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Muramana

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Muramana
Muramana.png
Statistics
Effects:+20 Attack Damage
+1,000 Mana
Passive:Awe: Grants bonus Attack Damage equal to 2% of your maximum Mana. Refunds 15% of Mana Spent
Active:Shock: Single target spells or basic attacks on champions consume 3% of your current Mana and deal twice that as bonus physical damage. This effect only triggers when you have more than 20% maximum Mana.
Cost:Special

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Muramana.png
Components1.png
Manamune.png


Muramana is a Mythical tier item that was introduced in the v1.0.0.152 patch.

Usage

  • Along with Seraph's Embrace.png Seraph's Embrace, it cannot be obtained through usual means. To acquire a Muramana.png Muramana, you must first build a Manamune.png Manamune and reach the cap of bonus mana for the passive and it will automatically transform.
  • Extremely useful when used with abilities that apply on hit affects such as Mystic Shot.

Similar Items

Trivia

  •  Syndra's ult does damage based off every orb she has out at the time of the cast, because the damage is separate it will proc Muramana once per orb.
  • Seraph's Embrace.png Seraph's Embrace, Muramana.png Muramana, and The Head of Kha'Zix are the only items that you can obtain without gold.

Patch History

v6.9

Carryover from the changes to Tear.

 Archangel's Staff
Also affects Seraph’s Embrace.

REMOVED MANA REGENERATION : No longer grants mana regeneration
NEW MANA REFUND : Refunds 25% of mana spent

 Manamune
Also affects Muramana

REMOVED MANA REGENERATION : No longer grants mana regeneration
NEW MANA REFUND : Refunds 15% of mana spent


v6.4
No longer a toggle. Now always consumes mana to deal damage, but only when fighting champions.

Borrowing from the Manamune section, the payoff to Tear-stacking is the promise of a huge power-spike once you've made your transformation. With Muramana, this wasn't always the case. In theory, Muramana uses your resource bar as a means of overloading your damage output - in reality, the cases where folks would burn so much of it on farming minions (or simply forgetting to toggle it on) left the item's performance lackluster.

These changes are about increasing accessibility such that you can count on the power that Muramana provides rather than chalking it up to human error why your big item purchases didn't help you win that last teamfight. The decisions around when you'd toggle it on or off are mostly kept in this iteration (vs minions: conserve mana, vs champions: FIRE EVERYTHING), and the gains to reliability outweigh the costs. Besides, Urgot's got enough to worry about without having to remember if he left the Muramana stove-light on or not.

REMOVED HAVE IT YOUR WAY : Can no longer be toggled 'on' or 'off'
NEW PASSIVE : Shock - Single target spells or basic attacks on champions consume 3% of your current mana and deal twice that as bonus physical damage. This effect only triggers when you have more than 20% maximum mana.


v3.05 Balance Update

  • Toggle damage changed to physical from magic

v3.02

v1.0.0.152 Muramana added

  • +1,000 Mana
  • +20 Attack Damage
  • +7 Mana Regen per 5 seconds
  • Unique Passive - Awe: Gain Attack Damage equal to 2% of your maximum Mana.
  • Toggle: Your single target spells and attacks consume 3% of your current mana to deal twice the amount as magic damage.
  • Cost: Special
  • Transforms from Manamune




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