Sep 22, 2021
Ability Base Build
Your Basic Attacks deal +50 True Damage and your Abilities +50% damage against Jungle Camps, Structures, and Jungle Bosses. When any of these die you are healed for 10% of their Health, 10% of your Mana, and are given 10 gold.
+60 PHYSICAL POWER
+90 MAGICAL POWER
+50 PHYSICAL POWER
+10 PHYSICAL PENETRATION
+20% COOLDOWN REDUCTION
PASSIVE - Enemies hit by your damaging Abilities take an additional 20 Physical Damage + 15% of your Physical Power over 2s.
+30 PHYSICAL POWER
+20% ATTACK SPEED
+15 PHYSICAL PENETRATION
PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 5% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.
+65 PHYSICAL POWER
+10% PHYSICAL PENETRATION
PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 40% damage. Abilities that function like basic attacks do not benefit from this. PASSIVE - This item grants 2.5 MP5 per 10% of your missing Mana.
+40 PHYSICAL POWER
+10% COOLDOWN REDUCTION
PASSIVE - For every non-ultimate ability on cooldown you gain a stack of Cruelty. Each stack provides 10 Physical Power and 3% Physical Lifesteal.
+25 PHYSICAL POWER
+10% PHYSICAL LIFESTEAL
+20% PHYSICAL PENETRATION
+7% MOVEMENT SPEED
+50 Health +50 Mana PASSIVE - Your Basic Attacks deal +15 True Damage and your Abilities deal +30% Damage versus Jungle Monsters. When a Jungle Monster is killed you are restored for 10% of the Monster's Health and 25 Mana. Can be upgraded at level 20.
+15 PHYSICAL POWER
This consumable heals 250 Health over 25 seconds.
Healing Potion (1)
This consumable deals 200 True damage to Jungle Monsters around you. This only affects Monsters on your side of the Jungle.
Hand of the Gods
Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.
Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.
7th Item Options
Abilities & Leveling Order
Tsukuyomi calls upon Shingetsu, summoning forth a Dark Moon Shuriken. The Shuriken damages enemies and stops on gods, sticking into them. If Tsukuyomi gets close to the god he retrieves the Shuriken and reduces its cooldown. <font color='#b18cd9'>After casting this ability Shingetsu's next Basic Attack becomes ranged. This attack steals Movement Speed from the enemy hit.</font>
Shuriken Damage: 85/135/185/235/285 (+80% of your Physical Power)
Cooldown Reduction: 4s
Movement Speed Steal: 25%
Dark Moon Shuriken
Shingetsu and Mangetsu form themselves into a Kusarigama. Tsukuyomi swings the weapon to his left and right, damaging and disarming enemies hit. He then swings the weapon forward with more force stunning enemies hit. While channeling Tsukuyomi gains 25% Movement Speed.
Swing Damage: 30/55/80/105/130 (+35% of your Physical Power)
Disarm Duration: 1s
Final Damage: 60/115/170/225/280 (+70% of your Physical Power)
Stun Duration: 1/1.1/1.2/1.3/1.4s
Tsukuyomi holds Mangetsu aloft as it erupts into starlight, sending stars falling to the ground. As they land they become Caltrops, damaging enemies in the area and slowing them for 1.5s. Enemies who move inside this Caltrop field take damage and are slowed again. <font color='#DFEAFA'>After casting this ability Mangetsu's next Basic Attack becomes ranged. This attack deals bonus Physical Damage.</font>
Damage: 20/35/50/65/80 (+20% of your Physical Power)
Bonus Damage: 5 (+40% of your Physical Power)
Silver Moon Caltrops
Tsukuyomi channels the power of the Full Moon, gaining Crowd Control immunity and 30% Damage Reduction. He fires forward 4 powerful piercing beams of moonlight. Enemy gods damaged become marked. Each beam can hit up to 3 enemy gods. After firing all beams Tsukuyomi charges forward at light speed, dashing through all enemies in the order they were hit, dealing heavy damage. Tsukuyomi will end his dashing at the final enemy hit. If Tsukuyomi kills an enemy god with this ability Tsukuyomi he will gain both of his ranged basic attacks.
Beam Damage: 30/50/70/90/110 (+15% of your Physical Power)
Dash Damage: 70/100/130/160/190 (+50% of your Physical Power)
Tsukuyomi wields Shingetsu in his left hand and Mangetsu in his right hand. When these weapons damage an enemy they become empowered. <font color='#b18cd9'>Empowered Shingetsu gains a 50% cleave and restores mana.</font> <font color='#DFEAFA'>Empowered Mangetsu deals bonus damage and restores health.</font>
Mana Heal: 2 (+15% of your Physical Power)
Health Heal: 2 (+15% of your Physical Power)
Bonus Damage: 2 (+15% of your Physical Power)
Shingetsu & Mangetsu
1st Maxed Ability:
2nd Maxed Ability:
3rd Maxed Ability:
Last Maxed Ability: