
Stats
- +50 Ability Power
- +10 Ability Haste
- +8% Heal and Shield Power
- +50% Base Mana Regeneration
Official Effects
Rapids: Healing or shielding another allied champion grants both of you 40 Ability Power and 15 Ability Haste for 6 seconds.
When Should You Build Staff of Flowing Waters?
Build Staff when you repeatedly heal or shield allies that make strong use of Ability Power and Ability Haste.
- Best on
- Enchanters supporting AP carries, ability-heavy teams, or multiple spellcasters.
- Good against
- Composition-driven rather than a direct counter; excellent with AP and cooldown-reliant allies, but Ardent Censer is better for an auto-attack-focused carry.
- When to buy it
- Usually first or second enchanter item, timed to the point when your AP teammates begin grouping for fights.
Gold Efficiency Breakdown
A theoretical stat comparison priced from Wild Rift base items. Stats without a basic-item anchor use the source's fixed estimates; slow resistance, damage effects, shields, actives, and other utility remain unpriced. Use this to compare similar items, not as a complete measure of in-game power.
State
Gold Value
- 50ability power=1250g
- 10ability haste=600g
- 8%heal and shield power=800g
- 50%mana regeneration=200g
Total Gold Value =2850g
Gold Efficiency

Staff of Flowing Waters listed base state is 118.8% gold efficient.
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