| Muramana | |
|---|---|
![]() | |
| Passive | |
| UNIQUE - Awe: Grants bonus attack damage equal to (+2% max mana). | |
| UNIQUE - Shock: Basic attacks on-hit against champions deal 1.2% maximum mana bonus physical damage. Dealing ability damage to champions deals 4% (Melee) / 3% (Ranged) maximum mana bonus physical damage. Can only be triggered on the same target once every 6.5 seconds from the same attack or cast. | |
| Statistics | |
MP | 860 |
AD | 35 |
AH | 15 |
| Additional Information | |
| Limitations | Limited to 1 Manaflow item. |
| Requirements | Reach 360 bonus mana with Manamune to transform into this Item. |
| Map Availability | ALL |
| Tier | Legendary |
| Item Code | 3042 |
| Recipe | |
| Total Cost: 2900 | |
| Sold For: 2030 | |
| ExternalLinks | |
| Game Info Wiki | wiki.leagueoflegends.com |
Notes
- While unstated in the in-game description, the item does not trigger on single target damage over time abilities, such as
Drain, or non-damaging abilities such as
Cocoon. - Multiple component spells which are calculated as single-target spells, such as
Syndra's
Unleashed Power, will proc Muramana's passive multiple times.
Runaan's Hurricane applies Muramana's bonus damage on each bolt, draining mana dramatically while dealing bonus damage.- Single-target item actives like
Blade of the Ruined King's apply Muramana's Shock. - There are a selection of on-hit effects that are classified as abilities, and will trigger Muramana's damage twice. The reason for this is Muramana is triggered once as an on-hit effect, and once as an on-ability effect.
Ornn can upgrade this Item to a Mastwerwok Item:
Other
- Similarly to
Manamune, Muramana has a "Quick Charge" version on the Howling Abyss but unlike its predecessor, it does not have any difference in its functionality or a special icon.- It also holds a different item code than the regular Muramana (3043).
Trivia
- The name Muramana seems to be based on Muramasa, a sword made by a famous Japanese swordsmith.
- Muramana was the first item to have an ability toggle (now known as its second passive, Shock).
- The ability toggle could be a reconstruction of the old passive of
Wit's End. - Prior to V3.03,
Kassadin's
Nether Blade would trigger the damage on each attack while active.
Similar Items
Patch History
- Awe Attack Damage: 2.5% max mana ⇒ 2% max mana
- On-hit Damage: 1.5% max mana ⇒ 1.2% max mana
- On-spell Damage: 3.5%/2.7% max mana (+6% bonus AD) ⇒ 4%/3% max mana
Muramana heavily overlaps with Essence Reaver, both in stats and use cases. To better differentiate between the two, we're changing Muramana's proc to focus more on empowering abilities, whereas Essence Reaver empowers auto attacks through abilities.
Continuing from above! In 10.25, we limited Muramana's effect to only trigger on spells that deal physical damage to rein in its purchase on AP mages. This made champions like Ezreal and Corki sad. With other changes to Seraph's in 11.1, we believe we can lift the restriction and lower the power of the Shock passive, which is appealing to mages.
Patch 10.23
Bonus damage now applies to abilities in addition to attacks. No longer consumes mana on proc.
Following the Manamune changes, allowing Muramana to proc on abilities further encourages AD casters to consider a new addition to their item builds. Removing the mana consumption increases clarity and lets users focus more on letting their spells fly.
Base Stats
Effects
Patch 9.9
Base damage increased.
Bow down Ezreal mains.
Base Stats
Patch 9.6
All Tear items now belong to a Tear item group, with a maximum of 1 allowed.
We told you that we were potentially nerfing Ezreal last patch, and we decided that targeting his Double Tear build was a better solution than directly changing him. We're putting all Tear items into one group so players can't buy more than one Tear of the Goddess (and subsequently, its upgrades). After these changes go into effect, we don't expect Ezreal to stay as super dominant as he has been, but we’ll be keeping an eye on him.
v7.21
Stacking effect can now occur up to three times every 12 seconds.
Stacking Tear often incentivizes odd behaviors, such as using abilities while simply walking down the lane or standing still at the base. We want to make it easier for Tear to be stacked when you’d already be casting abilities, such as lane trades, teamfights, farming, and so on.
Editor’s Note: I’ve seen things you people wouldn’t believe. Mystic Shots fired at the shoulders of Ornn. I watched Overloads glitter in the dark near the Base Gates. All those abilities were lost in time, like Tears in rain. Time to stack.
| LESS QQ : | [Can gain up to two stacks every 8 seconds] | |
| ⇒ | Can gain up to three stacks every 12 seconds |
Carryover from the changes to Tear.
Archangel's Staff
Also affects Seraph’s Embrace.
Manamune
Also affects Muramana
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.
- Toggle damage changed to physical from magic
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
| ||||||||||||||||||||||||||||||||
