Rapid Firecannon | |
---|---|
Passive | |
UNIQUE - Energized: Moving and attacking generates Energize stacks, up to 100. | |
UNIQUE - Sharpshooter: When fully Energized, your next basic attack deals 40 bonus magic damage on-hit. Energized attacks gain 35% bonus range (+150 range maximum). | |
Statistics | |
CS | 25% |
AS | 35% |
MovespeedPercent | 4% |
Additional Information | |
Limitations | Limited to 1 Rapid Firecannon. |
Map Availability | ALL |
Tier | Legendary |
Item Code | 3094 |
Recipe | |
+ + 850 | |
Total Cost: 2650 | |
Sold For: 1855 | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Notes[]
- The movement speed stat only increases flat movement speed, and will not interact with other percentage increases.
- Rapid Firecannon's passive can stack with
Statikk Shiv. The Energized attack will gain Rapid Firecannon's bonus range but will trigger Statikk Shiv's bonus damage to multiple targets. Rapid Firecannon allows the Energized attack to apply to turret, meaning that it can bounce to turrets, apply Statikk Shiv's damage and critically strike turrets. However, if the Energized attack is directly used on the turret, Statikk Shiv's damage will not critically strike.
Runaan's Hurricane energizes Rapid Firecannon's passive at the same rate as without, even if 3 targets are hit.- Ornn can upgrade this Item to a Mastwerwok Item:
Similar Items[]
Patch History[]
- Total Cost: 2600 ⇒ 2650
- Movement Speed: 7% ⇒ 4%
- Energize Damage: 60 ⇒ 40
Rapid Firecannon is the only Energized item left in the marksman system, as it still serves a very useful function. It's losing its AD and instead being offered as a relatively cheap AS/crit item alternative.
- Build Path: Long Sword + Zeal + Kircheis + 850 Gold ⇒ Zeal + Scout's Slingshot + 600 Gold
- Total Gold Cost: 3000 Gold ⇒ 2600 Gold
- Critical Strike Chance: 20% ⇒ 25%
- removed Attack Damage: 30 ⇒ Removed
- Attack Speed: 20% ⇒ 35%
- Total Cost: 3000 (unchanged)
- Item Recipe: Long Sword + Zeal + Kircheis Shard + 850 gold (unchanged)
- 30 Attack Damage (unchanged)
- Attack Speed: 15% ⇒ 20%
- Critical Strike Chance: 20% (unchanged)
- Movement Speed: 7% (unchanged)
- Passives - Energized & Sharpshooter: Unchanged
Rapid Firecannon got substantially stronger when its stat profile moved toward attack damage and away from attack speed. Since the AD on the item naturally scales with critical strike chance, the Energize damage doesn't need to be anywhere near as high as it was before.
- Energize Damage: 60-140 (based on level) ⇒ 60
Rapid Firecannon’s purpose is to land individual snipes from out of range of counter-attack and so its stat profile has been updated to reinforce that niche. The significant price increase retains a similar level of gold efficiency.
- Total Cost: 2500 ⇒ 3000
- Item Recipe: Zeal + Kircheis Shard + 750 gold ⇒ Long Sword + Zeal + Kircheis Shard + 850 gold
- NEW Attack Damage: 30
- Attack Speed: 35% ⇒ 15%
- Critical Strike Chance: 20% (Note: Unchanged)
- Bonus Movement Speed: 7% (Note: Unchanged)
- Unique Passive - Sharpshooter: Your Energized attack applies 120 bonus magic damage. In addition, Energized attacks gain up to 35% bonus Attack Range ⇒ Your Energized Attack applies 60-140 (based on level) bonus magic damage. In addition, Energized attacks gain up to 35% bonus Attack Range
The marksman class has major durability problems, especially in the early laning phase where their power feels heavily reliant on their supports. This has been causing issues in gameplay satisfaction since a marksman's strength relies on the length of time they're alive. By increasing their mobility (via items) and base health, we feel that ADCs won't be punished so aggressively when they fail and will still have a chance to bounce back and unlock their power in fights. That being said, we've heard your concerns about the bot lane marksman champions that can also solo lane like Lucian and Vayne. We're giving them a separate set of changes which you can find more details on below. We’ve also omitted Corki, Kindred, Quinn, Senna, and Graves due to having their primary playrate in other lanes, with the understanding that Senna may be considered for similar changes in the coming patches.
Patch 9.23
Energized damage higher early, lower late. No longer increases Energized charge rates.
We're leaving RFC's range increase as its defining feature and making its turret functionality baseline for Energized. Its charge rate increase is going away per our earlier comments on not wanting an Energized item's strength to be tied to how many other items in the system you own.
v8.15
Gold cost decreased
Rapid Firecannon
Statikk Shiv &
Runaan's Hurricane
v8.6
Energized proc damage increased.
We're taking this opportunity to match the damage of Rapid Firecannon to that of Statikk Shiv, to make it a more clear choice between extra range and extra wave clear.
Rapid Firecannon and Statikk Shiv cannibalize each other’s strengths due to Energized proc damage not stacking between sources. We’re trying to better differentiate the two in ways that also make their combination more compelling (Long range chain lightning? We’re in there.) RFC is here to not only amp up your range but also charge your other Energized effects faster. Rapidly, one might say.
v6.3
Movement speed and damage down.
Welcome to Zeal items part 3. The re-rebalancing. Similar to Dead Man's Plate, Rapid Firecannon is the go-to Zeal upgrade. It's safe, it bursts, it picks, it slices, it dices - you get the idea. While these read like general nerfs, we're just trying to prioritize Firecannon as the 'safe' ranged option over its other counterparts.
v6.2
Just a small bugfix where attack-moving with champions wouldn't take Rapid Firecannon's range extension into account, so they'd run up to normal range and waste it on an empowered attack.
v6.1
Sliiiiiightly less movement speed.
The last Zeal item to be touched, Rapid Firecannon is performing about as well as we'd expect. As we were doing our unification pass to balance the four, we saw that 8% is higher than 7%, and that simply won't do.
v5.24
Zeal and all of its items cost more.
We don’t want to delay marksmen from participating in the game for too long, but their ‘1.5 item power spike’ is presently pushing them over the edge. Zeal’s newfound cost-efficiency is one of the culprits of this early-midgame bump, so we’re taking a little off the top to keep the pacing and power-growth of marksmen one that all can keep up with.
Damage from Kircheis Shard, Statikk Shiv and Rapid Firecannon no longer stack (effects still do).
As sweet as it is to chain-lightning from a million range, it’s clear that the damage from that combination is too high for the safety. We’re keeping the ability for you to stack the effects (because long-range lightning is awesome), but it’ll only take the highest damage of your combined effects to reduce their surprise burst potential.
v5.22
bang bang
Firecannon's the fancy new Zeal upgrade you call on when it's time to go a-siegin'. Rub your feet together to gain enough electricity to snipe foes attempting to poke or clear from afar, or to sneak super-powered shots onto structures in tense situations. Come to think of it, it's not actually very Rapid, is it?
- PASSIVE CRIT :: Passive now only critically strikes when the associated attack critically strikes
- Passive is no longer consumed when attacking wards
- Statikk Shiv added
- +40% Attack Speed
- +20% Critical Strike Chance
- +6% Movement Speed
- Unique Passive: Moving and attacking build Static Charges. At 100 Charges, your next attack expends the Charges to deal 100 magic damage to up to 4 targets. This damage can critically strike.
- Cost: 2,500 (525)
- Builds from Zeal and Avarice Blade
|