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Death's Dance
Death's Dance
Passive
UNIQUE - Ignore Pain: Reduces 30% (melee) / 10% (ranged) of all post-mitigation physical and magic damage received and instead stores the damage to successively take it as true damage over 3 seconds, dealing a third of the stored damage each second.
UNIQUE - Defy: If an enemy champion dies within 3 seconds of you damaging them, removes Ignore Pain's remaining stored damage and heals you for 75% bonus AD over 2 seconds.
Statistics

AD
60

AH
15

AR
50
Additional Information
LimitationsLimited to 1 Death's Dance.
Map AvailabilityALL
TierLegendary
Item Code6333
Recipe
ItemSquareSteel Sigil + ItemSquareCaulfield's Warhammer + ItemSquarePickaxe + 275 Goldcurrency
Total Cost: 3300 Goldcurrency
Sold For: 2310 Goldcurrency
ExternalLinks
Game Info Wikiwiki.leagueoflegends.com

Notes[]

  • Death's Dance bleed will interrupt channels that are interrupted by damage, and delay abilities that are delayed by damage.
  • 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.
  • OrnnSquareOrnn can upgrade this Item to a Mastwerwok Item:
    • Item icon is modified with ItemSquareOrnn Modifier
    • AttackDamage Mini Icon AD: 60 (+9.52) with a total of 69.52
    • CDR Mini Icon AH: 15 (+10.67) with a total of 25.67
    • Armor Mini Icon AR: 50 (+16.67) with a total of 66.67

Similar Items[]

Patch History[]

Patch 14.19

  • Total Cost: 3200 ⇒ 3300


Patch 14.15

Death's Dance is more uncommon than we think is ideal, especially in a meta where high AD compositions are powerful, so we're buffing its armor to solidify its place as an answer to those compositions.

  • Armor: 40 ⇒ 50


Patch 14.9

We’re buffing Death’s Dance with a similar goal to Maw of Malmortius: make it clearly good for aggressive, high-AD fighters. We’re wary of just how snowbally fighters can get, but being forced into melee range already makes fighter’s lives tough enough. We’ll be keeping an eye out to make sure fighters don’t get too snowbally though.

  • Item Recipe: Steel Sigil + Caulfield’s Warhammer + 1000 gold ⇒ Steel Sigil + Caulfield’s Warhammer + Pickaxe + 125 gold
  • Attack Damage: 55 ⇒ 60
  • Defy Healing: 50% bonus AD ⇒ 75% bonus AD


Patch 13.7

In patch 13.1, we did a large pass on Fighter items in an effort to sharpen each item's choice and generally reduce unneeded Ability Haste. Death's Dance took one of the hardest hits when we introduced these changes. With subsequent changes to Marksmen and Seraph's Embrace/Rod of Ages, Fighters have struggled when on even footing in duels (and especially teamfights) versus classes they once bested. We’re reverting Death's Dance to give fighters slightly more power in elongated fights but still keeping the tradeoffs in reduced haste compared to Black Cleaver and Ravenous Hydra builds.

  • Attack Damage: 65 ⇒ 55
  • Ability Haste: 0 ⇒ 15
  • Armor: 50 ⇒ 45
  • Item Recipe: Pickaxe + Chain Vest + Pickaxe + 750 gold ⇒ Pickaxe + Chain Vest + Caulfield's Warhammer + 525 gold


Patch 13.1B

  • Attack Damage: 55 ⇒ 65
  • Armor: 45 ⇒ 50
  •  REMOVED  Ability Haste: 15 ⇒ 0
  • Defy Healing on Takedown: 120% bonus AD ⇒ 50% bonus AD
  •  NEW  Item Recipe Update: Chain Vest + Caulfield’s Warhammer + Pickaxe ⇒ Chain Vest + Pickaxe + Pickaxe (Note: total cost unchanged)


Patch 12.11

DEFY - HEAL RATIO : [140%] 120% bonus AD


Patch 12.10

HEAL : [175%] 150% bonus AD


Patch 12.3

TOTAL COST : [3100 gold] 3300 gold
IGNORE PAIN (PASSIVE) [Stores [35% for melee/15% for ranged] of post-mitigation physical damage received] Stores [30% for melee/10% for ranged] of all types of post-mitigation damage received, (not including true damage), which is successively taken as true damage over 3 seconds instead. ow also applies to damage on shields
DEFY (PASSIVE) [Heal for 15% maximum health upon scoring a kill or assist] Heal for 175% bonus AD if a champion dies within 3 seconds after you've dealt damage to them. (all else unchanged))


Patch 11.13

DEFY HEAL : [10% of your maximum health] 15% of your maximum health
DEATH’S WALK Champion takedowns no longer grant 30% bonus movement speed for 2 seconds


Patch 11.9

Death’s Dance has been a step behind its peers, so we’re bumping up its raw efficiency to bring it back in full swing.

ATTACK DAMAGE : [50] 55
ARMOR : [40] 45


Patch 10.23
Omnivamp replaced with Bleed cleanse, movement speed, and heal on takedown. Magic damage no longer reduced and converted to Bleed.

Death's Dance was the 1-stop-shop for everything fighters needed. AoE healing, mitigation against all damage sources, bonus damage, cooldown, etc. We still offer all these effects in the item shop, but the combination requires piecing together a few more purchases. Death's Dance is sharpening its role into the anti-physical damage item.
Base Stats

TOTAL COST : 3100 gold
BUILD PATH : Chain Vest + Caulfield's Warhammer + Pickaxe + 325 gold
ATTACK DAMAGE : 50
ARMOR : 40
ABILITY HASTE : 15

Effects

IGNORE PAIN : [35% for melee || 15% for ranged] of physical damage taken is dealt to you over 3 seconds instead
DEFY : Champion takedowns cleanse Ignore Pain's remaining damage, grant you 30% movement speed for 2 seconds, and restore 10% of your max health over the duration


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.

BASE STATS :
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 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)


v7.9

ATTACK DAMAGE : [75] 80
DAMAGE DEFERRED : [15%] 30%


v6.1
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
ATTACK DAMAGE : [65] 75
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.


v5.22
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.


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