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    Spell vamp

    Spell vamp This article is out of date. Please update this article to reflect new information available.
    • Last updated: V4.15.

    Vampirism or spell sucking is a magic stat that converts a percentage of the damage dealt by an ability into life gained. The activated abilities that No. that "apply on-hit effects" or modify the "next basic attack" benefit from spell vampirism. [1]



    Spell Vampirism works from active item effects, summoner spells, and abilities, regardless of the type of damage dealt. It is calculated from the damage dealt to the enemy after reductions due to statistics such as magic resistance, armor or effects such as Spell vamp Unbreakable Will.

    Summary

    Spell Vampirism increased

    Objects

    • Spell vamp Guinsoo's Fury Sword: Unique Passive: If HP drops below 50%, it grants + 20% Attack Speed, + 10% Life Steal, and + 10% Spell Vampirism until the end of combat (30 second cooldown). +40 ability power, +30 attack damage. Passive: Basic Attacks (when attacking) and Spellcasts grant + 4% Attack Speed ​​and +4 Ability Power for 8 seconds (stacking up to 8 times). 2600 gold.
    • Spell vamp Hextech Revolver: Unique Passive: + 12% Spell Vampirism. +40 Skill Power. 1200 gold.
    • Spell vamp Hextech Saber Pistol: Unique Passive: + 20% Spell Vampirism, +45 Attack Damage, +65 Ability Power, + 12% Life Steal. Unique Passive: Basic attacks (on hit) and single target spells against champions reduce this item's cooldown by 3 seconds. Unique Active: Deals 150 (+ 40% AP) magic damage and slows the target champion's movement speed by 40% for 2 seconds (60 second cooldown) (700 range). 3400 gold.
    • Testament of the Old Testament of the Ancients: Unique Passive: Your abilities heal you for 15% of the damage dealt (calculated before applying the target's resistances) (33% of the effect for area damage). +80 Ability Power, + 10% cooldown reduction. 2500 gold.

    Champion abilities

    Note: Only the effect related to Spell vampirism for these abilities is displayed. For a full description and detail visit each champion's page.



    • Twin Disciplines Twin Disciplines of Spell vamp Akali grants 6% spell vampirism, increasing by an additional 1% for every 6 additional attack damage taken thereafter.
    • Spell vamp Iron Will of Spell vamp Lee Sin grants 5/10/15/20/25% spell vampirism.
    • Spell vamp Siphon of the Soul of Spell vamp Morgana grants 10.15.20% spell vampirism.
    • Desperate Power Desperate Power of Spell vamp Ryze grants 15/20/25% spell vampirism.

    Master Degrees

    • Vampirism Vampirism grants 1/2/3% spell vampirism and lifesteal.
    • Second Air Second Air increases the effects of self-healing, health regeneration, life steal, and spell vampirism by 10% when below 25% health

    Runes

    • Quintessences of Spell Vampirism grant 1.12 / 1.56 / 2% Spell Vampirism.

    Suction skill

    Note: These abilities will heal the champion for a percentage of the damage dealt with their ability. This acts in a similar way to how Spell vampirism does, but unlike Spell, the former do not have a penalty if they are area of ​​effect abilities.

    • Drain Drain from Spell vamp Fiddlesticks heals for 60/65/70/75/80% of the damage dealt.
    • Spell vamp Spirit of Terror by Spell vamp Hecarim heals for 20% of all damage dealt to enemies, from any source, within the radius of the ability.
    • Transcendent Blades Transcendent Blades of Spell vamp Irelia heals for 10% (25% against champions) of the damage dealt.
    • Sons of the Tomb Sons of the Tomb of Spell vamp Mordekaiser heals for 100% of the damage dealt.
    • Spell vamp Sacrifice the Weak of Spell vamp Renekton heals for 5% (20% against champions) of the damage dealt. Healing from this skill is capped at 50/75/100/125 / 150. Healing is doubled and the cap is tripled if he has more than 50 Fury.
    • Spell vamp Hungry Flock of Spell vamp Swain heals for 25% (75% against champions) of the damage dealt.
    • Spell vamp Subjugate Spell vamp Trundle heals for 100% of the damage dealt.
    • Spell vamp Relentless Claw of Spell vamp Warwick heals for 80% of the damage dealt.
    • Spell vamp Pool of blood Spell vamp Vladimir heals for 15% of the damage dealt.
    • Spell vamp Harbinger of Hunger Spell vamp Yorick heals for 40% of the damage dealt.

    Notes

    • The passive effect of Spell vamp Spirit Appearance increases the effectiveness of spell vampirism.
    • Natural spell vamp skills have their own full stack of spell vamp with items, runes, and masteries that provide spell vamp.
    • Spell Vampirism applies to all damage types: Magical, Physical, and True.
      • There is a common misconception that it only applies to magic damage, which is not true.
    • Spell vamp is applied to just about anything that is not classified as a basic attack. This is in most abilities, but it also includes items (for example Spell vamp Hextech Pistol Saber) and summoner spells (for example Spell vamp Punishment).
      • Impact damage modifiers (for example Spell vamp Absorbing Strike, also known as "bonus" damage or "additional" damage), impact damage over time (eg Spell vamp Seastone Trident and Spell vamp Toxic Shot) and abilities that apply on-hit effects (for example Spell vamp To regret and Spell vamp Mystic Shot) are classified as basic attacks, and will not apply spell vamp. Any physical damage dealt will trigger lifesteal, while any magic and true damage dealt will not trigger lifesteal or spell vampirism.
      • A list of on-hit champion abilities that activate spell vampirism can be viewed here.
    • Area of ​​effect (AoE) spells only apply 33% of the indicated spell vampirism.
      • Some skills like Spell vamp Foxfire are classified as single-target multiple projectiles, and will apply 100% of the spell vampirism. Whether a skill is classified as such varies from case to case. For instance, Spell vamp Hextech micro rocket is classified as area of ​​effect despite being similar to Spell vamp Fox Fire.
      • Abilities with both single and multi-target effects, such as Mace of Spades Mace of Spades and Spell vamp Sow Desolation, they will apply spell vampirism depending on which effect takes place. It will be, full spell vampirism against a single target; or 33% against various targets.
      • Single target abilities that apply splash damage will apply full spell vamp on the primary target, and 33% on splash damage. For instance, Spell vamp Conflagration with Spell vamp Flare and Desperate Power Desperate Power.
    • Damage over time (DoT) skills apply full spell vampirism (for example Spell vamp Flare Spell vamp Brand y Spell vamp Maleficent Visions of Spell vamp Malzahar).
    • Doesn't work with reflected damage from Spell vamp Cota de Espinas. However, it works with reflected damage from Spell vamp Molten Shield and Spell vamp Defensive position.
    • The effect of reducing heals as Spell vamp Ignition, Spell vamp The Executioner's Call and Spell vamp Morellonomicon reduces the life restored by spell vampirism. See cures reduction for more information.

    Calculations

    Spell vamp is multiplied by total spell damage to determine the amount of life restored. Area of ​​effect spells, however, only heal a third of the normal amount.



    Example: Dealing 300 damage to a single target with 10% spell vamp will heal 30 health. Dealing 300 area damage with 10% spell vamp will heal 10 health for each enemy affected.

    Trivia

    The highest spell vampirism value currently possible is achieved with Spell vamp Akali using Twin Disciplines Twin Disciplines in Twisted Treeline. This requires:

    • Attack damage sources
      • 150 AD - 2 Spell vamp voracious hydra
      • 95 AD - Spell vamp Maw of Malmortius While at 30% or less of his life
      • 45 AD - Spell vamp Sablepistola Hextech
      • 20 AD - an aliad seek with a Heraldo de Zeke Heraldo de Zeke (aura)
      • 40 AD - Nectar of Wrath Nectar of Wrath
      • 35 AD - Spell vamp Blaze
      • 38.25 AD - Marks of Might, Seals of Might and Glyphs of Might
      • 10 AD - Brute Force Brute Force
      • 4 AD - Martial Mastery Martial Mastery
    • AP de Spell vamp Janna = (10080 x 4 + 219.201 + 83.16 + 16 + 6 + 64 + 35) x (1.25 x 1.05) = 1217.6024438
      • 171.76024438 AD - Spell vamp Eye of the Storm
    Total AD Bonus: (110.6 + 150 + 95 + 45 + 20 + 40 + 35 + 38.25 + 14 + 171.76024438) × 1.05 × 1.1 - 110.6 = 720.54983226 Conversion: (720.54983226 / 6) + 6 = 120.09163871 Total: 126% ( decimal .09163871 depreciated)
    • Spell vampirism sources
      • 20% - Spell vamp Sablepistola Hextech
      • 20% - Testament of the Old Testament of the Ancients
      • 6% - Quintessences of Transmutation
      • 3% - Vampirism Vampirism
    Total: 49%
    • Spell vamp Spirit Appearance increases the vampirism of the spell given, increasing the subtotal of 175% by 20%. Making maximum spell vampirism 210%.

    See also

    • Magic damage
    • Life stealing
    • Real damage
     v · Champions Statistics
    Offensive

    Attack Damage · True Damage · Critical Strike · Lifesteal · Armor Penetration · Magic Penetration · Ability Power · Spell vamp Attack speed Movement speed

    Defensive

    Armor Health Regeneration Magic Resistance Tenacity Health

    Utility

    Mana Mana Regeneration Cooldown Reduction

    Other

    Experience · Gold generation · Scope

    References

    1. ↑ League of Legends Forum (English).
     v · Champions Statistics
    Offensive

    Attack Damage · True Damage · Critical Strike · Lifesteal · Armor Penetration · Magic Penetration · Ability Power · Spell vamp Attack speed Movement speed

    Defensive

    Armor Health Regeneration Magic Resistance Tenacity Health

    Utility

    Mana Mana Regeneration Cooldown Reduction

    Other

    Experience · Gold generation · Scope



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