Terminus

Terminus is a Legendary Fighter/Marksman on-hit item costing 3000 gold providing +30 Attack Damage and +35% Attack Speed. It has two unique passives: SHADOW deals 30 bonus magic damage on-hit per basic attack against champions and monsters (not structures), and benefits from life steal. JUXTAPOSITION makes basic attacks on-hit against champions alternate between Light and Dark hits, each stacking up to 3 times for 5 seconds and refreshing on respective hit type. Light hits grant 6/7/8 bonus armor and bonus magic resistance per stack (based on level) — up to 18/21/24 total bonus resistances at 3 stacks. Dark hits grant 10% armor penetration and magic penetration per stack — up to 30% total resistance penetration at 3 stacks. The carrier alternates Light/Dark on every basic attack regardless of current stack levels — maximum stacks on both simultaneously is achievable and maintained. Terminus is limited to 1 FATALITY item and 1 BLIGHT item per player — two separate item family restrictions that share limitations with different items. ID 3302. Terminus is the self-scaling on-hit fighter whose JUXTAPOSITION system makes every attack simultaneously build defensive resistances and offensive penetration — the longer the fight and the higher the attack speed, the more efficiently Terminus compounds both axes of value.

Terminus is a Legendary-tier item available on Summoner’s Rift (5v5), ARAM, Nexus Blitz, and Arena. Categorized under Fighter, Marksman, Attack Damage, Attack Speed, On-Hit Effects, Armor Penetration, and Magic Penetration menus. ID 3302. Limited to 1 FATALITY item AND 1 BLIGHT item per player. Sell value: 2100 gold.

📊 Stats at a Glance

StatValueContext
Attack Damage+30 ADLower AD than pure AD Legendaries — Terminus value is SHADOW on-hit and JUXTAPOSITION dual-scaling, not raw AD
Attack Speed+35% ASAmong the highest attack speed on any Fighter/Marksman Legendary
SHADOW On-Hit Damage+30 bonus magic damage on-hit per basic attackProc damage — does NOT trigger spell effects; does NOT apply to structures
SHADOW Life Steal InteractionBenefits from life steal (the 30 bonus magic damage heals)Life steal applies to SHADOW’s magic on-hit damage
JUXTAPOSITION Stack Type ALight hit — grants bonus armor + bonus MR per stackDefensive stacking — sustains survival in extended fights
JUXTAPOSITION Stack Type BDark hit — grants armor penetration + magic penetration per stackOffensive stacking — reduces target effective resistances
Light Stack Value (SR)6/7/8 armor and MR per stack (level-based)At 3 stacks: 18/21/24 total bonus armor and MR
Dark Stack Value (SR)10% armor pen + 10% magic pen per stackAt 3 stacks: 30% armor pen and 30% magic pen
Stack Duration5 seconds per stackRefreshed by the respective hit type — Light refresh Light, Dark refresh Dark
Max Stacks3 of each type simultaneouslyBoth Light and Dark can be at 3 stacks at the same time
Alternation RuleALWAYS alternates Light/Dark regardless of stack countAttack 1 = Light, Attack 2 = Dark, Attack 3 = Light… even at max stacks
Time to Max Both Stacks5 autos minimum (L-D-L-D-L = 3L + 2D; then 1 more Dark = L-D-L-D-L-D = 3L+3D)6 autos to reach maximum stacks on both simultaneously
Limitations1 FATALITY item AND 1 BLIGHT item per playerTwo separate family restrictions — see family listings below
FATALITY FamilyLimited to 1 — shared with other FATALITY itemsCannot stack with other FATALITY items
BLIGHT FamilyLimited to 1 — shared with Void Staff, Cryptbloom, Bloodletter’s CurseCannot combine with other BLIGHT items
Total Cost3000 gold1100g combine — highest combine cost in this guide series
Sell Value2100 gold70% sell-back ratio
Arena AD30 AD (unchanged)
Arena AS25% (SR: 35%)
Arena Light Stack per Level5/6/7 (SR: 6/7/8); max 15/18/21 (SR: 18/21/24)
Arena Dark Stack8% per stack (SR: 10%); max 24% (SR: 30%)

💡 The Dual JUXTAPOSITION System — Defense AND Offense From Every Attack: JUXTAPOSITION is one of the most mechanically unique systems in any League item. Every basic attack against a champion alternates between Light (defensive) and Dark (offensive) — not toggling between modes, but building both types simultaneously on an alternating pattern. After 6 auto-attacks against a champion with no gaps exceeding 5 seconds, both Light and Dark are at 3 stacks: the carrier has +21 bonus armor, +21 bonus MR (at level 11-17), and 30% armor penetration, 30% magic penetration active simultaneously. The defensive and offensive stats don’t compete — they stack together. This dual scaling is why Terminus is specifically valued on fighters and on-hit ADCs who stay in extended fights: the longer they remain in combat auto-attacking the same target, the more their resistances and penetration compound toward maximum values.

💡 Alternation Never Stops at Max Stacks: Light and Dark stacks refresh with their respective hit types — reaching maximum stacks of either type does NOT stop the alternation. A carrier at 3 Light + 3 Dark stacks continues alternating on every attack: auto 7 = Light (refreshes 3 Light stacks to 5s duration), auto 8 = Dark (refreshes 3 Dark stacks), auto 9 = Light… The alternation is a permanent toggle tied to the basic attack pattern. Stack maintenance at maximum requires continued auto-attacking — the 5-second duration means any 5-second gap in auto-attacks lets stacks expire. Against an enemy who kites away and prevents sustained auto-attacks, stack decay is the primary Terminus counterplay.

🔨 Recipe & Build Path

ComponentCostStats Provided
Hearthbound Axe1200 gold (250g combine)+15% AS, +200 HP
↳ Long Sword350 gold+10 AD
↳ Dagger250 gold+15% AS
↳ Long Sword350 gold+10 AD
Recurve Bow700 gold (450g combine)+25% AS
↳ Dagger250 gold+15% AS
Combine Cost1100 goldHighest combine cost in the item — the JUXTAPOSITION system’s design cost
TOTAL3000 gold+30 AD, +35% AS, SHADOW 30 magic on-hit, JUXTAPOSITION Light/Dark stacking

💡 The 1100g Combine — The JUXTAPOSITION Tax: Terminus has the highest combine cost among the items in this guide series at 1100 gold. The components (Hearthbound Axe + Recurve Bow = 1900g) are worth significantly less than the 3000g total — the 1100g combine is the cost the item charges for JUXTAPOSITION’s dual-resistance/penetration stacking system and SHADOW’s magic on-hit. Unlike Trinity Force (133g combine) where component value is near-total, Terminus’s components provide less combat value before completion than most other Legendaries at equivalent gold spent. This means early completion of Terminus is particularly important — sitting on unfinished components for extended periods is less efficient than rushing the full item quickly.

💡 Component Priority — Hearthbound Axe First: Hearthbound Axe (1200g) is the standard first component — it provides 15% attack speed that begins building toward Terminus’s 35% total AS, and the +200 HP provides lane survivability. Recurve Bow (700g) is purely attack speed with no HP or AD — it is slightly more cost-efficient per AS point but provides no durability. Building Hearthbound Axe first at 1200g and completing Recurve Bow later prioritizes the HP-buffered early game over a cheaper but more fragile first-back rush.

⚡ Passive Effects

UNIQUE Passive — SHADOW

ParameterValue
Effect+30 bonus magic damage on-hit per basic attack
Damage TypeProc damage — does NOT trigger spell effects
vs StructuresDoes NOT apply to structures (turrets, inhibitors, Nexus)
Life StealBenefits from life steal — the 30 magic on-hit heals through life steal
ScalingFlat 30 — does not scale with AP, AD, or any other stat
Arena DifferenceNone documented — same 30 magic on-hit in Arena

EFFECT: Basic attacks deal 30 bonus magic damage on-hit. SHADOW is proc damage that does not trigger spell effects, does not apply to structures, and benefits from life steal — the 30 bonus magic damage is included in the life steal calculation per hit.

💡 SHADOW Life Steal Is Meaningful at High Attack Speed: SHADOW’s 30 magic on-hit healing through life steal is small per individual hit but adds up significantly at high attack speed. At 35% bonus AS from Terminus alone — approximately 1.2 effective attacks per second on most fighters — SHADOW generates 36 magic damage per second in pure on-hit output. With 15% life steal from a Ravenous Hydra: SHADOW heals 4.5 HP per hit, or approximately 5.4 HP/second at Terminus’s attack speed. Adding Terminus to a second attack speed item (Guinsoo’s, Blade of the Ruined King) pushing 2+ AS: 60+ magic DPS from SHADOW, 9+ HP/second from SHADOW’s life steal component alone

⚠️ SHADOW Does Not Apply to Turrets — Critical for Split-Push Builds: Unlike Titanic Hydra’s CLEAVE (which applies on-hit to structures), SHADOW’s 30 magic on-hit does not apply to structures at all. Auto-attacking turrets with Terminus generates zero SHADOW damage — the turret damage is purely from the champion’s AD. This is relevant for fighters considering Terminus as a split-push item: the attack speed and AD contribute to turret damage, but SHADOW provides zero turret DPS. Titanic Hydra or Trinity Force remain superior split-push items compared to Terminus when structure damage is a primary purchase motivation.

UNIQUE Passive — JUXTAPOSITION

ParameterValue
TriggerBasic attack on-hit against champions
Alternation PatternAttack 1 = Light, Attack 2 = Dark, Attack 3 = Light, Attack 4 = Dark…
Stack Duration5 seconds per stack (refreshed by respective hit type)
Max Stacks per Type3 stacks (each type independently)
Light Hit Bonus per Stack (SR)6/7/8 bonus armor AND bonus magic resistance (level-based)
Light Max Bonus at 3 Stacks (SR)18/21/24 bonus armor AND 18/21/24 bonus MR (level-based)
Dark Hit Bonus per Stack (SR)10% armor penetration AND 10% magic penetration
Dark Max Bonus at 3 Stacks (SR)30% armor penetration AND 30% magic penetration
Simultaneous MaxBoth types can be at 3 stacks simultaneously
Maintenance at MaxStill alternates — each attack refreshes the respective type’s 5s duration
Time to First Max Stack (one type)Auto 1 + Auto 3 + Auto 5 = 3 Light stacks from 5 autos
Time to Max Both Types6 autos (LDLDLD) = 3L + 3D
Light Stack Level RangesLevels 1-8 = 6; Levels 9-15 = 7; Levels 16+ = 8 per stack
Arena Light per Stack5/6/7 per stack (SR: 6/7/8); max 15/18/21 (SR: 18/21/24)
Arena Dark per Stack8% (SR: 10%); max 24% (SR: 30%)

EFFECT: Basic attacks on-hit against champions alternate between Light and Dark hits, each granting a bonus for 5 seconds that stacks up to 3 times. Light hits grant 6/7/8 bonus armor and bonus MR per stack (level-based) — up to 18/21/24 total at 3 stacks. Dark hits grant 10% armor penetration and magic penetration per stack — up to 30% at 3 stacks. Both stack types can be at 3 stacks simultaneously. The alternation continues regardless of current stack levels — stacks are refreshed rather than building new stacks once at maximum.

Understanding Light and Dark — A Deeper Look

Light = Defensive Layer: Light stacks grant bonus armor and MR that directly increase the carrier’s effective HP against all damage types. At level 12 with 3 Light stacks: +21 armor reduces physical damage per hit by approximately 12% (depending on total armor). +21 MR reduces magic damage by approximately 12%. This defensive bonus is particularly significant in a fight where the enemy team is dealing both physical and magic damage — Terminus’s Light stacks provide mixed resistance that neither pure armor items nor pure MR items can achieve from a single slot. In a 1v1 extended fight against a fighter who deals both physical (autos) and magic (abilities) damage, Terminus’s 21/21 armor/MR at level 14 is equivalent to approximately 700 effective HP gained from the Light stacks alone.

Dark = Offensive Penetration Layer: Dark stacks grant percentage armor and magic penetration — both simultaneously. At 3 Dark stacks: the carrier deals physical damage as if the target has 30% less armor and magic damage as if the target has 30% less MR. Against a 150-armor target: 30% pen reduces effective armor to 105 (instead of 150). Against a 100-MR target: 30% pen reduces effective MR to 70. The magic penetration component is particularly valuable for champions whose damage includes significant magic sources — on-hit builds with Guinsoo’s Rageblade, SHADOW’s own magic damage, AP ratio abilities — all benefit from Dark’s magic pen simultaneously with the armor pen amplifying physical auto damage.

💡 The 6-Auto Ramp-Up and Why It Defines Terminus as a Late-Fight Item: Reaching maximum stacks on both Light and Dark requires exactly 6 basic attacks against the same champion target (L-D-L-D-L-D = 3L + 3D). At 1.3 attacks per second (Terminus AS on a base fighter), 6 autos takes approximately 4.6 seconds. In a fight that ends in under 4 seconds — common for burst assassins or one-shot compositions — Terminus’s JUXTAPOSITION never reaches maximum value. The item is intrinsically designed for extended fights of 5+ seconds where 6+ auto-attacks land on the same champion target. The longer the fight lasts past the 6-auto threshold, the more efficiently Terminus’s dual resistance/penetration scaling operates.

🎯 Who Should Buy This Item

Champion Archetypes

  • On-Hit Bruisers Who Stay in Extended Melee Combat: Terminus specifically rewards champions who auto-attack the same target for extended sequences. On-hit fighters (Master Yi, Jax, Irelia, Fiora) who stay at melee range for 6+ consecutive auto-attacks against the same champion build both Light and Dark to maximum simultaneously — receiving defensive resistances and offensive penetration that compounds the longer the fight continues. Terminus is the item that rewards winning extended fights rather than burst engagements.
  • Attack-Speed Dependent Fighters with Mixed Damage: Champions whose kit deals both physical AND magic damage benefit doubly from JUXTAPOSITION’s Dark stacks — 30% armor pen amplifies physical auto damage while 30% magic pen amplifies magic-damage abilities and SHADOW’s on-hit simultaneously. Kog’Maw (bio-arcane barrage magic scaling), Kayle (flame on crits), and Jax (Empower W magic damage) deal mixed damage types where Dark’s simultaneous dual penetration provides more effective damage amplification than single-type penetration items.
  • Fighters Who Need Both Survivability and Damage in One Item Slot: Traditional fighter builds require separate items for offense (damage items) and defense (armor/MR items). Terminus partially solves this tension in a single item — JUXTAPOSITION’s Light stacks provide defensive resistances and Dark stacks provide offensive penetration from the same combat pattern. A fighter who buys Terminus gets partial defensive coverage (up to +24 armor/MR at level 16) alongside offensive penetration (up to 30%), rather than dedicating an entire item slot to pure defense or pure offense.

Specific Champion Examples

ChampionRoleWhy Terminus
JaxTop/Jungle FighterExtended auto-attack sequences with Relentless Assault passive = rapidly reaches max JUXTAPOSITION; SHADOW 30 magic on-hit adds to Jax’s already magic-damage-heavy kit; Dark magic pen amplifies Empower W and Grandmaster’s Might R passive
Master YiJungle Fighter/CarryMeditate W + sustained combat = maximum JUXTAPOSITION uptime; SHADOW 30 magic on-hit with life steal heals through Meditate; Dark pen amplifies both physical Q and magic damage on-hit effects; Terminus + Guinsoo’s combination
IreliaTop FighterQ reset chains generate many quick autos against same target = max stacks in first extended trade; Light stacks provide armor/MR for surviving CC windows; Dark pen amplifies Irelia’s mixed physical + magic damage kit
Kog’MawADC MarksmanBio-Arcane Barrage gives magic damage per hit — Dark magic pen amplifies Kog’s W on-hit magic damage; SHADOW 30 adds to the per-hit magic output; 35% AS compounds with Kog’s naturally high AS builds
KayleTop/Mid FighterKayle’s Starfire Spellblade and Divine Judgment deal magic damage — Dark magic pen directly amplifies both; SHADOW on-hit adds magic per auto in addition to Kayle’s flame; 35% AS enables faster stack building
FioraTop DuelistRiposte (W) + extended Q chain = consistent auto-attack pattern against same target; Light stacks provide armor/MR sustaining survival through extended Fiora trades; Dark pen amplifies Fiora’s physical burst damage on Vital strikes

⏰ When to Buy

As a First Item — Attack Speed Foundation

First item Terminus is correct on on-hit fighters and junglers who need attack speed and on-hit magic damage from the start. Master Yi jungle, Jax top/jungle, and Kog’Maw ADC who rush Terminus establish SHADOW’s 30 magic on-hit and begin building JUXTAPOSITION stacks against every champion combat from minute 10–14. The 1100g combine cost means the item is slightly more efficient to rush straight to completion (both components + combine in sequence) rather than sitting on half-complete components — components without the full item have low combat value individually.

As a Second Item — After On-Hit Foundation

Second item Terminus is the most common timing on on-hit ADC builds. After a first item that establishes the primary on-hit damage source (Blade of the Ruined King for percent-HP on-hit, Guinsoo’s Rageblade for stacking phantom hits, Wit’s End for MR drain on-hit), Terminus second adds SHADOW’s flat magic contribution, the AS multiplier, and JUXTAPOSITION’s dual resistance/penetration scaling. The combined on-hit output of BORK + SHADOW + Guinsoo phantom at 2+ attacks per second creates one of the highest sustained on-hit DPS profiles in the game while JUXTAPOSITION provides the defensive resistances to survive the extended fights required to maximize that output.

Situational — Team Composition Dependent

Terminus delivers maximum value in games where fights are extended (5v5 teamfights lasting 6+ seconds, sustained 1v1 duels) and the primary threat is a mix of physical and magic damage that both Dark pen and Light resistances address. In games where fights are short-burst (sub-4-second assassin compositions), JUXTAPOSITION stacks never reach maximum before the fight ends. In games where all damage is pure physical, the magic pen from Dark stacks provides zero benefit — Death’s Dance or Steraks Gage provides better survivability at comparable cost for pure physical threat scenarios.

ScenarioBuy PriorityReasoning
Jax top / jungle extended fightsFirst itemRelentless Assault attack speed + JUXTAPOSITION = maximum stacks within seconds of fight start; Dark magic pen amplifies W
Master Yi jungle on-hit buildFirst or second item after Blade of the Ruined KingSustained combat pattern maximizes JUXTAPOSITION; SHADOW heals through life steal during Meditate
Kog’Maw ADC on-hit buildSecond item after Guinsoo’sSHADOW + Guinsoo phantom hits + Kog W magic = three on-hit magic damage sources; Dark magic pen amplifies all three
Fiora top extended duelsSecond item after Trinity ForceTrinity Force SPELLBLADE burst + Terminus sustained JUXTAPOSITION + SHADOW for extended fight output
Burst assassin (Zed, Talon) needing penetrationLow priority — lethality items betterJUXTAPOSITION requires 6 autos to max; burst fights end before stacks build; flat lethality from Youmuu’s more efficient
Tank vs full AP compositionLow priority — Wit’s End or Void Staff betterForce of Nature provides better MR; SHADOW does not apply to structures

💡 Synergies

Best Paired Items

  • Guinsoo’s Rageblade: Guinsoo’s WRATH passive converts critical strike chance into bonus on-hit magic damage and doubles on-hit effects on every other auto. Every other auto with Guinsoo’s active fires SHADOW twice (phantom hit triggers SHADOW again) — doubling the 30 magic on-hit to 60 magic on every other phantom proc. At 2 attacks per second with Guinsoo’s phantom every other hit: SHADOW contributes approximately 45 magic damage per second average across phantom and non-phantom autos. Guinsoo’s also significantly increases attack speed, which builds JUXTAPOSITION stacks faster toward the 6-auto maximum.
  • Blade of the Ruined King: BOTRK provides percent-current-HP on-hit physical damage and 30% attack speed. Combined with Terminus’s 35% AS: total attack speed is among the highest achievable on fighters without dedicated AS items. BORK’s on-hit fires on every auto alongside SHADOW’s on-hit — two independent on-hit magic sources per attack. Dark’s 30% magic pen amplifies BORK’s physical on-hit component through armor penetration. BORK’s active steals 25% movement speed, enabling sustained proximity attack patterns required to maintain JUXTAPOSITION stacks through the 5-second duration.
  • Wit’s End: Wit’s End provides bonus magic on-hit and MR drain on the target. Combined with Terminus: SHADOW (30 magic) + Wit’s End on-hit (15-40 magic scaling) + Wit’s End MR drain on the target (-5 to -15 MR over extended combat) + Dark’s 30% magic pen. Three independent magic damage modifiers firing simultaneously — the MR drain from Wit’s End stacks with Terminus Dark’s percentage penetration for compounded magic damage effectiveness. At maximum Wit’s End stacks and 3 Dark stacks, the target’s effective MR is reduced by both the flat drain (up to -15 MR) and the 30% penetration applied to the remaining MR value.
  • Death’s Dance: Death’s Dance provides AD, AH, and IGNORE PAIN passive that converts 30% of all damage taken into a bleed over time. Combined with Terminus’s Light stack resistances: the 21+ bonus armor and MR from max Light stacks reduces the initial damage that IGNORE PAIN then spreads over the bleed. Less initial damage to spread = lower bleed = more net HP retained per fight. Death’s Dance also restores 15% bonus AD on champion kill — finishing a kill during the JUXTAPOSITION maximum stack window and then entering the next fight with the kill-restore AP and maintained stacks creates a high-efficiency back-to-back fight scenario.

Champion & Ability Synergies

  • Jax Relentless Assault + JUXTAPOSITION parallel stacking: Jax’s passive Relentless Assault grants stacking attack speed on consecutive basic attacks — up to 8 stacks providing significant bonus AS. Every Relentless Assault stack is also a JUXTAPOSITION alternation. By the time Jax reaches 4 Relentless Assault stacks (after autos 1-4), he also has 2 Light stacks and 2 Dark stacks from JUXTAPOSITION. At maximum Relentless Assault (8 stacks, approximately 7-8 autos), both JUXTAPOSITION types are at 3 stacks. The two parallel stacking systems reach their respective maximums at approximately the same number of basic attacks — maximum Relentless Assault and maximum JUXTAPOSITION are synchronized, creating the peak Jax power window around the 5-7 second fight mark.
  • Kog’Maw W Bio-Arcane Barrage + Dark magic pen: Kog’Maw’s W Bio-Arcane Barrage adds bonus magic on-hit equal to 5% of the target’s maximum health. Against a 5000 HP tank: W on-hit deals 250 magic damage per auto. With 3 Dark stacks (30% magic pen): the target’s effective MR is reduced by 30%, increasing the proportion of that 250 magic W damage that gets through armor. Additionally, SHADOW adds 30 magic on-hit, and Guinsoo’s phantom doubles both SHADOW and W on the phantom proc. The combined on-hit magic DPS of W (250) + SHADOW (30) + Guinsoo phantom doubling every other hit creates one of the highest sustained magic DPS outputs achievable, all amplified by Dark’s 30% magic penetration reducing the target’s effective MR by 30%.
  • Master Yi Alpha Strike + JUXTAPOSITION timing: Master Yi’s Q Alpha Strike becomes untargetable during cast — reappearing after the Q strikes targets. Alpha Strike itself does not generate JUXTAPOSITION stacks (it’s a magical ability, not a basic attack). However, the autos that follow immediately after Q’s landing do — Master Yi’s post-Q auto-attack sequence benefits from any pre-Q JUXTAPOSITION stacks built in the prior engagement phase. In sustained Yi combat patterns (Q re-engage, auto chain, Q re-engage), the autos between Q uses build and maintain JUXTAPOSITION at maximum, with Q providing burst between stack-maintenance autos.

❌ Common Mistakes & How to Avoid Them

  • Switching attack targets and losing stack maintenance: JUXTAPOSITION Light and Dark stacks have a 5-second duration that refreshes only on the respective hit type. Switching attack targets — from ADC to support then back to ADC — the stacks on the original ADC target begin the 5-second decay timer from the moment the last relevant hit landed. In a teamfight where the fighter switches between 3 targets across 8 seconds, JUXTAPOSITION never reaches maximum on any single target. Focus sustained auto-attacks on the highest-priority single target to maximize JUXTAPOSITION stack value rather than spreading attacks across multiple enemies.
  • Expecting SHADOW to deal significant damage against structures: SHADOW does not apply to structures — turrets, inhibitors, and the Nexus receive zero SHADOW damage. A Jax or Fiora with Terminus auto-attacking a turret deals only the base physical auto damage and any other on-hit effects that do apply to structures. The 35% attack speed from Terminus contributes to turret attack speed, but SHADOW provides zero contribution to turret DPS. Against split-push scenarios where turret damage rate is the primary concern, Titanic Hydra’s CLEAVE and Trinity Force’s SPELLBLADE are superior structural damage items compared to Terminus.
  • Confusing the FATALITY and BLIGHT item limitations as one restriction: Terminus is limited by two separate item family restrictions: 1 FATALITY item per player AND 1 BLIGHT item per player. These are independent restrictions — owning a BLIGHT item (Void Staff, Cryptbloom, Bloodletter’s Curse) does not prevent purchasing Terminus unless Terminus itself is a BLIGHT item. Similarly, the FATALITY family restriction applies independently. Check both families separately before assuming Terminus is unavailable due to a prior item purchase. The wiki’s item family pages document which items share each family restriction.
  • Not accounting for the 6-auto ramp-up in short fights: In a sub-4-second burst fight (Zed-Talon combo, Rengar one-shot), JUXTAPOSITION never reaches maximum stacks — the fight ends at 1-2 Light stacks and 1-2 Dark stacks at best, providing 7 bonus armor/MR and 10-20% penetration rather than the full 21/21 and 30%. Terminus’s full value only materializes in fights where 6+ autos land on the same target. Against burst-heavy compositions, the 6-auto ramp-up is never completed and Terminus underperforms its advertised maximum stats for the entire fight.
  • Ignoring the attack speed as a JUXTAPOSITION investment: JUXTAPOSITION stacks faster with higher attack speed — the time to reach maximum stacks (6 autos) decreases as AS increases. At 1.0 attacks/second: 6 autos takes 6 seconds. At 2.0 attacks/second: 6 autos takes 3 seconds. Every attack speed item purchased alongside Terminus reduces the JUXTAPOSITION ramp-up time proportionally. Blade of the Ruined King’s 30% AS + Guinsoo’s phantom AS amplification can push the ramp to maximum stacks under 2.5 seconds — enabling full JUXTAPOSITION value in the majority of extended fight scenarios.

⚔️ Counter Items & Playing Against Terminus

Countering JUXTAPOSITION — Stack Denial Strategies

  • Burst and Disengage — Preventing the 6-Auto Threshold: The most effective counter to Terminus is preventing the carrier from landing 6 consecutive basic attacks on the same target. Any CC that interrupts the auto-attack chain (Zed Death Mark, Riven stun, Malphite R knockup) stops the alternation mid-sequence. Hard kiting with movement abilities (Ezreal E blink, Vayne tumble, Quinn Vault) creates 5-second gaps that cause stack decay. Against Terminus, fight short and disengage — re-engage after 5 seconds forces the carrier to rebuild from 0 stacks rather than maintaining maximum.
  • Ranged Kiting Outpacing the Attack Range: Terminus’s JUXTAPOSITION requires basic attack on-hit range — the carrier must be within auto-attack range for every alternating hit. Ranged kiting champions (Caitlyn at 650 range, Ashe at 600) who maintain distance beyond the melee carrier’s attack range during the JUXTAPOSITION stack-building phase deny the stacks entirely. The Light resistances only activate when the carrier is auto-attacking — a Jax or Fiora chasing but out of auto range has 0 Light and 0 Dark stacks during the chase, rendering Terminus’s JUXTAPOSITION entirely inactive.

FAQ

Q: Do Light and Dark stacks count separately or toward a combined total?

A: Light and Dark stacks are completely independent — each type has its own stack counter, its own 5-second duration, and its own maximum of 3. The two stack types can both be at maximum (3 Light + 3 Dark) simultaneously, providing all four bonuses at once: +18/21/24 bonus armor, +18/21/24 bonus MR, 30% armor pen, and 30% magic pen. Reaching maximum on one type does not affect the other type’s stack count. The stacks are refreshed independently — a Light hit refreshes the Light 5s timer without affecting the Dark timer, and vice versa.

Q: Does SHADOW deal 30 magic damage on top of JUXTAPOSITION or is it included in the stack bonuses?

A: SHADOW and JUXTAPOSITION are two completely independent passives that both fire on the same basic attack. SHADOW deals 30 flat magic damage on-hit on every basic attack. JUXTAPOSITION simultaneously alternates Light/Dark stacks on every basic attack against champions. They don’t interact with each other — SHADOW fires regardless of Light/Dark status, and JUXTAPOSITION stacks regardless of SHADOW’s on-hit. Both passives are active simultaneously on every auto-attack against champions, and Dark’s 30% magic pen amplifies SHADOW’s own 30 magic on-hit damage through reduced target MR.

Q: Does the Light/Dark alternation continue if I’m attacking a minion between champion attacks?

A: JUXTAPOSITION triggers on basic attack on-hit against champions specifically — basic attacks against minions and jungle monsters do not advance the Light/Dark alternation and do not refresh existing stacks. Attacking a minion wave between two champion hits does not change the next champion hit’s type — if the last champion hit was Light (auto 3), the next champion hit will be Dark (auto 4) regardless of how many minion attacks occurred between them. The 5-second stack duration continues to tick during the minion-farming window — if more than 5 seconds pass between champion hits, stacks expire.

Q: What items share the BLIGHT limitation with Terminus?A: BLIGHT items include Void Staff, Cryptbloom, and Bloodletter’s Curse — all items that provide percentage magic penetration or percentage armor penetration passives in the BLIGHT family. If any of these items is already purchased, Terminus cannot be added to the build as a second BLIGHT item. The BLIGHT limitation is the primary constraint that prevents stacking percentage magic penetration sources on AP mage builds — a carry who already has Void Staff cannot add Terminus for additional magic penetration, and vice versa. Choose the BLIGHT item that best serves the build’s damage type: Terminus for mixed physical/magic on-hit builds, Void Staff for pure AP magic damage builds, Bloodletter’s Curse for physical damage AP hybrid builds.

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