Unending Despair

Unending Despair is a Legendary Tank item costing 2800 gold providing +15 Ability Haste, +50 Armor, and +400 Health. Its passive ANGUISH triggers every 4 seconds after entering combat with champions, dealing magic damage equal to 3% of bonus health to all enemy champions within 650 units as AoE, then healing the carrier for 250% of the post-mitigation damage dealt. ANGUISH deals area damage that triggers spell effects (unlike most on-hit items) and is an auto-targeted effect — it fires automatically without any input required. Critically, leaving champion combat refreshes ANGUISH’s timer immediately, meaning any gap in combat resets the 4-second countdown rather than continuing it. Unending Despair is the self-sustaining AoE damage tank item for HP-stacking melee fighters who sit inside enemy teams — the 250% post-mitigation heal from a 3% bonus health AoE proc against multiple targets converts large HP pools directly into sustained self-healing during every 4-second window of continuous combat.

Unending Despair is a Legendary-tier item available on Summoner’s Rift (5v5), ARAM, Nexus Blitz, and Arena. Categorized under Tank, Health & Regeneration, Armor, and Ability Haste menus with ID 2502. Limited to 1 Unending Despair per player. The removed Masterwork upgrade was Hope Adrift.

📊 Stats at a Glance

StatValueContext
Ability Haste+15 AHReduces all ability cooldowns — higher than many armor tank items
Armor+50 ArmorCompetitive armor value for a Legendary; Chain Vest (500g) provides 40 for comparison
Health+400 HPSolid base HP; lower than Warmog’s (1000 HP) but combined with heal passive
ANGUISH AoE Range650 unitsSlightly larger than a standard AoE radius — catches most nearby champions in teamfights
ANGUISH Damage3% of bonus health (magic damage)Scales with total bonus HP — larger HP pool means more damage per proc
ANGUISH Cooldown4 seconds after entering champion combatNOT a fixed 4-second CD — timer resets on leaving combat
ANGUISH Healing250% of post-mitigation damage dealtPost-mitigation = damage after the target’s MR reduces it; heal scales with number of targets hit
ANGUISH Damage TypeArea damage — TRIGGERS spell effectsUnlike most on-hit effects — Liandry’s, Luden’s can chain from ANGUISH
ANGUISH Target TypeAll enemy champions within 650 unitsHits multiple targets simultaneously — multi-target = more healing
ANGUISH Trigger TypeAuto-targeted — no input requiredFires automatically every 4 seconds during champion combat
Combat ResetLeaving champion combat refreshes timer immediatelyAny gap in combat restarts the 4-second countdown from zero
Total Cost2800 gold800g combine — moderate for the stat bundle
Sell Value1960 gold70% sell-back ratio
ARAM Heal250% of damage (unchanged)
Ultra Rapid Fire Cooldown10 seconds (URF: slower than SR)Anguish fires less frequently in URF despite the cooldown reduction mode
URF Healing175% of damage (reduced from SR 250%)Lower healing per proc in URF
Arena Health350 HP (SR: 400)Slightly reduced HP in Arena
Arena ANGUISH NEW Effect15-25 base damage (level-scaling)Additional fixed base damage added on top of the % bonus HP component
Arena ANGUISH HP Ratio3% bonus health (unchanged)

💡 The Multi-Target Healing Multiplier: ANGUISH heals for 250% of post-mitigation damage dealt — and critically, this heal accumulates from every target hit simultaneously. Against 3 enemy champions in range: ANGUISH’s AoE hits all 3, each dealing 3% bonus HP in magic damage after their individual MR reductions, then the carrier heals for 250% of the combined post-mitigation damage from all 3 hits. Against a 3000 bonus HP carrier at level 15 with 1 standard MR item (75 MR, ~57% magic damage modifier): 3% × 3000 = 90 damage × 0.57 ≈ 51 post-mitigation per target × 250% = 128 HP healed per target hit. Against 3 targets simultaneously: 384 HP healed per ANGUISH proc. In a full 5v5 teamfight where all 5 enemies are within 650 units, ANGUISH heals from all 5 hits — the HP recovery per proc in a dense teamfight is the highest single passive heal in any tank item.

⚠️ Timer Reset on Leaving Combat: The most important mechanical detail on Unending Despair is that leaving champion combat resets the ANGUISH timer to 4 seconds, not pauses it. If a champion enters combat, fires ANGUISH at 4 seconds, then disengages for even 1 second (no champion damage interaction), and re-engages — the timer starts over at 4 seconds, not at 0. This means continuous uninterrupted champion combat is required to maximize ANGUISH’s fire rate. Champions who disengage between ability rotations or dash away to reposition reset the timer, reducing the effective ANGUISH proc rate below the theoretical 1 proc per 4 seconds ceiling.

🔨 Recipe & Build Path

ComponentCostStats Provided
Chain Vest800 gold (500g combine)+40 Armor
↳ Cloth Armor300 gold+15 Armor
Kindlegem800 gold (150g combine)+150 HP, +10 AH
↳ Ruby Crystal400 gold+150 HP
↳ Glowing Mote250 gold+10 AH
Ruby Crystal400 gold+150 HP
Combine Cost800 gold
TOTAL2800 gold+15 AH, +50 Armor, +400 HP, ANGUISH

💡 Component Buy Order: The correct early component depends on the lane matchup. Against heavy physical lane threats (Fiora, Camille, Irelia in top lane), Chain Vest first at 800g provides 40 armor immediately — Chain Vest at 800g is one of the most gold-efficient early armor purchases, and it completes directly into Unending Despair’s full item. Against balanced or AP-dominant threats, Kindlegem first at 800g provides both HP and 10 AH, enabling faster ability rotations earlier. The 800g combine cost is standard for a 2800g Legendary — plan the full completion around minute 15–18 as a second or third item in most tank builds.

⚡ Passive Effect — UNIQUE: ANGUISH

ParameterValue
Trigger Condition4 seconds after entering combat with champions
Trigger TypeAuto-targeted — fires automatically without input
AoE Range650 units radius around the carrier
TargetsAll enemy champions within range simultaneously
Damage3% of bonus health as magic damage
Damage TypeArea damage — TRIGGERS spell effects
Heal Amount250% of total post-mitigation damage dealt (all targets combined)
Heal TypeSelf-heal on the Unending Despair carrier
Combat Reset BehaviorLeaving champion combat refreshes timer to 4 seconds immediately
Spell Shield InteractionArea damage that triggers spell effects — spell shields block individual hits
MR Reduction on HealPost-mitigation means heal is reduced when targets have higher MR
Multi-Target Heal StackingEach target hit contributes independently to the total heal amount
ARAM Heal250% (unchanged from SR)
URF Cooldown10 seconds (slower in URF)
URF Heal175% of damage (reduced)
Arena Base Damage15-25 base damage (level-scaling) + 3% bonus HP
Arena HP Ratio3% bonus health (unchanged)

EFFECT: Every 4 seconds after entering champion combat, ANGUISH deals magic damage equal to 3% of the carrier’s bonus health to all enemy champions within 650 units. The carrier then heals for 250% of the total post-mitigation damage dealt across all targets hit. ANGUISH deals area damage that triggers spell effects — items like Liandry’s Torment fire from ANGUISH procs. It is auto-targeted with no cast input required. Leaving champion combat at any point resets the 4-second timer from zero rather than continuing its count.

💡 ANGUISH Spell Effect Trigger — The Liandry’s Synergy: Unlike most tank passive effects (Sunfire Aegis, Thornmail) which deal non-triggering proc damage, ANGUISH deals area damage that triggers spell effects. This means Liandry’s Torment’s Agony passive fires from every ANGUISH proc — each 4-second ANGUISH hit applies Liandry’s burning DoT to every champion in range simultaneously. On an AP tank who builds both Unending Despair and Liandry’s Torment (Gragas, Amumu, Maokai, Galio), every ANGUISH proc simultaneously burns the target for Liandry’s damage. This is one of the few tank items where AP item synergies are mechanically relevant because of the area damage classification.

💡 Bonus HP Scaling vs Total HP: ANGUISH scales with bonus health, not total HP — meaning the champion’s base HP at level (which can be 600–1800 depending on champion and level) is excluded from the calculation. Bonus health comes exclusively from items, runes, and ability-granted permanent HP (Cho’Gath Feast, Sion Soul Furnace). At 3000 bonus HP from items: ANGUISH deals 3% × 3000 = 90 magic damage per target before MR reduction. At 4000 bonus HP: 120 magic damage per target. The practical floor is approximately 60–90 damage per target with standard 2–3 HP item builds in the mid-game, scaling higher as additional HP items are purchased.

🎯 Who Should Buy This Item

Champion Archetypes

  • HP-Stacking Melee Tanks Who Sit Inside Enemy Teams: ANGUISH’s AoE range (650 units) rewards champions who are physically surrounded by multiple enemies during teamfights. Champions like Malphite, Amumu, and Cho’Gath who jump or walk into the center of 5 enemies and remain there hit all 5 with every ANGUISH proc — the healing from 5 simultaneous targets is approximately 5× the single-target heal, which at 3000+ bonus HP represents hundreds of HP recovered every 4 seconds of being surrounded.
  • AP Tank Fighters with AoE Ability Kits: Champions who deal AoE ability damage (Amumu Q/W, Galio W/E AoE, Gragas barrels) generate multiple simultaneous spell effect triggers — and since ANGUISH deals area damage that also triggers spell effects, Liandry’s and other spell synergies compound with the champion’s own AoE abilities. AP tanks who need both sustained durability and AoE damage output find Unending Despair provides both simultaneously.
  • Tanks Who Cannot Disengage Mid-Fight: The timer reset on leaving combat makes Unending Despair most valuable on champions who cannot or do not disengage once combat starts — champions locked in by enemy teams (Malphite post-Unstoppable Force, Amumu mid-Curse of the Sad Mummy, Cho’Gath who deliberately positions in melee range). If the playstyle involves any form of retreat and re-engage, the timer reset significantly reduces ANGUISH’s effective proc frequency.

Specific Champion Examples

ChampionRoleWhy Unending Despair
AmumuJungle/Support TankDespair W AoE + ANGUISH AoE stack simultaneously; both trigger Liandry’s; 4-second ANGUISH fires during every extended Curse of the Sad Mummy channel
Cho’GathTop/Support TankFeast HP scaling grows bonus HP pool that ANGUISH scales from; high HP ceiling means ANGUISH damage and healing increase with every Feast stack
MalphiteTop/Support TankPost-Unstoppable Force, Malphite is surrounded by 3-5 enemies — ANGUISH hits all of them; multi-target heal sustains through the burst window
GalioMid/Support TankHero’s Entrance surrounds Galio with multiple enemies; ANGUISH area damage triggers spell effects alongside Galio’s own AoE; 15 AH shortens W/E cooldowns
GragasJungle/Support TankBody Slam + Explosive Cask positions create prolonged melee range proximity; ANGUISH’s 4-second proc fires during every extended engagement; 15 AH for faster barrel rotations
ZacJungle TankCell Division returns with HP% on max HP — growing Unending Despair HP pool amplifies Cell Division revival HP; ANGUISH fires during extended sticky engagements
MaokaiSupport/Top TankNature’s Grasp root holds enemies in 650-unit ANGUISH range; Twisted Advance path-blocking keeps enemies in range; 15 AH shortens Sapling Toss cooldown

⏰ When to Buy

As a First Item

First item Unending Despair is viable on AP tanks who expect extended early fights — specifically Amumu jungle whose ganks involve sticking to the target for multiple seconds with W burning, and Gragas who barrel-zones entire fights at level 6. The 15 AH provides immediate cooldown reduction that makes the ability rotation faster from the start. However, most tanks prefer a first item that provides a specific defensive type (Sunfire for armor + immolate, Heartsteel for HP stacking) before adding Unending Despair as the sustain and AH layer at second or third item timing.

As a Second Item — Most Common Timing

Second item Unending Despair is the most common timing, typically after a first item that establishes the primary defensive stat (Sunfire Aegis for armor, Warmog’s for HP, or Heartsteel for stacking). Adding Unending Despair second provides the sustained self-healing and AH that enables the tank to stay alive through the mid-game teamfight phase. The 50 armor + 400 HP contribution is substantial alongside a first item’s MR (Force of Nature) or HP (Warmog’s), creating a well-rounded defensive profile by the 25-minute mark.

Situational / Skip

Skip Unending Despair on tanks who disengage frequently — the timer reset on leaving combat means any champion whose playstyle involves dashing in, CC-ing, and dashing out (Jarvan IV, Rell, Nautilus hook-and-back) fires ANGUISH far less than the 4-second theoretical ceiling suggests. For these champions, Sunfire Aegis’s continuous immolate damage during melee range is more consistent because it doesn’t reset on disengagement. Also skip when the build already covers HP, armor, and AH through other items more efficiently — Unending Despair is best when its three stats fill a gap, not when they overlap existing coverage.

ScenarioBuy PriorityReasoning
Amumu jungle (AoE W + ANGUISH + Liandry’s)Second item after Sunfire or Liandry’sW AoE + ANGUISH AoE + Liandry’s chain = highest sustained AoE damage in tank category
Cho’Gath with 10+ Feast stacksSecond itemFeast HP growing bonus pool amplifies ANGUISH damage and heal scaling simultaneously
Malphite all-in tankSecond or third itemPost-ult, Malphite is surrounded by multiple champions — multi-target ANGUISH heals from all simultaneously
Engage tank with frequent re-engages (Jarvan, Rell)Low priority — consider Sunfire insteadCombat timer resets on disengage; Sunfire’s continuous immolate doesn’t reset
Against sustained melee compositions (Tryndamere, Fiora, Irelia)Second itemContinuous combat against melees means ANGUISH timer rarely resets; sustained healing matters in long duels
Arena modeStrong second itemBase damage added (15–25 level-scaling) on top of % HP; lower HP threshold met faster

💡 Synergies

Best Paired Items

  • Liandry’s Torment: ANGUISH deals area damage that triggers spell effects — Liandry’s Agony passive fires from every ANGUISH AoE proc. At a 4-second ANGUISH rate, every proc simultaneously applies Liandry’s burn to all nearby enemy champions. The combined sustained damage of ANGUISH’s 3% bonus HP magic + Liandry’s HP% burn creates the highest AoE tank damage output in the game. This combination is specifically strong on Amumu who already has W AoE that triggers both simultaneously.
  • Warmog’s Armor: Warmog’s 1000 HP directly increases the bonus HP pool that ANGUISH’s 3% scales from. At 4000 bonus HP (Unending Despair + Warmog’s + other items): ANGUISH deals 120 magic damage per target. Additionally, Warmog’s HEART regeneration provides between-fight recovery while ANGUISH handles in-fight recovery — the two items cover complementary healing windows.
  • Heartsteel: Heartsteel’s permanent HP stacking grows the bonus HP pool that ANGUISH scales from. Every Heartsteel stack adds to bonus HP, which increases ANGUISH’s 3% damage and consequently the 250% post-mitigation heal. On Cho’Gath who also stacks Feast HP, the triple HP scaling of Heartsteel + Feast + Unending Despair’s scaling creates ANGUISH procs that deal 150–200 damage per target at late game stacking values.
  • Sunfire Aegis: Sunfire’s immolate aura deals continuous AoE fire damage during melee range — Unending Despair’s ANGUISH deals periodic AoE magic damage every 4 seconds. Both items require the tank to remain in melee range of multiple enemies, and both incentivize staying inside the enemy cluster rather than disengaging. The combined sustained AoE damage from both items keeps the tank threatening while the ANGUISH heal sustains the HP for continued proximity.

Champion & Ability Synergies

  • Amumu Curse of the Sad Mummy: Amumu’s R holds all nearby enemies in place for 2 seconds — during those 2 seconds, all enemies are within 650 units and cannot leave range. ANGUISH fires at the 4-second mark from entering combat, and Amumu’s W (Despair) AoE simultaneously deals continuous damage. If ANGUISH is charged (4 seconds have passed since initial combat contact), the R hold guarantees ANGUISH hits every enemy caught simultaneously — plus Liandry’s from both W and ANGUISH stacking on all targets.
  • Cho’Gath Feast permanent HP: Feast grants +80 permanent HP per stack — this HP is bonus HP that directly increases ANGUISH’s 3% damage scaling. At 15 Feast stacks (1200 bonus HP from Feast alone) plus Unending Despair’s 400 HP plus other item HP, total bonus HP can reach 4000–5000 at full build. ANGUISH at 5000 bonus HP deals 150 magic damage per target per proc — against 3 targets, 450 damage per ANGUISH proc, with a heal of 250% × (450 × post-MR modifier) per 4 seconds.
  • Malphite Seismic Shard and Unstoppable Force positioning: After Unstoppable Force (R) lands, Malphite is guaranteed to be in melee range of 3–5 enemies for several seconds during the knockup recovery window. ANGUISH fires during that window — if the 4-second combat timer was running before the R cast (from a preceding Q or auto), ANGUISH can proc during the knockup, hitting all 5 knocked-up enemies simultaneously. The multi-target heal from a 5-target ANGUISH at 3000 bonus HP is approximately 640 HP healed in one proc at 50 MR average.
  • Galio Hero’s Entrance AoE window: Hero’s Entrance (R) creates a taunt AoE around Galio, followed by a landing shockwave. The taunt pulls enemies into melee range and holds them there — ANGUISH’s 4-second timer should be running from the preceding ability uses, meaning ANGUISH fires during or shortly after the taunted enemies are in range. The 650-unit ANGUISH range covers the entire taunt radius, guaranteeing hits on every taunted enemy during Galio’s most dangerous proximity window.

❌ Common Mistakes & How to Avoid Them

  • Forgetting the combat timer resets on leaving combat: This is the single most impactful mechanical misunderstanding about Unending Despair. Players assume ANGUISH operates on a fixed 4-second internal cooldown that continues regardless of positioning. It does not — leaving champion combat resets the timer to 4 seconds. A tank who dashes in, CCs, then dashes out to safety, then re-engages after 2 seconds has lost the 2 seconds accumulated toward the next proc and must wait a full 4 seconds from re-entry. Commit to staying inside the enemy cluster once in combat, or accept reduced ANGUISH proc frequency from disengaging playstyles.
  • Not accounting for enemy MR when calculating ANGUISH heal: The heal is 250% of post-mitigation damage — meaning it calculates from the damage after the target’s MR reduces it, not from the base 3% bonus HP damage. Against a target with 100 MR (50% magic damage modifier): ANGUISH deals 3000 × 3% × 50% = 45 effective damage, then heals 250% × 45 = 112.5 HP. Against a target with 200 MR (33.3% modifier): heals only 75 HP. The ANGUISH heal is significantly lower against MR-stacking tanks than against squishies — always factor the target’s MR when evaluating the healing value in a specific fight.
  • Ignoring the Liandry’s Torment synergy on AP tank builds: Most tank guides treat Unending Despair and Liandry’s Torment as items for different champion archetypes. On AP tanks (Amumu, Galio, Gragas, Maokai), both items are simultaneously justified — ANGUISH’s area damage triggering Liandry’s means the 4-second ANGUISH proc is doing double duty: dealing ANGUISH’s own damage and applying Liandry’s burn to every nearby enemy. Players who don’t realize ANGUISH triggers spell effects leave this synergy unplayed.
  • Building Unending Despair on single-target-focused tanks: ANGUISH’s value scales directly with the number of targets hit simultaneously. Against a single target, the heal is proportional to one target’s post-mitigation damage contribution — meaningful but not exceptional. Against 5 targets, it’s 5× more impactful. Unending Despair performs best in 5v5 teamfights at the center of the enemy team, not in 1v1 duels in side lanes. Building it on a split-push tank who regularly fights alone (Fiora, Tryndamere) dramatically undervalues the multi-target healing mechanic.
  • Assuming ANGUISH’s AoE is small: 650 units is larger than a standard melee attack range (150 units) and larger than many AoE ability radii. Against an enemy team clustered in a teamfight, all 5 enemies are almost always within 650 units simultaneously. The AoE range is generous enough that the carrier doesn’t need to be standing at the exact center of the cluster — even a tank at the edge of a teamfight with enemies spread across 1000 units can still hit 3–4 of them with ANGUISH’s 650-unit radius.

⚔️ Counter Items & Playing Against Unending Despair

Items That Reduce Unending Despair’s Effectiveness

  • Magic Resistance (Force of Nature, Spirit Visage, Mercury’s Treads): ANGUISH deals magic damage and heals from post-mitigation damage. High MR reduces both dimensions simultaneously — less damage dealt per proc AND less healing per proc. Against a target with 150 MR (40% magic damage modifier), ANGUISH at 3000 bonus HP deals 3000 × 3% × 40% = 36 damage per target, healing only 90 HP per target. Against 5 of these MR targets: 450 HP total heal vs. 640 HP against standard MR. Full team MR stacking is the most efficient counter to both ANGUISH’s offensive and healing output.
  • Grievous Wounds (Thornmail, Morellonomicon): ANGUISH heals the carrier — GW reduces all healing received, including ANGUISH’s self-heal. Against a GW carrier with 40% healing reduction, the 250% post-mitigation heal becomes effectively 150% post-mitigation heal. In sustained fights where ANGUISH fires multiple times, the cumulative healing reduction from GW compounds — each reduced proc contributes less total HP recovery, making the tank progressively easier to kill through repeated damage.
  • Burst Damage (Eliminating the Carrier Faster Than ANGUISH Heals): ANGUISH fires once every 4 seconds under ideal conditions. Against burst compositions (Zed, Talon, Syndra R) that deal lethal damage in under 2 seconds, the tank is dead before ANGUISH even fires once post-engagement. ANGUISH’s value is inherently sustain-oriented — it sustains through damage that arrives slowly enough for 4-second intervals to matter. Against pure burst, it is irrelevant.

Strategic Counterplay

The most accessible counterplay to Unending Despair is fighting the carrier with as few team members nearby as possible. ANGUISH hits all nearby champions — the heal scales with the number of targets simultaneously in range. If the team spreads out and engages the Unending Despair carrier one or two at a time rather than clustering within 650 units, ANGUISH heals from only 1–2 targets per proc instead of 5. This directly reduces the healing from potentially 640 HP per 4 seconds to 128 HP per 4 seconds — a 5× reduction in healing output from positioning alone. Additionally, exploiting any combat gap — even a 1-second disengage window — resets ANGUISH’s timer, reducing its effective proc rate below the 4-second ceiling.

FAQ

Q: Does ANGUISH heal from minion damage as well as champion damage?

A: ANGUISH deals damage to enemy champions within range — the trigger condition is ‚after entering combat with champions‘ and the AoE hits ‚all enemy champions around you.‘ Minions are not champion targets and ANGUISH does not deal damage to minions or heal from minion damage. The entire mechanic is champion-combat exclusive. ANGUISH will not proc during a minion wave alone — it requires at least one enemy champion within the combat interaction.

Q: Does leaving combat for just 0.1 seconds fully reset the timer?

A: Yes — the documented behavior is that leaving champion combat refreshes ANGUISH’s timer immediately. Any gap in champion combat, regardless of its duration, resets the timer to 4 seconds. There is no ‚grace period‘ — a 0.5-second gap where no champion-to-champion damage occurs counts as leaving combat. In practice, the most common unintentional resets occur when a tank takes a non-champion hit (minion auto while no enemy champions are auto-attacking) during a fight lull, which technically may or may not reset the timer depending on whether that classifies as ‚leaving champion combat‘ — but any deliberate disengage from all champion damage sources resets it definitively.

Q: Does Grievous Wounds affect ANGUISH’s self-heal?

A: Yes — ANGUISH’s heal is classified as self-healing, meaning Grievous Wounds reduces it by the same 40–60% as all other healing. If the Unending Despair carrier has GW applied to them (Thornmail reflects from the target, Ignite from the support), the ANGUISH heal is reduced. Note that the GW must be applied to the carrier, not to the target being hit by ANGUISH — the heal goes to the carrier, so the carrier’s GW status determines the reduction.

Q: Can ANGUISH proc Liandry’s Torment?

A: Yes — ANGUISH deals area damage that explicitly triggers spell effects. Liandry’s Torment’s Agony passive procs from any ability or area damage spell effect hit, including ANGUISH. Every 4-second ANGUISH proc applies Liandry’s burn to all champions hit in the AoE simultaneously. This is one of the most synergistic combinations in AP tank building — the ANGUISH proc is both dealing its own 3% bonus HP magic damage and applying Liandry’s burn stack on every champion in range with one automatic trigger per 4 seconds.

Q: Is Unending Despair worth buying if the team fights are mostly 1v1s?A: Unending Despair’s value scales dramatically with the number of enemy champions simultaneously in ANGUISH range. In a split-push 1v1 scenario, ANGUISH hits one target — the heal is 250% × (3% bonus HP × target’s post-MR modifier), which at 3000 bonus HP against a 75 MR target is approximately 128 HP per 4-second proc. That is meaningful sustain in a 1v1 duel, but not dramatically better than Warmog’s HEART regen or Sunfire’s sustained damage trade-off. If the majority of fights are 1v1, Sunfire Aegis provides comparable trade value with better armor-facing damage mitigation. Unending Despair reaches its true value threshold at 3+ simultaneous enemy targets.

Items
Prowler’s Claw  •  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

Hodnocení čtenářů

Zatím bez hodnocení
Ohodnoťte tento obsah:

Vaše emailová adresa nebude zveřejněna.