Health
630
Health Reg. (5s)
10
Mana
460
Mana Reg. (5s)
14
Armor
34
Magic Res.
36
Move Speed
355
Attack Dmg.
54
Attack Spd.
0.75

Norra is an artillery mage who can play in the Mid Lane. She has high, consistent damage output thanks to her long-range abilities. With Norra, you'll be able to poke throughout the game reliably, and once you have a few items, you can start to one-shot high-value targets on the enemy team. However, even though Norra has a lot of consistent damage, all of her abilities are skillshots. If you can't hit them, you won't deal any damage. With no in-built escapes, she can die super easily. If you get hit by any crowd control or if an assassin gets on top of you, you will die very quickly.

Every few seconds, Norra's next ability cast leaves a Trinket on the ground for a few seconds. When touched by an enemy champion, the Trinket activates and fires magical energy at the target, dealing magic damage.
Hitting champions with basic abilities reduces Beloved Trinket's cooldown by 20%.
Norra charges a long-ranged skillshot, slowing herself while channelling. Once fully charged, you can continue to hold, but slowing will increase, and she teleports backwards for a short distance after firing.
When released, Norra fires a magic bolt in a target direction. The bolt stops when it hits the first enemy, dealing damage. At full charge, all trinkets on the ground will hit the target and deal more damage.
Norra can freely adjust the direction, and the bolt's range increases over the duration of the channel. The bolt's damage increases over the channel duration.
Norra creates a circular magic portal, dealing magic damage to all enemies and banishing them to another dimension for a few seconds.
While banished, enemies cannot attack or cast abilities, but can still move. After a few seconds, affected targets are returned to their original location.
Passive: When a Trinket from Norra's Passive damages a target, it applies a Thread. Enemies marked by Thread are slowed and have their hit box increased for a few seconds.
Active: Norra reveal's a horizontal teleport gate on both sides of the targeted area. After a brief delay, the gates fire inward, dealing magic damage and applying Threads to all enemies caught in between.
Norra creates a large teleportation magic circle that covers all units within its area. By swiping and dragging your finger from one edge of the circle to another, a teleport gate will appear at both ends, firing a magic bolt from end to end. Norra can do this up to 4 times. The projectile deals damage to all enemies hit and slows them for under a second. The 4th projectile deals bonus magic damage.







Luden's Echo gives Norra more burst damage and has some great stats. It will help you with clearing minions waves and dealing additional damage to enemies from afar.
Infinity Orb helps Norra deal bonus damage to enemies that are low on health. This synergises well with Norra's long range abilities that can deal a lot of damage.
Rabadon's Deathcap gives Norra a massive boost of Ability Power, which scales incredibly well into the mid/late game. It's essential to have in your build to increase Norra's overall damage.
For runes we have:
Arcane Comet synergises well with Norra's poke. All her abilities have an incredible range, and with every ability you hit, it's going to hurt more and more every time.
Gathering Storm gives Norra scaling Ability Power throughout the game. So the longer the game goes, the more damage Norra will do.
Coup de Grace helps Norra deal more damage to low-health enemies.
Giant Slayer is another good option when playing against Bruisers and Tanks that build a lot of health.
The healing from Legend: Bloodline can benefit Norra when dealing damage for the sustain and survivability, which is necessary in this build.
With Norra's 1st Ability Memory Surge, the teleport backwards happens before you deal damage, so you'll be able to deal bonus damage with Memory Surge; however, this only works if it's fully charged.

In the Early Game with Norra, you have to find a balance between harassing your lane opponents and focusing on last-hitting minions. Try to hit enemies with Memory Surge as they walk into the minion wave. This means you'll be able to achieve both goals, poking them and hitting minions. While it's not always a good idea to keep pushing the minion wave as quickly as possible, as this leaves you vulnerable to ganks, you thrive when your opponents are under their tower, as it becomes easier for you to hit Norra's abilities.

In the Late Game, your main goal as Norra is to stay back and deal as much damage as possible with all your abilities. Your range will give you a huge advantage in teamfights. Try to save your Journey to Nowhere for self-peel or if you have the opportunity to catch high-value targets. When Journey to Nowhere is on cooldown, you'll be vulnerable to enemies jumping onto you, and you'll have no way to escape. You should never be by yourself, the only time you want to be in a side lane is to clear minions before regrouping with your team so they can protect you in teamfights.

Overall, Norra is your typical long-range artillery mage. She brings a new flavour to Wild Rift as she's Wild Rift's first First-to-Rift champion. With her incredible range you'll be able to carry any teamfight.
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Good luck on the rift summoners!
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