When Varus kills an enemy, he gains 10% Attack Speed, 0 Attack Damage, and 0 Ability Power for 5 seconds.
Champion takedowns grant 30% Attack Speed that can bypass the Attack Speed cap, 0 Attack Damage, and 0 Ability Power instead.
By rank and level
Attack speed on killx: Level
Notable changes: +5 (+50%) at Level 7, +5 (+33.3%) at Level 13
Durationx: Level
Notable changes: +2 (+40%) at Level 6, +2 (+28.6%) at Level 11, +2 (+22.2%) at Level 16
CD
16s
Mana
50
Range
925
TotalDamageMin50
Max physical damage85
Begin Charging: Varus draws back his next shot, Slowing himself by 20%. After 4 seconds, if not fired, Varus will cancel the Ability and refund 50% of its Mana cost.
Release: Varus releases the arrow, dealing 50 physical damage, reduced by 15% per enemy hit (minimum 33%). Damage and Blight detonation effects are increased by up to 70% based on charge time (up to to 85 physical damage.
By rank and level
TotalDamageMinx: Rank
Steady change: +50 per +1 Rank
Max physical damagex: Rank
Steady change: +85 per +1 Rank
Cooldownx: Rank
Steady change: −1 per +1 Rank
Mana costx: Rank
Steady change: +5 per +1 Rank
CD
40s
Mana
—
Range
750
Max health % damage per stack2.5%
Missing health % bonus damage6%
On-attack bonus magic damage4
Max health % damage cap0.08
Max missing health % damage0.1
Passive: Varus' Attacks deal an additional 4 magic damage and apply a Blight stack for 6 seconds (max 3 stacks).
Varus' other Abilities detonate Blight stacks dealing 2.5% max Health magic damage per stack (max 0.08 max Health damage). Detonating Blight on champions and epic monsters also reduces his basic Abilities' Cooldowns by 11% of their Maximum per stack.
Active: Varus' next Piercing Arrow deals an additional 6% missing Health magic damage, increased up to 0.1 missing Health damage based on charge time.
By rank and level
Max health % damage per stackx: Rank
Steady change: +0.5 per +1 Rank
Missing health % bonus damagex: Rank
Steady change: +1 per +1 Rank
On-attack bonus magic damagex: Rank
Steady change: +6 per +1 Rank
Max health % damage capx: Rank
Steady change: +0.01 per +1 Rank
Max missing health % damagex: Rank
Steady change: +0.02 per +1 Rank
Cooldownx: Rank
CD
18s
Mana
90
Range
925
Physical damage60
No other values
Varus fires a hail of arrows that deals 60 physical damage and desecrates the ground for 4 seconds, Slowing enemies by 30% and applying 40% Grievous Wounds.
By rank and level
Physical damagex: Rank
Steady change: +30 per +1 Rank
Slow (%)x: Rank
Steady change: +5 per +1 Rank
Cooldownx: Rank
Steady change: −2 per +1 Rank
Mana costx: Rank
CD
100s
Mana
100
Range
1300
Magic damage150
No other values
Varus flings out a tendril of corruption, Rooting the first champion hit for 2 seconds and dealing 150 magic damage. Rooted enemies gain 3Blight stacks over the duration.
The corruption spreads from its target to uninfected enemy champions. If it reaches them, they take the same damage and Root.
By rank and level
Magic damagex: Rank
Steady change: +100 per +1 Rank
Cooldownx: Rank
Steady change: −20 per +1 Rank
Mana costx: Rank
Base Stats
Base values at level 1 (no bonus stats) · charts start at 0 and show Lv1→18 growth
Health×4
600Lv1
Lv1 600 → Lv18 2385 · Per level +105
Biggest change: +134 (+6%) at Lv18
Mana×3.1
320Lv1
Lv1 320 → Lv18 1000 · Per level +40
Biggest change: +51 (+5.4%) at Lv18
Attack Damage×2
59Lv1
Lv1 59 → Lv18 116.8 · Per level +3.4
Biggest change: +4.4 (+3.9%) at Lv18
Attack Speed×1.6
0.658Lv1
Lv1 0.658 → Lv18 1.05 · Per level +3.5%
Biggest change: +0.029 (+2.9%) at Lv18
Armor×3.8
24Lv1
Lv1 24 → Lv18 92 · Per level +4
Biggest change: +5.1 (+5.9%) at Lv18
Magic Resist×1.6
33Lv1
Lv1 33 → Lv18 51.7 · Per level +1.1
Biggest change: +1.4 (+2.8%) at Lv18
Health Regen (5s)×3.7
3.5Lv1
Lv1 3.5 → Lv18 12.9 · Per level +0.55
Biggest change: +0.7 (+5.8%) at Lv18
Mana Regen (5s)×2.7
8Lv1
Lv1 8 → Lv18 21.6 · Per level +0.8
Biggest change: +1 (+5%) at Lv18
Fixed at every levelMove Speed330Attack Range575AS ratio0.658
Scaling profile
Attack Speed
26%
Bonus AD
22%
AD
18%
Critical
18%
AP
14%
Mana
2%
Ability coefficients weighted by typical build stat amounts (derived from data, not match statistics).
Relative score from how well the item's stats match the champion's ability coefficients (game data, not match statistics). Item passives are not modeled yet.