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Death's Dance
ItemSquareDeath's Dance.png
UNIQUE - Ignore Pain: Stores 30% / 10% of all post-mitigation damage received (including shields), which is successively taken as damage over time true damage instead, dealing one-third of the stored damage every second.
UNIQUE - Defy: Champions dying within 3 seconds of damage remove Ignore Pain's remaining damage, and heal you for (+175% bonus) over the duration.



Additional Information
Map AvailabilityALL
ItemSquareChain Vest.png + ItemSquareCaulfield's Warhammer.png + ItemSquarePickaxe.png + 525 Goldcurrency.png
Total Cost: 3300 Goldcurrency.png
Sold For: 2310 Goldcurrency.png


  • Death's Dance bleed will interrupt channels that are interrupted by damage, and delay abilities that are delayed by damage.
  • Death's Dance unique 'life steal' also applies on physical on-hit effects.
  • Rune Conqueror.png Conqueror or
    Infinity Edge
    can actually decrease Death's Dance's efficiency as potential physical damage is converted into true damage, which will not give healing.
  • Death's Dance stores damage taken after reductions and the bleed deals true damage.
    • Damage done to a shield is fully applied and does not store damage.
    • Shields absorb the true damage of the bleed.
    • However, magic and physical shields will not absorb the bleed, as only regular shields can absorb true damage.

Similar Items[]

Patch History[]

Patch 10.13

Base post-mitigation damage storing decreased for ranged champions.

Death's Dance has been overperforming on ranged champions, although we think its utility as a defensive measure should still be within reach. Looking to tone down the effect on ranged champions to open up builds while still leaving the item as a viable option.

POST-MITIGATION DAMAGE STORING : [20%] 10% for ranged champions

Patch 10.6

We're following up with our top lane changes from 10.5 with an additional set of changes for Death's Dance and Teleport. This combination should continue reinforcing our initial goals of helping top laners that are coming out of laning phase build carry items to be a threat throughout the game. The Teleport change should also shift some of its power as an excellent lane sustain tool to a more late-game splitting-and-flanking tool.

Death's Dance

ITEM BUILD : [Caulfield's Warhammer + Pickaxe + Vampiric Scepter + 625g]
Caulfield’s Warhammer + Aegis of the Legion + Vampiric Scepter + 500g
STATS : [80 AD, 10% CDR]
50 AD, 10% CDR, 30 Armor, 30 MR
UNIQUE PASSIVE : Stores [30% of all post-mitigation damage received] 20% for melee (30% for ranged) and takes it as damage over time true damage

Teleport.png Teleport

COOLDOWN : [360 seconds]
420-240 (levels 1-18)
CAN'T CATCH ME Grants 3 seconds of 30-50% movement speed upon teleport completion based on character level (increased by 10% at levels 6 and 11)

Patch 9.24

BUGFIX : Death's Dance passive will no longer infinitely proc Infernal Soul explosions (Summon Aery will also no longer infinitely proc from said explosions)

Patch 8.24
Healing now works on all damage.

Many AD fighters have sources of magic damage on their kit, such as Jax. This change makes Death's Dance a more attractive option for them to consider without letting it run wild for pure physical damage champs like Riven who already pick it up.

HEALING : 15% of [physical] [all] damage dealt (5% per target for area-effect abilities)



Cost, attack damage, physical healing, damage reduction (and bleed damage taken) all increased.

Death's Dance is a truly unique effect that provides an even more unique fantasy: someone marked for death, doing everything they can to keep going beyond their final moments. As awesome as that sounds, DD's stat efficiency doesn't exactly set it up to support the champions and builds you'd want it to. Sizing it up to better deliver on expectations.

COMBINE COST : [525 gold] 625 gold
HEALING : [12% physical damage dealt] 15% physical damage dealt
DAMAGE TO Bleed : [12%] 15%
MORE DANCE PARTNERS : Fixed a bug where the heal wouldn't occur with some on-hit effects, such as Aatrox's W - Blood Price, Blade of the Ruined King, or the Hydras.

Lifesteals from all physical damage, and converts damage taken into a delayed damage-over-time effect.

Lifesteal as a stat for champions that primarily use abilities has always been an interesting space to work in, but often failed because the 'casters' in question lack the inherent durability to really start draining and instead just die on the spot. Death's Dance instead provides 'pseudo-durability' - just enough to give the user time to get their sustain engine going, but forcing that lifesteal to work overtime so as not to succumb to their accumulated debt. Can you outrace your own death, or will you just dance around it?

TOTAL cost : 3400 gold
BUILD path : Vampiric Scepter + Pickaxe + Caulfield's Warhammer + 525 gold
ATTACK damage : 65
COOLDOWN reduction : 10%
UNIQUE passive : Dealing physical damage heals for 12% of the damage dealt (33% effectiveness for multi-target effects)
UNIQUE passive : 12% of the damage you take is instead turned into a bleed for 5 seconds.