Zombie Ward (Rune)

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Domination
HUNT AND ELIMINATE PREY
Keystone
Malice
Tracking
Hunter
Other Rune Paths

Effects

Takedown on enemy Ward cause friendly Zombie Wards to sprout from their corpses.

Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power for every Zombie Ward spawned, up to 10.

After spawning 10 Zombie Wards, additionally gain 10 adaptive force.

Zombie Wards grant sight over 1100 units, are visible to the enemy team, have 1 health, last for 120 seconds and don't count towards your ward limit.

Killing a Zombie Ward will grant 1 gold.

Note

On modes where wards are disabled, the rune is exchanged with Rune Ghost Poro.png Ghost Poro.

Patch History

Patch 9.7

No longer grants on-hit damage versus champions when clearing a ward. Ward clears now grant stacks of adaptive force. Gain extra adaptive force at full stacks.

Eyeball Collection's 30 adaptive force has been crowding out Ghost Poro and Zombie Ward. All three runes now grant the same adaptive force bonuses, so your choice is now how you want to stack those bonuses up rather than what kind of bonus you want. Zombie Ward is about clearing wards.

TOUCH OF DEATH Damaging a champion after clearing a ward no longer deals bonus damage
WARD GRAVEYARD Clearing a ward grants 2 adaptive force up to 10 times (max 20). At 10 ward clears, gain an additional 10 adaptive force.


v8.14
Zombie Wards no longer spawn from friendly wards which time out. Damaging a champion after destroying a ward inflicts bonus damage.

WARD'S REVENGE Damaging a champion after destroying a ward inflicts 30-90 (at levels 1-18) bonus magic damage
FRIENDLY BURIAL Zombie Wards now only spawn from enemy wards killed, not also friendly wards which time out.


v8.7
Zombie Ward's double vision whammy, providing vision when you've just taken it away, is too good when its users get ahead.

ZOMBIE WARD DURATION : [60-180 seconds (at levels 1-18)] 30 seconds at levels 1-4; 36-120 seconds at levels 5-18


v8.2
Duration down at early levels.

An early sweeper already has the potential to give snowballing junglers too much impact; Zombie Ward's early power is only worsening that problem.

DURATION : [180 seconds] 60-180 (at levels 1-18)
ZOMBIE BY PROXY When a Zombie Ward user reveals a ward via sweeper, control ward, or scrying bloom, they no longer have to actually hit the ward to spawn a Zombie Ward (if the ward then dies).


v7.23
Zombies carry gold, too.

We've supported the "kill something, get money" feedback loop throughout our game so thoroughly that it feels weird not to get something from Zombie Wards.

GRAVEROBBER Killing a Zombie Ward now grants one gold


v7.22
Added

THAT'S KINDA CUTE After killing a ward, a friendly Zombie Ward is raised in its place. Additionally, when your wards expire, they reanimate as Zombie Wards.
UNDEAD FRIEND Zombie Wards are visible, last for 180 seconds, and don't count towards your ward limit