Sword of Blossoming Dawn is a legendary ability power support item that turns heal power into attack speed and your basic attacks into healing for allies. It’s also limited to specific modes (you won’t find it on Summoner’s Rift), and that’s the first thing you need to know before you build around it.
Stats and availability
| Property | Value |
|---|---|
| Cost | 2,500 gold |
| Sell value | 1,250 gold |
| Ability Power | +45 |
| Ability Haste | +15 |
| Health | +200 |
| Heal and Shield Power | +12% |
| Availability | Arena and ARAM: Mayhem only, not on Summoner’s Rift, in regular ARAM or in Nexus Blitz |
| Limit | one per player |
Effervescence: heal power turns into attack speed
The first passive converts heal and shield power into bonus attack speed at a ratio of 1.2% attack speed for every 1% HSP. From the item’s own 12% alone, that’s +14.4% attack speed, and it keeps growing as you stack HSP:
- 12% HSP (from the item only) → +14.4% bonus attack speed
- 30% HSP total → +36% bonus attack speed
- 50% HSP total → +60% bonus attack speed
The design idea in one sentence: investing in healing makes you a faster attacker, not just a better healer.
Peppermint: healing with every basic attack
The second passive makes every basic attack heal the most wounded nearby ally for 15 to 45 based on level, plus 10% bonus AD and 7% AP.
In ARAM: Mayhem, where outgoing healing is reduced by 50%, it’s 7.5 to 22.5 plus 5% bonus AD and 3.5% AP instead. Good to know before you count on the same numbers.
Who should buy it
Champions who auto-attack a lot. The item rewards a high attack rate twice: every attack heals an ally through Peppermint, and your investment in heal power comes back as attack speed through Effervescence. A support who just stands there casting will get much less out of it than one who keeps hitting.
Why it’s locked to Arena and ARAM: Mayhem
Peppermint healing allies with every basic attack would be overpowered on classic 5v5 Summoner’s Rift. Fights there last a long time, healing adds up across five champions, and dedicated heal power builds would turn a team into a practically unkillable lineup.
The 2v2 format in Arena and the short, high-damage fights in ARAM: Mayhem keep the healing useful within a single fight without breaking the mode, and the 50% healing reduction in Mayhem is the extra safeguard.
Notable patch history
| Patch | Change |
|---|---|
| V25.24 | added to ARAM: Mayhem |
| V25.13 | returned to Arena |
| V25.10 | removed while Arena was temporarily unavailable |
| V25.06 | AP increased from 30 to 45 |
The item has been added and removed repeatedly because it’s tied to alternative modes, not the main map.
FAQ
Only in Arena and ARAM: Mayhem. It’s not available on Summoner’s Rift, in regular ARAM or in Nexus Blitz.
Your allies. With every basic attack, Peppermint heals the most wounded nearby ally. It doesn’t directly affect your own health.
1.2% for every 1% heal and shield power. From the item alone that’s +14.4%, and at 50% total HSP up to +60%.
Yes, by 50%. Peppermint heals 7.5 to 22.5 plus 5% bonus AD and 3.5% AP there.
No, the limit is one per player.
Information verified as of 7 September 2026. Item values change with patches and mode availability rotates, so check it in the client before you put a build together. More League articles: Deathfire Touch and Stormraider’s Surge, both removed from the game. You’ll find everything about League in the League of Legends section. Elsewhere: gems and the jeweler in Diablo 4, crafting in Diablo 4 and the Game guides section.

