// Recommended builds
The best trait and item combination at every level, 2 stars, by DPS.
// Top items
What each item adds on its own, in DPS, with no other item.
Builds by level
Every combination of Mama Beak's own traits that a comp of the chosen level can reach, ranked by the DPS of its best 3-item build against three dummies with the team's shred, sunder and burn already on them. Numbers open the DPS Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.
No comp at this level can field Mama Beak.
// Cast timeline
From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts the 5.00 s the effect runs. Attacks continue. The effect's duration scales with Ability Power: 5.00 s at base AP, longer with more AP.
- attack animation
- attack lands
- attack recovery
- cast window (mana locked)
- mana locked (no mana while the effect runs)
- effect
First cast at 7.19 s with 0.75 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.
Step by step, in words
- Mana reaches 60/60: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
- 0.00 to 0.86 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
- 0.27 s: the ability's effect fires (projectile launch, damage, shield...).
- 0.86 to 5.00 s: the ability's effect keeps the mana lock on. Attacks land, no mana comes in.
- 0.86 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.18 s at base attack speed (the attack delay is 24% of the attack animation).
- Attack loop: the attack lands at 24% of the attack animation (mana granted) and unlocks at 39%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
- Mana gain: 10 per attack; combat starts at 0/60.
- Overflow is banked: mana past 60 from attacks or regen is kept through the cast (58/60 plus 10 casts and comes back with 8). Same rule for every champion; only the amounts differ by role.
3-cost ranged AD Carry (game role tag, range 4). As the comp's damage dealer it takes the best calculated damage items. Mana lock 5.00 s per cast against a 8.3 s fill (38% locked). Casts per minute at base speed 4.5; with Spear of Shojin 5.9, Blue Buff 6, a +45% attack speed item 5.6. Blue Buff and Spear of Shojin are within 2% of each other, so either keeps the loop rolling; the default mana-per-attack set stays.
3-cost ranged AD Carry (game role tag, range 4). When another champion carries, it holds the team Shred/Sunder and Burn items. Mana lock 5.00 s per cast against a 8.3 s fill (38% locked). Casts per minute at base speed 4.5; with Spear of Shojin 5.9, Blue Buff 6, a +45% attack speed item 5.6. Blue Buff and Spear of Shojin are within 2% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Sunder item and one Burn item for the team, plus the third item that adds the most calculated damage for Mama Beak (509 DPS at 2 stars against three 2-star tanks). Ionic Spark, Evenshroud and Sunfire Cape are left out: at range 4 their aura would not reach the enemies.
3-cost ranged AD Carry (game role tag, range 4). It can hold the team Shred and Burn items for an AP comp; its own AD damage does not profit from the debuff. Mana lock 5.00 s per cast against a 8.3 s fill (38% locked). Casts per minute at base speed 4.5; with Spear of Shojin 5.9, Blue Buff 6, a +45% attack speed item 5.6. Blue Buff and Spear of Shojin are within 2% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Shred item and one Burn item for the team, plus the third item that adds the most calculated damage for Mama Beak (362 DPS at 2 stars against three 2-star tanks). Ionic Spark, Evenshroud and Sunfire Cape are left out: at range 4 their aura would not reach the enemies.