CHAMPIONSAmbessa
Ambessa
CHAMPION · BARON · JUNGLE

Ambessa

Verified across 3 sourcesLast updated · 2026-05-26
baronA5 src
jungleC5 src
01

Overview

last updated 2026-05-26
Editor's pick · most-quoted
I think her jungle clear speed is still pretty difficult to master and she takes a little bit of time to understand where you need to go in the jungle and what her jungle pathing actually looks like. But battle zil, I think, was a huge buff to Ambessa overall. a little bit more difficult to play and better with battle battle zil in the top lane because everyone goes the resolve tree. You can re really utilize it a lot in the jungle with ganking and trying to get to lanes and using your ultimate. And of course late game ambessa still very very powerful and you could do a lot of damage with your ultimate trying to jump onto the backline and being able to proc battle to deal a lot more damage. Uh Kha'Zix still a very slippery bug.
itzstu4rt · patch 7.1b · (27:21)
Open questions (4)
  1. 01~~Build path~~ — answered for 7.1d/e in [[#Build (Jungler.GG, 7.1d)]] and [[#Build (WR Meta, 7.1e)]] · synthesis in [[#Build divergence notes]] (2026-05-26)
  2. 02~~Rune setup~~ — answered alongside builds above (2026-05-26)
  3. 03Power-spike timings
  4. 04Specific matchups
02

Tier history

10 entries · 3 sources · 3 patches
PatchSourceRoleTierΔDateNotes
7.1ehellsdeviljungleA−32026-05-19
7.1ehellsdevilbaronS−12026-05-19
7.1eroyaljungleC−42026-05-17
7.1eroyalbaronS=2026-05-17
7.1ditzstu4rtjungleS·2026-05-08
7.1ditzstu4rtbaronS+·2026-05-08
7.1droyaljungleS·2026-05-08
7.1droyalbaronS·2026-05-08
7.1hellsdeviljungleS+·2026-05-08
7.1hellsdevilbaronS+·2026-05-08
03

Builds

2 sources + cross-source synthesis
Jungler.GGaggregator statspatch 7.1d
WR53.36%PR3.15%BR1.23%
Items (in order)
Eclipse
EclipseGain a shield and deal bonus damage
  • +65 Attack Damage
  • +20 Ability Haste

Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 7% of the target's max Health(3.5% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)

3000 gold
Plated Steelcaps
Plated SteelcapsReduces Physical Damage
  • +150 Max Health
  • +50% Health Regen
  • +20 Armor
  • +45 Move Speed.
900 gold
Black Cleaver
Black CleaverPhysical Damage reduces Armor
  • +400 Max Health
  • +40 Attack Damage
  • +20 Ability Haste

Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.

Rage: Gain 20 Movement Speed when you deal physical damage. When moving toward enemy champions with 4 Sunder stacks, gain 40 Move Speed. Ranged champions gain halved values.

3000 gold
Sterak's Gage
Sterak's GageTaking damage triggers a shield
  • +400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.

Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).

Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200 gold
Death's Dance
Death's DanceDelays damage taken
  • +35 Attack Damage
  • +40 Armor
  • +15 Ability Haste

Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.

Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.

3100 gold
Maw of Malmortius
Maw of MalmortiusConverts damage from attacks into a magic shield
  • +55 Attack Damage
  • +45 Magic Resistance
  • +10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (90s Cooldown)

3000 gold
Runes
Conqueror
KeystoneConqueror
ConquerorKeystone

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive). While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Grasp of the Undying
Grasp of the UndyingKeystone

Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 2% of your maximum health in bonus magic damage, restore 2.5% of your maximum health, and permanently grant 10 bonus health. The empowered attack duration refreshes whenever going in combat. On ranged champions, all effects are reduced by 40%.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Demolish
DemolishMinor · Resolve

When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times. When fully charged, your next attack against the turret deals an additional 200 + 30% Max HP physical damage. (35s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Second Wind
Second WindMinor · Resolve

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Bone Plating
Bone PlatingMinor · Resolve

Blocks damage from the next triggering champion attack and 2 more attacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Overgrowth
OvergrowthMinor · Resolve

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Perseverance
PerseveranceMinor · Resolve

Gain 10% tenacity. While immobilized, gain 15 - 25 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Legend: Tenacity
Legend: TenacityMinor · Precision

Gain 3% tenacity and 3% slow resist, up to bonus 15% tenacity and 20% slow resist when engaging in taking down monsters, enemy champions and minions.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QWE
Spells
FlashFlashIgniteIgnite

Source: [[Sources/web-pages/2026-05-26-junglergg-ambessa-build-7.1d|Jungler.GG]] · sampling: mid-to-high-elo ranked games.

WR Metaaggregator statspatch 7.1e
WR51.34%PR4.65%BR2.36%
Items (in order)
Eclipse
EclipseGain a shield and deal bonus damage
  • +65 Attack Damage
  • +20 Ability Haste

Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 7% of the target's max Health(3.5% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)

3000 gold
Plated Steelcaps
Plated SteelcapsReduces Physical Damage
  • +150 Max Health
  • +50% Health Regen
  • +20 Armor
  • +45 Move Speed.
900 gold
Black Cleaver
Black CleaverPhysical Damage reduces Armor
  • +400 Max Health
  • +40 Attack Damage
  • +20 Ability Haste

Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.

Rage: Gain 20 Movement Speed when you deal physical damage. When moving toward enemy champions with 4 Sunder stacks, gain 40 Move Speed. Ranged champions gain halved values.

3000 gold
Sterak's Gage
Sterak's GageTaking damage triggers a shield
  • +400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.

Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).

Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200 gold
Death's Dance
Death's DanceDelays damage taken
  • +35 Attack Damage
  • +40 Armor
  • +15 Ability Haste

Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.

Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.

3100 gold
Amaranth's Twinguard
Amaranth's TwinguardIn-combat durability
  • +60 Armor
  • +60 Magic Resistance

Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.

3100 gold
Runes
Conqueror
KeystoneConqueror
ConquerorKeystone

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive). While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Demolish
DemolishMinor · Resolve

When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times. When fully charged, your next attack against the turret deals an additional 200 + 30% Max HP physical damage. (35s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Second Wind
Second WindMinor · Resolve

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Overgrowth
OvergrowthMinor · Resolve

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Legend: Tenacity
Legend: TenacityMinor · Precision

Gain 3% tenacity and 3% slow resist, up to bonus 15% tenacity and 20% slow resist when engaging in taking down monsters, enemy champions and minions.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QEW
Spells
FlashFlashIgniteIgnite

Source: [[Sources/web-pages/2026-05-26-wrmeta-ambessa-build-7.1e|WR Meta]] · sampling: Diamond / Master / Challenger (Legendary tier).

Situational item swaps (explicit):

  • Mercury's Treads — when the enemy deals strong magic damage
  • Chempunk Chainsword — vs high-sustain enemies (Dr. Mundo, Soraka, Yuumi)
  • Maw of Malmortius — vs dangerous burst of magic damage
  • Thornmail — vs teams with heavy auto-attack damage and sustain

Extreme threats: Renekton, Irelia, Tryndamere, Warwick, Darius, Wukong

Build divergence notescross-source synthesis

Consensus across both aggregators

  • Keystone: Conqueror
  • Core items 1-5: Eclipse → Plated Steelcaps → Black Cleaver → Sterak's Gage → Death's Dance (identical first five slots)
  • Summoner spells: Flash + Ignite

Where the aggregators diverge

  • Item 6: Jungler.GG → Maw of Malmortius. WR Meta → Amaranth's Twinguard.
  • Skill order: Jungler.GG → Q > W > E. WR Meta → Q > E > W.
  • Late-game flex: WR Meta enumerates an explicit situational pool (Mercury's vs magic, Chempunk vs sustain, Maw vs magic burst, Thornmail vs heavy auto). Jungler.GG only publishes one canonical build.
04

Commentary

verbatim creator quotes
itzstu4rtauto· Auto-extracted commentary (iTzSTU4RT, 7.1b)
patch 7.1b

Generated by /wr-extract from iTzSTU4RT's patch 7.1b video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1b analysis (iTzSTU4RT) sections above. Baron "Result tree is still the main way to go in the barrel lane. In terms of the S+ tier champions, I still have Ambessa in S+ tier. I think overall she just does a lot of damage." (01:15) "Uh, then you have Btier champions, Yasawo, Yona. Both these champions again struggle against a lot of these bruisers that are in the top lane like Wukong, like Ambessa, Fiora, you know, these sort of champions which can be very very difficult matchups. They're still solid to play." (17:39) "Vladimir just gets bullied too much. I know that Vladimir late game once he gets like three or four items becomes the strongest champion in the game, but I think that's a lot better suited in mid lane with a much shorter lane and against mages because they're not going to have as much kill pressure as some of these tanks and some of these bruisers that we've seen like Ambessa and Wukong, etc. That's why he kind of struggles a little bit in the top lane." (18:36) Jungle "I think her jungle clear speed is still pretty difficult to master and she takes a little bit of time to understand where you need to go in the jungle and what her jungle pathing actually looks like. But battle zil, I think, was a huge buff to Ambessa overall. a little bit more difficult to play and better with battle battle zil in the top lane because everyone goes the resolve tree. You can re really utilize it a lot in the jungle with ganking and trying to get to lanes and using your ultimate. And of course late game ambessa still very very powerful and you could do a lot of damage with your ultimate trying to jump onto the backline and being able to proc battle to deal a lot more damage. Uh Kha'Zix still a very slippery bug." (27:21)

itzstu4rtauto· Baron
patch 7.1b·baron

Result tree is still the main way to go in the barrel lane. In terms of the S+ tier champions, I still have Ambessa in S+ tier. I think overall she just does a lot of damage.(01:15)

Uh, then you have Btier champions, Yasawo, Yona. Both these champions again struggle against a lot of these bruisers that are in the top lane like Wukong, like Ambessa, Fiora, you know, these sort of champions which can be very very difficult matchups. They're still solid to play.(17:39)

Vladimir just gets bullied too much. I know that Vladimir late game once he gets like three or four items becomes the strongest champion in the game, but I think that's a lot better suited in mid lane with a much shorter lane and against mages because they're not going to have as much kill pressure as some of these tanks and some of these bruisers that we've seen like Ambessa and Wukong, etc. That's why he kind of struggles a little bit in the top lane.(18:36)

itzstu4rtauto· Jungle
patch 7.1b·jungle

I think her jungle clear speed is still pretty difficult to master and she takes a little bit of time to understand where you need to go in the jungle and what her jungle pathing actually looks like. But battle zil, I think, was a huge buff to Ambessa overall. a little bit more difficult to play and better with battle battle zil in the top lane because everyone goes the resolve tree. You can re really utilize it a lot in the jungle with ganking and trying to get to lanes and using your ultimate. And of course late game ambessa still very very powerful and you could do a lot of damage with your ultimate trying to jump onto the backline and being able to proc battle to deal a lot more damage. Uh Kha'Zix still a very slippery bug.(27:21)

06

Patch notes

mentions of Ambessa

No patch-note mentions parsed yet.