go on cooldown?

A: No — the documentation explicitly states that if the target becomes untargetable during the cast time, SANDSWIPE cancels without going on cooldown and without paying any cost. Zhonya’s stasis renders the target untargetable — activating Zhonya’s within the 0.15-second SANDSWIPE cast window cancels SANDSWIPE entirely with no cooldown consumed. The assassin retains full SANDSWIPE availability for the next target or when Zhonya’s expires (2.5 seconds). This is the cleanest counterplay to SANDSWIPE engagement — Zhonya’s activation during cast time is a free SANDSWIPE denial with no cooldown cost to either party.

Q: Does SANDSWIPE deal additional damage if the target has 0 armor (or negative effective armor from armor shred)?

A: SANDSWIPE’s max HP component (12% + 5% per 100 bonus AD) is bonus physical damage — it is subject to armor mitigation normally. Against a target with 0 effective armor (after lethality + armor shred + penetration reduces armor to 0): SANDSWIPE’s bonus physical damage is unreduced — full listed values apply. Against negative effective armor (technically possible through extreme armor shred): bonus physical damage is amplified beyond the base value (negative armor acts as a damage amplifier on physical damage). Maximum lethality builds that reduce target effective armor to 0-10 receive near-full SANDSWIPE max HP damage with minimal mitigation.

📜 Historical Note — Sandshrike’s Claw

The removed Masterwork version of Prowler’s Claw was Sandshrike’s Claw. Masterwork items were upgraded versions of standard Arena items accessible through specific Arena progression systems. Sandshrike’s Claw’s exact stats and mechanic changes relative to Prowler’s Claw are archived in the removed Masterwork item documentation. The standard Prowler’s Claw remains the current active version in the Prismatic Anvil pool.

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

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