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Item was removed in Patch 10.23.
Luden's Echo
ItemSquareLuden's Echo.png
UNIQUE - Haste: +10% Cooldown Reduction
UNIQUE - Echo: Gains charges upon moving or casting. At 100 charges, the next instance of ability damage you deal will expend all charges to deal 100 (+10% AP) bonus magic damage to the first enemy hit and to 3 nearby enemies (~400 units), prioritizing enemies damaged by the ability and champions over minions.



Additional Information
Map AvailabilityALL
ItemSquareLost Chapter.png + ItemSquareBlasting Wand.png + 1050 Goldcurrency.png
Total Cost: 3200 Goldcurrency.png
Sold For: 2240 Goldcurrency.png


  • Luden's Echo will trigger on any source of damage which triggers spell effects, regardless of the type of damage.
  • Each spell cast will generate 10 charge (not counting toggled abilities)
  • Moving by any means provides 3.5 charges for every 100 in-game units traveled. This includes walking, using dash or blink abilities, casting Recall, being pulled or knocked back.
  • The damage dealt by Luden's Echo will apply spell effects from items as an area of effect ability
    • Spell vamp is reduced to one-third effectiveness.
    • Rylai's Crystal Scepter will apply a 20% slow.
  • Luden's Echo will not apply champion-specific spell effects


  • This item was designed to replace the removed
    Deathfire Grasp
    as the third high-end AP item.
  • The name "Luden's Echo" was data-mined from the PBE update pushed on 2015-02-17. The item was later enabled for testing with placeholder name "Item 3285".
  • The name "Luden's Echo" comes from a player who reached 1000 referrals on the old Refer-A-Friend system.
  • During testing on the PBE, the item's icon was a purple recolor of
    Statikk Shiv


Luden's Echo Old.png

Similar Items[]

Patch History[]


Total cost decreased. Mana increased.

Luden's was already on the weak side, and with a number of ability power items getting buffs this patch, it would no longer have been cost-competitive.

TOTAL COST : [3300] 3200 gold
BUILD PATH : Lost Chapter + Blasting Wand + [Amplifying Tome + 915 gold]
[1050 gold]
MANA : [500] 600


This one's for poking.

TOTAL COST : [3200] 3300 gold
BUILD PATH : [Needlessly Large Rod + Aether Wisp + 1100 gold]
Lost Chapter + Amplifying Tome + Blasting Wand + 915 gold
ABILITY POWER : [100] 90
MANA 500
UNIQUE PASSIVE Haste: 10% cooldown reduction


TOTAL cost : [3000 gold] 3200 gold
BUILD path : Needlessly Large Rod + Aether Wisp + 1100 gold

Cost is decreased. Less ability power, but more movement speed.

"Remember back in patch 5.11 when we talked about Luden's Echo and how we wanted to continue pushing it in a unique direction? Well, that hasn't changed. Still going down that whole "mobility plus spell casts" identity, rather than just focusing on just one."
  • COST : 3300 gold 3000 gold
  • ABILITY POWER : 120 100
  • MOVEMENT SPEED : 7% 10%

Luden's Echo builds less charges per spell cast and scales lower with ability power

"This will be long because we feel like talking about item philosophies. Up front: Luden's Echo is pretty strong. That said, the direction of our changes are a lot more nuanced then "make it less strong!" so we'll explain. First, what makes an item like Luden's Echo 'strong,' and why is that problematic? Balance issues aside, we'd be much happier if Luden's Echo was situationally strong - where picking it up at the right time conferred a great deal of power, but not so much at other points in time. Unfortunately, Luden's Echo is just straight up powerful, so it becomes the default choice for all AP champions that can use it. If you want to take that situation one step further, a very strong item in the ecosystem starts to warp champion viability around "who can use that item the best," rather than the other way around (see also: old Challenging Smite top lane, or old Feral Flare).
So that's the problem space we're dealing with.
So our second point: when we want to tackle a powerful item like Luden's Echo, we want to make sure we're pushing it in a unique direction so that when a mage does pick it up, they're doing so for very specific reasons. Rabadon's Deathcap, for example, is an item you rush when you want to hit that late game AP spike that no other item can offer. Luden's Echo, then, gives a strong early-game benefit with its high base-damage proc. As such, we decided to reduce its ability power ratio so there was less overlap with Deathcap's end game fantasy (look, even items can have them). The charge stack decrease on spell cast also feeds into our philosophy of focusing Luden's identity - specifically as one that benefits kite-focused mages heavily, meaning it should always be rewarding continuous movement and spellcasting (but not purely one or the other). If we were to make future changes to Luden's Echo, you'd probably see us further tunneling in on those values, but this was a very long context post to explain some of our nuanced philosophy when it comes to items. Sorry."
  • I'M CHARGING MY LUDEN'S : Luden's Echo charges stacks at a rate of 20 stacks per spell cast 10 stacks per spell cast
  • ABILITY POWER RATIO : 0.15 0.1
  • CONSISTENCY, MAN : This change includes Twisted Treeline and Dominion versions of Luden's Echo as well

v5.7 (Twisted Treeline & Crystal Scar)
Is there an echo in here...? !!!

"Is there an echo in here...? "
  • RECIPE : Blasting + Aether Wisp + 1090 gold (total cost: 2800 gold)
  • SOUND IS PURPLE? : VFX for the proc effect have been updated!


"Our new 120 ability power item is here to fill the void left by the passing of Deathfire Grasp (rest in pieces). Goals up front: we want to provide a unique item that helps out movement-focused, spell-slinging mages, like kitey Lux, bursty-train Akali, or even spell-slingy (that's a word) Karthus. Try it out and let us know what combinations work with you - we'll be keeping a close eye here as new experiments get brought out. It's also important to note that this works on spell hits, not basic attacks!"
  • RECIPE : Needlessly Large Rod + Aether Wisp + 650 gold (total cost: 3100 gold)
  • UNIQUE PASSIVE : Gains charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 60 (+5 per level) bonus magic damage to up to 4 targets on hit. Applies spell Effects (e.g., Spell Vamp, Rylai's, etc).