Sword of Blossoming Dawn

Sword of Blossoming Dawn is a Legendary Support/Ability Power item costing 2500 gold (Arena/ARAM: Mayhem exclusive) providing +45 Ability Power, +15 Ability Haste, +200 Health, and +12% Heal and Shield Power. Its passive EFFERVESCENCE grants 1.2% bonus attack speed per 1% heal and shield power — at 12% base HSP from the item alone, EFFERVESCENCE provides +14.4% bonus attack speed, converting the heal-and-shield investment into a personal attack speed stat. The passive PEPPERMINT makes every basic attack on-hit heal the most wounded and nearest allied champion for 15 to 45 (based on level) + 10% bonus AD + 7% AP. In ARAM: Mayhem where outgoing heals are reduced by 50%, PEPPERMINT heals for 7.5 to 22.5 (based on level) + 5% bonus AD + 3.5% AP instead. Limited to 1 Sword of Blossoming Dawn per player. Sword of Blossoming Dawn is the auto-attack-driven ally support healer item — champions who auto-attack frequently in Arena and ARAM convert their basic attack cadence into direct ally healing, while the HSP-to-AS conversion through EFFERVESCENCE makes high-heal-power builds simultaneously more aggressive attackers.

Sword of Blossoming Dawn is a Legendary-tier item available exclusively in Arena and ARAM: Mayhem. Added to ARAM: Mayhem in patch V25.24. NOT available on Summoner’s Rift 5v5, normal ARAM, or Nexus Blitz. ID 4011. Limited to 1 Sword of Blossoming Dawn per player. Sell value: 1250 gold. Categorized under Support, Ability Power, Health & Regeneration, and Ability Haste menus.

📜 Patch History — Why This Item Exists in Specific Modes Only

PatchChangeNotes
V25.24Added to ARAM: MayhemFirst time available in ARAM: Mayhem game type
V25.13Re-added to ArenaReturned to Arena after removal
V25.10Removed from gameRemoved May 14th, 2025 when Arena mode was temporarily unavailable
V25.06AP increased to 45 from 30Buffed base AP by 15 points
V25.05Re-added to ArenaReturned to Arena
V14.19RemovedEarlier removal from Arena
Original ReleaseArena-exclusive itemAlways designed for alternative game modes, not SR 5v5

💡 Why This Item Is Mode-Restricted: Sword of Blossoming Dawn’s PEPPERMINT passive — healing an ally on every basic attack — would be significantly overtuned in a standard 5v5 Summoner’s Rift context where fights are extended, healing accumulates across 5 champions, and dedicated heal-power support builds could create near-unkillable team compositions. The item is designed for Arena’s 2v2 format and ARAM: Mayhem’s high-damage, frequent-fight cadence where the healing is impactful per fight but constrained to one ally target and the overall game length is shorter. The 50% healing reduction in ARAM: Mayhem specifically is a balance lever that prevents PEPPERMINT from being overpowering in that format while still providing meaningful per-attack healing.

📊 Stats at a Glance

StatValueContext
Ability Power+45 APSolid AP for a mixed support item; scales PEPPERMINT’s heal and ability healing amounts
Ability Haste+15 AHReduces cooldowns for healing/shielding abilities — enables more frequent ability-based heals to combine with PEPPERMINT auto heals
Health+200 HPModerate HP — provides personal survivability alongside the healing support role
Heal and Shield Power+12% HSPAmplifies all healing and shielding output by 12% on top of base values
EFFERVESCENCE Conversion Rate1.2% bonus AS per 1% HSPAt 12% base HSP from item: +14.4% bonus AS from EFFERVESCENCE alone
EFFERVESCENCE at 30% Total HSP+36% bonus ASWith additional HSP items: 30% HSP = 36% bonus AS from EFFERVESCENCE
EFFERVESCENCE at 50% Total HSP+60% bonus ASDedicated HSP builds translate into significant personal attack speed
PEPPERMINT Base Heal (SR equivalent)15 to 45 based on levelLevel 1: 15 HP per auto; Level 18: 45 HP per auto on most-wounded ally
PEPPERMINT AP Scaling+7% AP per procAt 45 AP (item only): +3.15 heal per auto; at 300 AP: +21 heal per auto
PEPPERMINT Bonus AD Scaling+10% bonus AD per procFor AD-oriented carries who build Sword of Blossoming Dawn in Arena
PEPPERMINT TargetMost wounded AND nearest allied championMust satisfy both conditions — most wounded of the nearby allies
PEPPERMINT ARAM: Mayhem Heal50% reduced: 7.5-22.5 base + 5% bonus AD + 3.5% APARAM heal reduction penalty applied to PEPPERMINT
Total Cost2500 gold550g combine
Sell Value1250 gold50% sell-back ratio — lower than the standard 70% on most items
Item Limit1 Sword of Blossoming Dawn per playerNo stacking

💡 EFFERVESCENCE — HSP Converted to Attack Speed, Not Just Heals: EFFERVESCENCE makes every point of Heal and Shield Power worth 1.2% bonus attack speed on top of its healing amplification. At the item’s base 12% HSP: EFFERVESCENCE immediately contributes +14.4% bonus attack speed — approximately equivalent to a Dagger component’s AS contribution. This means Sword of Blossoming Dawn effectively provides attack speed + AP + AH + HP + HSP in one item, covering a stat spread that no other single Legendary provides. For attack-speed-oriented mages and support fighters in Arena, the HSP-to-AS conversion is a meaningful additional stat that makes the item more than just a support healing tool — it contributes to the carrier’s own offensive capabilities simultaneously.

💡 PEPPERMINT Target Selection — Both Conditions Must Be Met: PEPPERMINT heals the ally who is both most wounded (lowest HP percentage) AND nearest to the carrier. The word ‚and‘ is critical — if the most wounded ally is far away and a less-wounded ally is nearby, the item checks for the intersection: the most wounded among the nearest allies. In Arena’s 2v2 format, there is typically only one ally champion — the partner. PEPPERMINT heals that partner on every basic attack as long as they are lower HP percentage than the carrier. If the partner is at higher HP than the carrier, PEPPERMINT may not fire or may target differently. In practice in Arena, PEPPERMINT reliably heals the partner on every auto when the partner has taken any damage

🔨 Recipe & Build Path

ComponentCostStats Provided
Forbidden Idol700 gold (100g combine)+10% Heal and Shield Power, +10% Mana Regen (not retained in final item)
Amplifying Tome400 gold+20 AP
Kindlegem800 gold (150g combine)+200 HP, +10 AH
↳ Ruby Crystal400 gold+150 HP
↳ Glowing Mote250 gold+10 AH
Combine Cost550 goldStandard combine
TOTAL2500 gold+45 AP, +15 AH, +200 HP, +12% HSP, EFFERVESCENCE, PEPPERMINT

💡 50% Sell-Back Ratio — Inventory Planning in Arena: Sword of Blossoming Dawn has a 50% sell-back ratio (1250g sell on 2500g cost) rather than the standard 70% most items provide. In Arena’s item-switching economy — where players may sell items mid-game to adapt to the opponent pair’s composition — this lower sell ratio means selling Sword of Blossoming Dawn recovers only 1250g rather than the 1750g a 70%-ratio item would provide. Factor the 50% sell ratio into the decision to purchase: the item is a commitment with a higher real cost if sold, making it most valuable in Arena compositions where the PEPPERMINT healing remains relevant across all expected matchups rather than being situationally necessary against one specific pair.

⚡ Passive Effects

UNIQUE Passive — EFFERVESCENCE

ParameterValue
EffectGain 1.2% bonus attack speed per 1% heal and shield power
Source of HSPAll heal and shield power sources count — items, runes, abilities
Calculation at 12% HSP (item only)+14.4% bonus attack speed
Calculation at 20% HSP+24% bonus attack speed
Calculation at 30% HSP+36% bonus attack speed
Calculation at 50% HSP+60% bonus attack speed
Scaling CapNo stated cap — scales linearly with total HSP
PurposeConverts healing-focused builds into simultaneously faster attackers, enabling more PEPPERMINT procs per second

EFFECT: Gain 1.2% bonus attack speed for every 1% heal and shield power owned from all sources. At the item’s base +12% HSP, EFFERVESCENCE provides +14.4% bonus attack speed immediately.

💡 EFFERVESCENCE Creates a Self-Reinforcing Attack Speed Loop With PEPPERMINT: EFFERVESCENCE converts HSP into attack speed. Higher attack speed enables more PEPPERMINT procs per second. More PEPPERMINT procs per second = more healing per second to the ally. Building additional HSP items alongside Sword of Blossoming Dawn (Ardent Censer, Staff of Flowing Water, or other HSP sources available in Arena’s Prismatic item selection) simultaneously increases healing output AND attack speed through EFFERVESCENCE’s conversion. A carrier with 40% total HSP has +48% bonus attack speed from EFFERVESCENCE alone — at which point PEPPERMINT is firing roughly 1.5-2x as frequently as at the item’s base 14.4% bonus AS, directly multiplying the total healing per fight.

UNIQUE Passive — PEPPERMINT

ParameterValue
TriggerEach basic attack on-hit
TargetMost wounded AND nearest allied champion
Base Heal (SR equivalent)15 (level 1) to 45 (level 18) based on level
AP Scaling+7% AP per proc
Bonus AD Scaling+10% bonus AD per proc
ARAM: Mayhem Base Heal7.5 (level 1) to 22.5 (level 18) — 50% of standard values
ARAM: Mayhem AP Scaling+3.5% AP (half of standard 7%)
ARAM: Mayhem Bonus AD Scaling+5% bonus AD (half of standard 10%)
Healing AmplificationAffected by carrier’s Heal and Shield Power stat — 12% HSP amplifies each PEPPERMINT heal by 12%
FrequencyOnce per basic attack on-hit — scales with attack speed
Heal TypeStandard heal — affected by Grievous Wounds if applied to the ally target

EFFECT: Basic attacks on-hit cause the most wounded and nearest allied champion to be healed for 15 to 45 (based on level) + 10% bonus AD + 7% AP. In ARAM: Mayhem where outgoing heals are reduced by 50%, PEPPERMINT heals for 7.5 to 22.5 (based on level) + 5% bonus AD + 3.5% AP instead.

💡 Total Heal Per Proc at Different Levels and AP Values: The PEPPERMINT heal per basic attack at full AP investment:

Level / APArena Base Heal+ 7% AP BonusTotal per Auto (Arena)Total per Auto (ARAM: Mayhem)
Level 6 / 45 AP (item only)~20 HP+3.15 HP~23 HP~11.5 HP
Level 11 / 150 AP~32 HP+10.5 HP~42.5 HP~21.25 HP
Level 15 / 250 AP~40 HP+17.5 HP~57.5 HP~28.75 HP
Level 18 / 350 AP45 HP+24.5 HP~69.5 HP~34.75 HP
Level 18 / 500 AP (deep AP build)45 HP+35 HP~80 HP~40 HP

💡 PEPPERMINT Heal per Second at High Attack Speed: PEPPERMINT fires once per basic attack on-hit. At 2.0 attacks per second (achievable with EFFERVESCENCE at 40%+ HSP + base AS): PEPPERMINT heals 140 HP per second at level 18 with 500 AP — sustained over a 5-second fight = 700 HP total ally healing from PEPPERMINT alone. Combined with the carrier’s ability-based heals (amplified by 12%+ HSP), Sword of Blossoming Dawn creates dual-layer healing: ability heals on cooldown (amplified by HSP) plus per-auto PEPPERMINT heals on every basic attack (benefiting from both AS and HSP simultaneously).

🎯 Who Should Buy This Item (Arena / ARAM: Mayhem)

Champion Archetypes

  • Attack-Speed Mages with Healing Kits (Seraphine, Sona, Soraka): Support mages who already build Heal and Shield Power as their primary stat investment find EFFERVESCENCE provides free bonus attack speed from their existing build — and PEPPERMINT converts each of those autos into partner heals. Seraphine’s Passive Echo Note auto-attacks in particular create frequent basic attack triggers that generate PEPPERMINT procs alongside ability-based heals. In Arena’s 2v2, a Seraphine with Sword of Blossoming Dawn and Ardent Censer can maintain near-continuous PEPPERMINT healing on their partner across every fight.
  • Fighter/Support Hybrids with Hybrid Damage and Healing (Kayle, Janna, Lulu): Champions who combine auto-attack patterns with ally healing benefit from both EFFERVESCENCE’s AS conversion and PEPPERMINT’s per-auto ally heal. Kayle’s early-game level 1-5 normal attack pattern generates PEPPERMINT on every auto directed at the enemy — each auto simultaneously damages the enemy AND heals the most-wounded ally partner. This dual-output from a single basic attack action makes Sword of Blossoming Dawn an efficiency item for hybrid attacker-healer champions in Arena.
  • On-Hit Support Carries Paired with a Dive Partner: In Arena pairs where one champion is a sustained fighter/tank (Volibear, Darius, Garen) and the partner is a ranged auto-attacker (Jinx, Ashe, Caitlyn), Sword of Blossoming Dawn on the ranged partner creates passive healing on the diving melee partner from every auto the ranged player fires. The melee partner takes damage at close range while the ranged player generates PEPPERMINT heals that flow to the most-wounded ally — in practice, the diving melee tank. Each PEPPERMINT proc partially offsets the damage the tank is absorbing at the front of the engagement.

Champion Examples (Arena / ARAM: Mayhem)

ChampionModeWhy Sword of Blossoming Dawn
SeraphineArena / ARAM: MayhemEcho Note passive triggers extra autos for extra PEPPERMINT procs; HSP build amplifies both ability heals and PEPPERMINT simultaneously; EFFERVESCENCE AS conversion makes Seraphine more aggressive while maintaining support role
SonaArenaAll three basic auras have healing/shielding components; Power Chord autos align with PEPPERMINT timing; HSP stacking is Sona’s natural build path; Ardent Censer + Sword of Blossoming Dawn creates high HSP + high EFFERVESCENCE AS
SorakaArena / ARAM: MayhemStarcall Q poke forces Soraka into auto-attack range where PEPPERMINT procs; Star’s Calling W heal amplified by HSP; Wish R amplified by 12%+ HSP; EFFERVESCENCE AS is secondary but enables more frequent Q procs
KayleArenaLevel 1-5 auto-attack focus generates PEPPERMINT on every auto while harassing; post-level 6 ranged autos continue PEPPERMINT generation; Kayle’s mixed damage enables high AP build that scales PEPPERMINT’s 7% AP heal
LuluArena / ARAM: MayhemAuto-attack pattern in lane / Arena generates PEPPERMINT procs; Whimsy W and Help Pix E shields amplified by HSP; EFFERVESCENCE AS makes Lulu’s auto-attack harassment more frequent
NamiArenaTidecaller’s Blessing E empowers ally autos — ally empowered autos don’t generate PEPPERMINT (PEPPERMINT fires on Nami’s own autos); Nami generates PEPPERMINT on her own basic attacks while partner benefits from E empowerment
JinxArena (as damage carry)Jinx’s extreme attack speed via Zap Pow passive enables high PEPPERMINT frequency; paired with a tank partner, every Jinx auto heals the partner; EFFERVESCENCE bonus AS adds to Jinx’s already high AS for additional PEPPERMINT procs

⏰ When to Buy (Arena / ARAM: Mayhem)

Arena — Round Timing

In Arena, Sword of Blossoming Dawn is most impactful when completed before Round 3 — early enough that PEPPERMINT healing contributes to multiple fight phases throughout the game. In Arena’s round structure, completing the item in the first three shop windows establishes sustained ally healing from the point the fights begin to escalate in difficulty. The 2500g cost is achievable in the first two shop windows with efficient early gold management — buy components (Forbidden Idol + Kindlegem) across rounds 1 and 2, complete Sword of Blossoming Dawn at round 3.

ARAM: Mayhem — Lane Phase vs. Fight Phase

In ARAM: Mayhem, Sword of Blossoming Dawn is most valuable from the first teamfight window (typically level 9–13) when champions are fighting frequently and the PEPPERMINT sustain per fight becomes meaningful. Before level 6, the base heal per auto is low (approximately 17 HP per auto in ARAM’s 50% reduction), making early completion less impactful than on attack-speed-scaling champions who benefit from EFFERVESCENCE’s AS conversion for auto-attack poke patterns. Complete it as first or second item on support champions where the HSP amplifies both ability heals and PEPPERMINT simultaneously.

Situational — Composition Dependency

Sword of Blossoming Dawn’s value scales directly with how often the carrier auto-attacks and how frequently the ally partner takes damage that PEPPERMINT can heal. Against compositions where the partner takes burst damage in short windows (not sustained poke that PEPPERMINT gradually offsets), the per-auto heal arrives too slowly to prevent the burst from being lethal. In those matchups, barrier/shield items that front-load defensive value are more efficient than PEPPERMINT’s gradual auto-heal accumulation.

ScenarioBuy PriorityReasoning
Support mage (Sona, Soraka, Seraphine) in Arena with attack-speed buildFirst or second itemHSP natural build; EFFERVESCENCE AS conversion free bonus; PEPPERMINT per-auto sustains partner through extended fights
Attack-speed carry (Jinx, Kog’Maw, Ashe) paired with melee tank in ArenaSecond itemHigh AS = high PEPPERMINT frequency; melee partner takes sustained damage PEPPERMINT offsets; EFFERVESCENCE adds to already high AS
Kayle in Arena early levelsFirst itemLevel 1-5 auto pattern; PEPPERMINT heals partner during Kayle’s pre-range phase; EFFERVESCENCE AS helps Kayle reach ranged attack form faster through more autos
ARAM: Mayhem supportFirst itemReduced HSP penalty noted; PEPPERMINT still provides per-auto sustain; EFFERVESCENCE AS for more frequent heal procs
Burst assassin or mage with low auto-attack frequency (Zed, Lissandra)Low priorityPEPPERMINT fires on basic attacks; low-AS mages generate few procs; ability-based heals benefit from HSP but without PEPPERMINT frequency the item efficiency drops
Summoner’s Rift 5v5 buildUNAVAILABLE — cannot be purchasedItem not available on SR 5v5 in any build configuration

💡 Synergies (Arena / ARAM: Mayhem)

Best Paired Items in Arena

  • Ardent Censer: Ardent Censer provides +10% HSP (in addition to AS on healing/shielding and other effects). Combined with Sword of Blossoming Dawn’s 12% HSP: total 22%+ HSP drives EFFERVESCENCE to +26.4% bonus attack speed from EFFERVESCENCE alone. Ardent Censer’s own passive — granting the carrier and healed/shielded ally bonus AS and on-hit magic damage when the carrier heals or shields — synergizes directly with PEPPERMINT: each PEPPERMINT proc triggers Ardent Censer’s buff on the healed ally, giving the partner additional attack speed and magic damage per hit.
  • Staff of Flowing Water (if available in Arena’s Prismatic pool): Staff of Flowing Water grants +10% HSP and its passive gives the carrier +40 AP and +20 AP to healed allies when they receive ability heals. Combined with PEPPERMINT’s frequent basic attack procs and ability-based heals amplified by HSP, the total AP buff from Staff of Flowing Water adds to the PEPPERMINT heal (7% AP scaling directly benefits from the +40 AP buff). More AP = larger PEPPERMINT heals per auto.
  • Moonstone Renewer (if available): Moonstone Renewer provides Starlit Grace — when healing or shielding an ally in combat, briefly empowers both the carrier’s and ally’s movement speed and increases Moonstone’s healing. Combined with PEPPERMINT’s per-auto heals triggering Starlit Grace on every basic attack against an enemy while an ally is present, Moonstone and PEPPERMINT create a compound healing loop: each PEPPERMINT auto triggers Starlit Grace, which increases subsequent Moonstone heals, which amplify future ability-based heals through HSP.
  • Nashor’s Tooth / Rabadon’s Deathcap (AP scaling of PEPPERMINT): PEPPERMINT’s +7% AP scaling means every 100 AP beyond the base provides +7 additional HP per auto. Rabadon’s Deathcap’s +35% AP amplification multiplies the AP value that PEPPERMINT scales from — at 300 AP, Rabadon’s adds approximately 100 more AP (35% of 300), which contributes +7 additional HP per PEPPERMINT auto. Building deep AP specifically to amplify PEPPERMINT’s healing is a niche but viable Arena strategy on AP mages who also auto-attack frequently (Kayle, Kennen, Seraphine).

Champion Ability & Auto-Attack Synergies

  • Seraphine’s Echo Note Passive Auto-Attacks: Seraphine’s passive creates an Echo Note on her next basic attack when she casts a spell near allies who have already cast spells. This Echo Note triggers PEPPERMINT — the empowered Echo Note auto fires both Seraphine’s normal attack and the PEPPERMINT heal simultaneously. In fights where multiple spells are cycling, Seraphine generates Echo Note autos at higher frequency than normal, each one being a PEPPERMINT proc. Against the Arena partner mechanic where a 2v2 fight involves Seraphine and one ally both casting spells repeatedly, Echo Notes can generate PEPPERMINT at near-ability-frequency rather than pure attack speed frequency.
  • Sona’s Power Chord Empowered Auto: Sona’s passive Power Chord empowers her next basic attack after casting three spells — different Power Chord types deal additional magic damage or apply debuffs. Power Chord autos are basic attacks that trigger PEPPERMINT just as standard autos do. Sona’s natural rhythm of casting three spells then auto-attacking aligns PEPPERMINT procs with the timing of Power Chord attacks — the partner receives a heal at the same moment the enemy receives a Power Chord effect. This timing correlation means each Power Chord trade cycle generates guaranteed PEPPERMINT healing for the partner.
  • Jinx Fishbones Attack Speed + PEPPERMINT Frequency: Jinx’s Pow-Pow passive stacks bonus attack speed on consecutive basic attacks (up to 3 stacks) and Fishbones cannon form reduces AS but increases range and splash. Pow-Pow stacks at maximum (3) give Jinx high baseline AS even before items. Combined with EFFERVESCENCE at 12%+ HSP: Jinx reaches 2+ attacks per second readily — each attack generating a PEPPERMINT heal. A Jinx building Sword of Blossoming Dawn as a secondary support-hybrid item in Arena alongside a tanky partner creates 90+ HP per second sustained healing to the partner at level 15 with moderate AP investment, while Jinx’s own damage output continues from her primary items.

❌ Common Mistakes & How to Avoid Them

  • Attempting to buy this on Summoner’s Rift: Sword of Blossoming Dawn is not available on SR 5v5, standard ARAM, or Nexus Blitz. The item does not appear in the SR item shop and cannot be purchased there. Only Arena mode and ARAM: Mayhem have this item available. Attempting to plan SR builds around this item based on its stats will result in the item not being purchasable when the game loads.
  • Ignoring the 50% sell-back ratio in Arena item transitions: Arena’s economy involves selling items to adapt to matchups. Sword of Blossoming Dawn’s 50% sell-back (1250g on 2500g cost) versus the standard 70% (1750g) represents a 500g penalty on selling compared to an equivalent-cost item. In Arena where fighting pairs who counter the healing composition (heavy Grievous Wounds application) may require selling Sword of Blossoming Dawn in favor of different items, that 500g penalty directly affects the transition efficiency. Buy Sword of Blossoming Dawn when confident the healing playstyle will remain relevant across the matchup variety of the Arena bracket.
  • Not accounting for the ARAM: Mayhem 50% healing reduction on PEPPERMINT: ARAM: Mayhem applies a 50% outgoing heal reduction to all heals, including PEPPERMINT. The tooltip’s stated 15-45 base heal per level refers to the full SR values — in ARAM: Mayhem, these are halved to 7.5-22.5. Planning PEPPERMINT sustain based on the full value rather than the ARAM-reduced value significantly overestimates the item’s per-auto healing contribution in that mode. The AP scaling reduction (3.5% instead of 7%) also means AP investment in ARAM: Mayhem generates less PEPPERMINT healing per AP point than in Arena.
  • Building only for HSP without considering PEPPERMINT’s AP scaling: HSP amplifies PEPPERMINT’s heal by 12% at base from the item — meaningful but not the primary scaling lever. The 7% AP scaling means deep AP investment grows PEPPERMINT’s per-auto heal linearly with AP. At 500 AP (achievable in Arena with Prismatic item augments): PEPPERMINT heals 45 + 35 = 80 HP per auto in Arena, versus only 45 HP per auto at zero additional AP. AP is the strongest PEPPERMINT scaling lever — building exclusively for HSP without AP investment leaves significant PEPPERMINT healing on the table for AP-scalable mages.
  • Triggering PEPPERMINT against a partner already at higher HP than yourself: PEPPERMINT targets the most wounded AND nearest ally. If the carrier has taken more damage than their partner (carrier at 40% HP, partner at 80% HP), PEPPERMINT targets the carrier’s partner only if the partner is the most wounded nearby ally. In a 2v2 where both the carrier and the partner are present, PEPPERMINT correctly targets the more wounded of the two. However, if the carrier is more wounded than the partner, PEPPERMINT might heal the partner over the carrier — the item heals allies, not the carrier themselves. Tracking the HP differential between carrier and partner determines which champion is receiving the PEPPERMINT sustain.

⚔️ Counterplay Against Sword of Blossoming Dawn

Grievous Wounds Application

PEPPERMINT delivers standard heals that are reduced by Grievous Wounds. In Arena’s item pool, Mortal Reminder and Executioner’s Calling apply 40-60% Grievous Wounds to the most-wounded ally receiving PEPPERMINT procs. Against a Sword of Blossoming Dawn carrier, applying GW before sustained fights reduces PEPPERMINT’s effective healing by 40-60% — converting the 80 HP per auto at full AP into 32-48 HP per auto. In Arena’s 2v2 where both champions can apply GW items, building at least one Grievous Wounds source directly counters the sustained PEPPERMINT healing loop

The second strategic counter is burst damage that exceeds PEPPERMINT’s healing rate. PEPPERMINT heals per auto-attack — sustained over time. Against burst compositions (Rengar one-shot, Veigar full combo) that deal the majority of damage in under 1 second, PEPPERMINT’s per-auto cadence cannot generate heals fast enough to offset the incoming burst. PEPPERMINT is a sustained healing counter against poke-damage compositions, not a burst absorption tool. Burst-focused Arena pairs specifically counter PEPPERMINT’s gradual healing rhythm.

FAQ

Q: Does PEPPERMINT heal the carrier or only allies?

A: PEPPERMINT heals allied champions only — not the carrier themselves. The carrier receives no self-healing from PEPPERMINT regardless of their own HP state. The heal goes to the most wounded AND nearest allied champion, which in Arena’s 2v2 is always the partner. Sword of Blossoming Dawn is a purely ally-focused healing item — its PEPPERMINT passive provides zero personal healing for the champion holding it.

Q: If both players on a team have Sword of Blossoming Dawn, do the PEPPERMINT effects stack on the same ally?

A: Each player can only own 1 Sword of Blossoming Dawn (limited to 1 per player). In Arena’s 2v2, both partners could theoretically own one each — in that case, each carrier’s PEPPERMINT fires independently on their own basic attacks, healing the most wounded ally. With both players generating PEPPERMINT on their own attacks, the total healing per fight is doubled — each player heals the other when the other is more wounded. This mutual PEPPERMINT double-healing composition maximizes the item’s throughput but requires both players to purchase and build toward basic attack frequency.

Q: Does EFFERVESCENCE’s attack speed bonus apply in ARAM: Mayhem?

A: EFFERVESCENCE’s attack speed conversion from HSP is not documented as being reduced in ARAM: Mayhem — only PEPPERMINT’s heal values are explicitly halved. EFFERVESCENCE should provide the standard 1.2% attack speed per 1% HSP in both Arena and ARAM: Mayhem. The ARAM: Mayhem note in the tooltip specifically addresses PEPPERMINT’s reduced heal values, not EFFERVESCENCE’s conversion rate.

Q: Can PEPPERMINT heal pets or summoned units (Yorick ghouls, Annie Tibbers)?A: PEPPERMINT specifies allied champions as the heal target — summoned units, pets, and clones are typically not classified as champion-type units. Tibbers, Yorick ghouls, Maokai Sapling are not champions and would not receive PEPPERMINT healing. In Arena’s 2v2 where the only allied champion is the partner, PEPPERMINT always targets the partner when they are the most wounded ally champion nearby, regardless of any summoned units present.

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