Adjacency

Description

Two units are adjacent when their hexes touch. An effect worded "adjacent" only reaches a unit standing on a touching hex, and the wording "within 1 hex" means that same ring. Three shapes turn up. An ally-side buff pays out only for allies standing beside the holder, so how tightly you set your own units down decides what it is worth. An enemy-side effect splashes from whatever it just hit onto the hexes around that target. And a few run the other way, paying a unit only while it has no adjacent ally at all.

What benefits from Adjacency (18)

Champions (7)

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Cost
Trait
Scaling
Range
Role

  • Uproot
    Passive: Restore 17 / 27 / 43  Health each second, tripled for 3 seconds after casting.
    
    Active: Lunge out of the ground, Stunning adjacent enemies for 1 second and dealing 70 / 105 / 160 Ability Power magic damage to them.
  • Mirror Image
    Passive: After player combat, your strongest LeBlanc has a 10 / 15 / 40% chance to create a copy of an ally on your board, increased by 4% per takedown.
    
    Active: Launch a mirror image at the current target, dealing 250 / 375 / 565 Ability Power magic damage and 85 / 130 / 190 Ability Power to adjacent enemies.
  • Can You Dig It?
    Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 Attack Damage physical damage to all adjacent enemies.
    
    Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 Ability Power over the duration. 
    
    Green Buff: When allies fall below 50% Health, they restore 15% max Health.
  • Taste Their Fear
    Leap to the farthest enemy within 3 Hexes, dealing 285 / 400 / 580 Ability Power magic damage. If they have no adjacent allies, deal 310 / 445 / 660 Ability Power magic damage instead and gain 10 mana.
  • Tantrum
    Passive: Every second, restore 29 / 52 / 172 Ability Power Health and deal 12 / 18 / 150 Ability Power magic damage to enemies within 1 hex.
    
    Active: Deal 100 / 150 / 2000 Ability Power magic damage to enemies within 2 hexes and Stun them for 1 / 1 / 6 seconds, increased to 3 / 3 / 13 seconds if the target is Burning.
    
    Burn: Deals a percent of the target's max Health as true damage every second.
  • Heat Without Equal
    Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target.
    
    Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it.
    
    Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 Attack DamageAbility Power physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds.
    
    Elder Dragon Buff: Damaging an enemy below 12% Health executes them.
  • Triggerseed
    Passive: Shields from this Ability can critically strike with Precision. 
    
    Active: Grant 2 / 2 / 10 allies 165 / 300 / 3000 Ability Power Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 140 / 210 / 2000 Ability Power magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets. 

Traits (1)

  • Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.

Completed items (1)

    • +50 Armor

    Gain 6% max Health. Take 5% reduced damage from attacks. When struck by any attack, deal 100 magic damage to all adjacent enemies. Cooldown: 2 seconds

    Chain VestChain Vest

Radiant items (1)

    • +100 Armor

    Gain 12% max Health. Take 10% reduced damage from attacks. When struck by any attack, deal 200 magic damage to all adjacent enemies. Cooldown: 2 seconds

Artifacts (1)

    • +300 HP
    • +20% AD
    • +20% AS

    Attacks deal 2% of the holder's max Health plus 4% of their Attack Damage as bonus physical damage to the target and adjacent enemies.

Augments (4)

Gold (3)

  • Combat start: Champions grant other adjacent champions 9 Armor and Magic Resist. This effect stacks.
  • Champions that start combat adjacent to an Elderwood plant gain 15% Attack Speed and heal 2% of their maximum Health every 2 seconds. Gain an Alistar, an Ornn, and a Xayah.
  • Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 7.5% of their missing Health.

Silver (1)

  • Combat start: Champions grant other adjacent champions 6 Armor and Magic Resist. This effect stacks.

Wisps (3)

  • Champions gain 4% Max Health Shield and 4% Damage Amp per adjacent ally.
  • Champions with no adjacent allies gain 10% Max Health and 10% Damage Amp.
  • Your Tanks reflect 12% of damage taken to adjacent enemies every 4 seconds.

See also