Normal skill order: R > E > W > Q.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
Situational itemstop 12
Starting items
- Total Price
- 400
- Price
- 400
+150 Health
52.81%- Total Price
- 400
- Price
- 400
+150 Health
51.18%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
51.18%- Total Price
- 1,300
- Price
- 500
+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
54.14%Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
Situational itemstop 12
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
45.31%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
44.82%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
40.06%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
39.93%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
46.88%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
41.29%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
50.00%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
46.24%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
51.20%- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
47.54%- Total Price
- 2,700
- Price
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
46.67%- Total Price
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
46.12%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
46.15%- Total Price
- 400
- Price
- 400
+150 Health
46.15%- Total Price
- 400
- Price
- 400
+150 Health
42.66%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
42.66%- Total Price
- 800
- Price
- 100
+200 Health 100% Base Health Regen
42.66%- Total Price
- 400
- Price
- 400
+150 Health
46.78%Core items
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
Situational itemstop 12
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
50.74%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
50.73%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
53.47%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
53.71%- Total Price
- 3,200
- Price
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
53.27%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
48.83%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
53.32%- Total Price
- 3,000
- Price
- 500
+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.
53.40%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
48.77%- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
52.67%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
48.54%Starting items
- Total Price
- 250
- Price
- 250
+5 Ability Haste
52.11%- Total Price
- 400
- Price
- 400
+150 Health
46.43%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
46.43%Core items
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
Situational itemstop 12
- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
47.93%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
48.59%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
45.74%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
46.89%- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
51.84%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
51.30%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.72%- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
44.55%- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
46.04%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
42.77%- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
43.18%- Total Price
- 2,850
- Price
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
43.51%Starting items
- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
46.78%- Total Price
- 1,300
- Price
- 500
+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
42.86%- Total Price
- 400
- Price
- 400
+150 Health
51.37%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 62.21% | 7.08% | 934 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 59.48% | 4.68% | 617 |
Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely. View augment details | Prismatic | T1 | 57.51% | 6.87% | 906 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 57.46% | 7.88% | 1,039 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T1 | 57.41% | 8.65% | 1,141 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T1 | 56.89% | 5.89% | 777 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 56.82% | 11.57% | 1,526 |
Gain 15% omnivamp . View augment details | Silver | T1 | 56.76% | 8.52% | 1,124 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 56.72% | 4.91% | 647 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T1 | 56.33% | 5.57% | 735 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T1 | 56.13% | 12.13% | 1,600 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 56.06% | 8.08% | 1,065 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T1 | 56.02% | 4.53% | 598 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 55.87% | 5.03% | 664 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T1 | 54.90% | 5.50% | 725 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 54.59% | 9.92% | 1,308 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 54.58% | 7.36% | 971 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 54.43% | 6.76% | 891 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 54.37% | 9.72% | 1,282 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 53.64% | 6.04% | 796 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 53.51% | 6.15% | 811 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 52.99% | 6.34% | 836 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T1 | 52.26% | 5.86% | 773 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 51.62% | 6.32% | 833 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 51.24% | 5.51% | 726 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T1 | 51.18% | 6.12% | 807 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 49.53% | 5.63% | 743 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 63.46% | 2.37% | 312 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 62.40% | 2.90% | 383 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 61.43% | 3.28% | 433 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T2 | 60.66% | 2.78% | 366 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T2 | 60.07% | 2.30% | 303 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 59.93% | 4.12% | 544 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T2 | 59.13% | 3.32% | 438 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 58.53% | 2.27% | 299 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 58.33% | 2.09% | 276 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T2 | 57.67% | 3.31% | 437 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T2 | 57.11% | 3.57% | 471 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 56.29% | 2.17% | 286 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 55.84% | 2.40% | 317 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T2 | 55.77% | 2.69% | 355 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 55.58% | 3.12% | 412 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T2 | 55.11% | 3.19% | 421 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T2 | 54.41% | 2.58% | 340 |
Grants 60 ability haste . View augment details | Gold | T2 | 54.29% | 2.39% | 315 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 54.25% | 3.03% | 400 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T2 | 53.82% | 2.09% | 275 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 53.80% | 3.89% | 513 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T2 | 53.35% | 4.08% | 538 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T2 | 53.07% | 2.47% | 326 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T2 | 53.03% | 2.50% | 330 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T2 | 52.96% | 2.56% | 338 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 52.59% | 2.78% | 367 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 52.00% | 2.46% | 325 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T2 | 52.00% | 2.27% | 300 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T2 | 51.89% | 2.21% | 291 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T2 | 51.45% | 2.36% | 311 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T2 | 51.34% | 2.26% | 298 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 51.18% | 3.20% | 422 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 50.77% | 1.97% | 260 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T2 | 50.73% | 2.60% | 343 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 50.47% | 2.40% | 317 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 49.81% | 1.99% | 263 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T2 | 49.67% | 2.27% | 300 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 49.48% | 2.19% | 289 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T2 | 49.21% | 1.93% | 254 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 67.44% | 1.63% | 215 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T3 | 63.39% | 1.39% | 183 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 62.89% | 1.47% | 194 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 61.54% | 1.28% | 169 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T3 | 58.88% | 1.49% | 197 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 58.50% | 1.52% | 200 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 58.43% | 1.35% | 178 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T3 | 58.12% | 1.45% | 191 |
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T3 | 57.67% | 1.24% | 163 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T3 | 56.91% | 1.43% | 188 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T3 | 56.14% | 1.30% | 171 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T3 | 56.13% | 1.61% | 212 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 56.11% | 1.36% | 180 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T3 | 55.71% | 1.66% | 219 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 55.60% | 1.76% | 232 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 55.31% | 1.71% | 226 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 54.47% | 1.87% | 246 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T3 | 53.78% | 1.71% | 225 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T3 | 53.60% | 1.68% | 222 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 53.42% | 1.11% | 146 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 53.14% | 1.33% | 175 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T3 | 52.60% | 1.31% | 173 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 52.49% | 1.68% | 221 |
Grants 60% bonus attack speed . View augment details | Silver | T3 | 51.65% | 1.38% | 182 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 51.58% | 1.68% | 221 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T3 | 51.52% | 1.50% | 198 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T3 | 51.22% | 1.24% | 164 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T3 | 50.29% | 1.31% | 173 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T3 | 48.86% | 1.33% | 176 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T3 | 48.68% | 1.43% | 189 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 47.97% | 1.12% | 148 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 47.89% | 1.62% | 213 |
Increases attack damage by 20% . View augment details | Silver | T3 | 47.80% | 1.38% | 182 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 47.71% | 1.16% | 153 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 47.49% | 1.36% | 179 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T3 | 46.28% | 1.84% | 242 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 42.62% | 1.39% | 183 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T4 | 62.89% | 0.74% | 97 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T4 | 60.19% | 0.78% | 103 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 59.79% | 0.74% | 97 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T4 | 59.74% | 0.58% | 77 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 59.15% | 0.54% | 71 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T4 | 57.94% | 0.81% | 107 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 57.61% | 0.70% | 92 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 57.39% | 0.87% | 115 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 56.67% | 0.68% | 90 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 55.56% | 0.96% | 126 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 55.26% | 0.58% | 76 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T4 | 54.35% | 0.70% | 92 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 54.26% | 0.71% | 94 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T4 | 53.90% | 1.07% | 141 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T4 | 53.49% | 0.65% | 86 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T4 | 53.13% | 0.97% | 128 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 52.59% | 0.88% | 116 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T4 | 52.00% | 0.57% | 75 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 51.09% | 0.70% | 92 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T4 | 51.00% | 0.76% | 100 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T4 | 50.82% | 0.93% | 122 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T4 | 50.38% | 1.01% | 133 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T4 | 50.00% | 0.77% | 102 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 49.32% | 0.55% | 73 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 48.61% | 1.09% | 144 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T4 | 46.94% | 0.74% | 98 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 43.64% | 0.83% | 110 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T4 | 43.56% | 0.77% | 101 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T4 | 42.55% | 1.07% | 141 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T4 | 41.86% | 0.65% | 86 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T4 | 41.28% | 0.83% | 109 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T4 | 39.32% | 0.89% | 117 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T5 | 56.06% | 0.50% | 66 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T5 | 50.94% | 0.40% | 53 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T5 | 49.25% | 0.51% | 67 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T5 | 48.28% | 0.44% | 58 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T5 | 47.17% | 0.40% | 53 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T5 | 45.76% | 0.45% | 59 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T5 | 37.74% | 0.40% | 53 |
Shyvana Skill Combos
Extracted from the skill order guide
Max order: E > W > Q, with R whenever possible.
If your augments improve sticking, brawling, or repeated melee contact: R > W > E > Q or R > E > W > Q
If your augments heavily reward basic attacks or single-target dueling: R > E > Q > W or R > W > Q > E
Shyvana Counters
Counters and threats extracted from the matchup guide
Counters
6Shyvana counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Shyvana is countered by these champions in ARAM: Mayhem.
Read counter detailsShyvana Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard engage tanks: Malphite, Amumu, Leona, Nautilus
These champions give Shyvana a real starting signal. If the tank lands the first crowd control, Shyvana can follow with Dragon Form instead of being forced to open the fight herself into five ready enemies.
Lockdown mages: Lissandra, Morgana, Veigar, Seraphine
Shyvana’s damage is much easier to convert when enemies cannot instantly walk out, dash away, or kite backward. Lockdown mages create a fixed point in the fight, and Shyvana is excellent at crashing into that point.
Speed and shielding enablers: Lulu, Karma, Sona, Milio
Shyvana often loses fights not because she lacks damage, but because she gets slowed, peeled, or focused after entering. Enchanters solve that by helping her reach the target and survive the first punish window.
Backline DPS that punishes grouped enemies: Jinx, Kai’Sa, Kog’Maw, Brand
Shyvana forces enemies to move. Backline DPS punishes that movement. When enemies clump to peel her, area damage and sustained marksman fire become much easier to apply. When they spread to avoid the follow-up, Shyvana gets cleaner angles onto isolated targets.
Pick and displacement supports: Blitzcrank, Thresh, Pyke, Gragas
Pick champions shorten the fight before Shyvana has to fully commit. A hook, pull, or displacement can drag one enemy into her range, letting her save Dragon Form for the follow-up instead of spending it just to start contact.
Synergy mechanism: These champions give Shyvana a real starting signal. If the tank lands the first crowd control, Shyvana can follow with Dragon Form instead of being forced to open the fight herself into five ready enemies. Combo: Let the tank threaten from fog, brush, or after an enemy steps forward for a minion. Once the engage connects, Shyvana dives through the same target line and turns the fight into a clumped brawl. If she is using a damage-heavy setup, the tank’s lockdown buys time for her dragon damage to actually land. If she is built bruiser, the tank gives her the space to stay in the middle and keep swinging. Best scenario: This is strongest into poke or marksman-heavy teams that need spacing to win. When Malphite or Amumu forces their backline to stop moving, Shyvana gets the exact fight she wants: short range, messy, and fast. Enemy answer: Good opponents will hold disengage, spread before the wave crashes, or bait the first engage with a frontliner while their carries stay out of Shyvana’s landing zone. They may also exhaust or peel Shyvana the moment she enters. Failure risk: If the tank engages too early while Shyvana has no Dragon Form or is stuck behind the wave, the team burns its best tool and Shyvana arrives late to a lost fight. Another common failure is double-diving too deep while your own carries are still clearing minions. Recovery: After a failed engage, stop forcing the next wave. Let Shyvana rebuild rage, use the tank to mark brush and absorb poke, then look for a shorter engage near your minion line. Shyvana does not need a five-man dive every time; catching one carry or one overextended enchanter is enough to reset pressure. 2. Lockdown mages: Lissandra, Morgana, Veigar, Seraphine Synergy mechanism: Shyvana’s damage is much easier to convert when enemies cannot instantly walk out, dash away, or kite backward. Lockdown mages create a fixed point in the fight, and Shyvana is excellent at crashing into that point. Combo: The mage holds crowd control until the enemy commits to last-hitting, stepping around the side wall, or chasing a low-health ally. Once the root, stun, cage, or charm-style setup lands, Shyvana follows with Dragon Form and throws damage into the trapped area. If the enemy burns mobility early, the mage can save the second control tool for after Shyvana lands. Best scenario: This pairing is great against slippery carries and reset champions. Shyvana alone can pressure them, but she may not finish the kill if they disengage cleanly. A Veigar cage, Morgana binding, or Lissandra follow-up makes their escape route predictable, which lets Shyvana commit without guessing. Enemy answer: Enemies will try to bait the mage’s control before Shyvana is ready, or they will split their formation so only one target is punishable. Tenacity, spell shields, cleanse effects, and instant dashes can also break the timing if your team stacks everything into the first target. Failure risk: The biggest risk is overlapping all control on a frontliner who was never going to die. Shyvana then dives into a team that still has peel available, while the mage has no way to help her second rotation. Recovery: Call off the deep chase if the first target survives with defensive tools. Shyvana should turn back toward the wave or nearest low-health enemy, while the mage zones the enemy backline from re-entering. On the next fight, force the enemy carry to show their dash first, then layer control instead of dumping it all at once. 3. Speed and shielding enablers: Lulu, Karma, Sona, Milio Synergy mechanism: Shyvana often loses fights not because she lacks damage, but because she gets slowed, peeled, or focused after entering. Enchanters solve that by helping her reach the target and survive the first punish window. Combo: Shyvana waits until the enemy uses a key poke spell or peel tool, then the enchanter speeds or shields her as she enters Dragon Form. Once she lands, the enchanter stays just outside enemy engage range and keeps defensive tools for the moment the enemy turns on her. Lulu-style protection is especially valuable when Shyvana has to dive through a frontliner to reach a carry. Best scenario: This is strongest when your team already has enough damage but lacks a durable first mover. Shyvana becomes the pressure piece that walks enemies backward, while the enchanter makes it hard for them to burst her before she gets value. Enemy answer: Smart teams will ignore Shyvana during her defensive window and instead dive the enchanter, or they will bait the shield and speed tools with a fake engage before committing for real. Long-range poke can also force the enchanter to spend resources before Shyvana is ready to fight. Failure risk: If Shyvana dives beyond the enchanter’s range, the pairing collapses. She becomes isolated, the enchanter cannot follow safely, and the enemy gets to kite her without paying much for it. Recovery: Reset the spacing. Shyvana should fight from the front edge of the team instead of behind the enemy carries unless the kill is guaranteed. The enchanter should save one defensive spell for the counter-engage, not spend everything on the approach. If the enemy starts diving the enchanter, Shyvana can play peel-first for one fight, then re-enter once their assassins are exposed. 4. Backline DPS that punishes grouped enemies: Jinx, Kai’Sa, Kog’Maw, Brand Synergy mechanism: Shyvana forces enemies to move. Backline DPS punishes that movement. When enemies clump to peel her, area damage and sustained marksman fire become much easier to apply. When they spread to avoid the follow-up, Shyvana gets cleaner angles onto isolated targets. Combo: Shyvana threatens Dragon Form from the side of the wave or after a tank starts the fight. The DPS champion waits half a beat, then fires into the enemies who turn to stop her. Brand and other area mages want the enemy packed around Shyvana. Jinx, Kog’Maw, and similar carries want Shyvana to absorb attention long enough for them to free-hit from safe range. Best scenario: This works best when your team can hold a stable front-to-back shape. Shyvana enters, enemies panic and spend cooldowns, then your carry cleans up while those tools are down. It is also strong when the enemy has one main tank; Shyvana and the carry can burn through the front together instead of coin-flipping a backline dive. Enemy answer: The enemy may refuse to hit Shyvana and instead hard-engage past her onto your carry. They can also use terrain control, slows, or knockbacks to separate Shyvana from the DPS line, making both halves of the comp weaker. Failure risk: If Shyvana dives too far while the carry is still blocked by minions or zoned by poke, she creates a 1v5 instead of a front-to-back fight. If the carry steps up too early, the enemy can engage before Shyvana has forced any cooldowns. Recovery: Play the next wave slower. Shyvana should start by threatening the enemy frontline and only dive deeper when the carry can actually follow. If the enemy keeps bypassing her, she should pivot into bodyguard mode: stand between the diver and the carry, force them to fight her first, then use Dragon Form after their engage is spent. 5. Pick and displacement supports: Blitzcrank, Thresh, Pyke, Gragas Synergy mechanism: Pick champions shorten the fight before Shyvana has to fully commit. A hook, pull, or displacement can drag one enemy into her range, letting her save Dragon Form for the follow-up instead of spending it just to start contact. Combo: Hold the wave near the middle, threaten brush, and let the pick champion fish when the enemy steps around minions. If the hook lands on a carry, Shyvana immediately collapses and helps burst before the enemy team can counter-engage. If it lands on a tank, she should check whether the tank is actually killable before using Dragon Form; sometimes the right play is to take the health advantage and back up. Best scenario: This is best against squishy poke teams that rely on standing just outside normal engage range. They hate being pulled into Shyvana because their formation breaks instantly, and their backline has to choose between saving the caught ally or abandoning them. Enemy answer: Enemies will hide behind minions, send tanks forward to eat hooks, or counter-engage the moment your pick tool misses. They can also hold mobility until after Shyvana commits, then kite her while the hook champion has no second threat ready. Failure risk: The comp can become too pick-dependent. If every fight starts with a missed hook, Shyvana is left waiting with no clean entry, and the enemy gets free poke time. Another risk is overcommitting onto a durable target just because they were displaced. Recovery: After a missed pick, do not instantly force Dragon Form. Clear the wave, retake brush control, and make the enemy walk into the next angle. If the hook catches a tank, use Shyvana’s pressure to chunk them and back out unless the enemy backline is also trapped or too far away to punish.
What Shyvana needs most: reliable engage or follow-up crowd control, enough wave clear to let her build toward Dragon Form without bleeding health, and at least one teammate who can protect the backline when she dives. She is at her best when the team can fight in layers: someone starts or catches, Shyvana crashes in, and the rest of the team punishes the enemies who turn to stop her. If the comp has no crowd control, no shields, and no ranged damage behind her, she is forced to be the engage, the damage, and the tank at the same time. That is when she gets kited, peeled, and punished hardest.
Shyvana ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Shyvana is a front-to-back bruiser or poke-bruiser who waits for clean angles and coordinates one good commit with her team. | She becomes a live-in-the-fight brawler who enters early, stays through messy fights, and pressures multiple targets constantly. | Stop waiting for perfect moments; enter early and stay present through chaos. |
| Skill Usage | Save E for best targets, use W for spacing, and treat R as a commit button for backline access or team splits. | Cast freely and often to trigger augments; W and E become sustained fight tools rather than held for perfect windows. | Hesitation wastes augment tempo; cast immediately or disengage. |
| Skill Order Priority | Prioritize spells for lane pressure or poke first, then reliable damage based on team needs like wave control. | Follow augment paths; max spells that trigger augment rewards most often, not comfortable ARAM patterns. | Let augments dictate skill order, not old habits. |
| Fight Tempo | Shyvana can wait for her team, farm safe damage, and look for one coordinated shove without forcing engages. | Faster pace demands early starts and quick re-entries; waiting for perfect groups wastes augment and skirmish windows. | Start fights sooner and keep re-entering after each trade. |
| Augment Influence | Build around base identity with durable damage, burn synergy, and defenses for post-dive survival. | Augments decide the plan: damage augments enable explosive caster style, defensive ones extend brawling, mobility reduces early-entry punishment. | Build to survive first entry, then abuse augment pressure. |
| Teamfight Positioning | Hover on formation edges and wait for clean backline lines or responses to enemy cooldowns before committing. | Stand close to the mess to re-cast, re-angle, and pin enemies; enter from angles that cut escape space. | Cut escape angles, don't stand at max range waiting. |
Champion Analysis
Role / Current performance
Shyvana the Half-Dragon functions as a melee fighter-tank in Hextech Mayhem, bringing devastating transformation mechanics and high burst damage to the battlefield. Her identity is built around her ultimate, Dragon’s Descent, which transforms her into a massive dragon, granting substantial bonus health, converting her basic attacks and Twin Bite into area-of-effect damage, and allowing her to leap to a target area to knock up enemies. In the narrow lanes of Hextech Mayhem, this knock-up can hit multiple champions and serve as a game-changing engage tool. Outside of dragon form, Shyvana’s passive, Dragonborn, provides bonus armor and magic resistance while she is transformed, giving her impressive durability during team fights when she is in her most dangerous state. Her Q, Twin Bite, is her primary damage ability and becomes AoE in dragon form, capable of hitting multiple enemies simultaneously. Her W, Burnout, provides a movement speed boost while dealing continuous damage to enemies in her path, making it a crucial tool for both engaging and disengaging. Her E, Flame Breath, marks enemies so that Shyvana’s subsequent attacks deal bonus damage to marked targets, which amplifies her burst potential significantly. In terms of positioning, Shyvana is designed to initiate team fights with her dragon form, using the knock-up to disrupt the enemy team and create chaos. Her role as a frontline fighter is reinforced by the durability from her passive and the bonus health from her ultimate, allowing her to absorb damage while dishing out high burst. The practical strategic value of Shyvana lies in her ability to turn the tide of a fight with a well-timed Dragon’s Descent, capitalizing on the confined space of the ARAM map to hit multiple targets. Her damage pattern mixes sustained area-of-effect damage from Burnout and Twin Bite in dragon form with targeted burst from Flame Breath and follow-up attacks. She is a formidable pick in Hextech Mayhem because of this engage potential and the raw power of her transformation, making her a constant threat to enemy backlines.
Core Tips
Long-form tips / Play pattern
Shyvana wants messy fights, not clean poke wars. If both teams stare each other down at max range, she loses value unless she can safely build Fury, threaten with Snowball, or punish an overstep. Fights that start around minion waves, health relic pressure, or an enemy overcommitting into the backline give her the best window to turn the lane into a brawl. Engage timing matters greatly: Shyvana should not start every fight from full vision. Starting from behind the minion wave, brush control, or after an ally forces a dodge is far more effective. Her best engage is often the second threat, not the first. She should enter when enemies are grouped or pinned, because Dragon Form is strongest when the enemy team has limited space to spread. Leading with Snowball works best against a low-mobility carry or a support who stepped past their frontline. If the enemy still has peel ready, holding the second Snowball activation until they commit movement avoids gifting them a free kite path. Dragon Form should be used as commitment, not decoration; saving it for the moment Shyvana can land and cut off escape is far more valuable than throwing damage from range. When the enemy dives first, Shyvana is excellent at counter-engaging. She should turn immediately and stand between the diver and her damage dealers, dropping area damage through the path the diver must use. It is critical not to overrun her own carries; if she sprints past the enemy frontline while her backline is being collapsed on, her team may die before her damage finishes anyone. Punishing missed engage spells is another key window: if the enemy tank uses their main crowd control and hits only minions, Shyvana should move forward immediately while the enemy is clumped and deciding their next move. Planning an exit before going in prevents her from suddenly running out of space. If the fight turns bad, retreating diagonally toward brush or minions forces the enemy to choose between chasing and exposing themselves to return damage. When low, she should stop frontlining until the next real window, sitting behind minions and waiting for Snowball, Dragon Form access, or an ally crowd control hit. Narrow-lane spacing is critical: Shyvana uses the bridge width to trap, not to chase blindly. She should stand slightly off-center when fishing for an entry, which gives an angle onto carries and forces enemy skillshots to choose targets. She must not stack on her own carries before a fight, as that gives enemy area damage full value. Target priority requires killing the target she can actually stay on rather than diving the farthest carry with full support protection. Ignoring tanks unless they are trapping themselves is wise, but if that tank dives her backline, he becomes priority. Low-health enemies are not always the best chase if pulling her past the entire enemy team. Snowball functions as a threat extender, not the only engage button; throwing it when the enemy is distracted or locked in an animation works best. She should only use the second cast after reading the enemy response, and if the landing point is bad, letting the mark expire is fine. Playing around augment trigger windows means taking short trades if the setup rewards repeated combat, or waiting for a clean grouped angle if it rewards burst. Push when Dragon Form is coming online or the team has poke advantage; pull back when engage tools are down. Clear waves with purpose to stop dives or create space.
Read full guidePlaystyle Guide
Playstyle / Team structure
Shyvana the Half-Dragon operates on a clear three-phase progression in ARAM: early levels 1-6, mid levels 7-11, and late levels 12+. During early levels, she prioritizes farming Fury while avoiding unnecessary damage. She starts in the second line, near her ranged champions, to punish overextensions without eating free crowd control. Short trades revolve around Flame Breath when enemies last-hit, then stepping in with Burnout and Twin Bite only if she cannot be immediately locked down. Snowball is held for targets that have already used mobility or crowd control, and she lets it expire against a healthy tank fronting five enemies. Early augments should solve the team's most pressing problem: if engage is missing, she takes tools to reach the fight; if engage is already present, she takes damage, sustained-fight tools, or haste. She pushes the wave when her team has stronger early waveclear, and stalls against heavy poke by clearing only what is necessary and preserving health. When ahead, she holds the middle brush and forces enemies into Flame Breath without diving turrets early. When behind, she gives up brush control, clears with Flame Breath, and waits for a clean Snowball or Dragon’s Descent angle. Her overarching goal before level 6 is to arrive at dragon form with enough health to fight. At mid levels 7-11, Shyvana uses dragon form to break the lane open. She plays near the front but not alone, threatening a diagonal engage from brush or behind the wave to force carries back. In human form, she pokes with Flame Breath and uses Burnout for repositioning rather than random aggression. In dragon form, she casts from angles that hit the backline or cut off retreat, avoiding wasting the ultimate on a full-health tank while enemy carries free-cast. Snowball becomes her best way to choose the fight—landing it on a carry forces defensive spells and panic; she can delay taking it to let enemies clump before entering with Dragon’s Descent. Augment choices now match her lobby role: durability and tenacity if she is the primary engage, damage and ability uptime if her team has reliable crowd control, and repeated-combat tools for extended front-to-back fights. She pushes when dragon form is ready and her team can stand behind her, and stalls when ultimate is unavailable or carries are dead. When ahead, she uses the wave as a weapon, punishing anyone who walks forward to clear. When behind, she hides her engage angle, lets the enemy push, and looks for overextensions. The goal is to move from random skirmishing into planned fight cycles around her dragon form and Snowball availability. In late levels 12+, Shyvana must pick the right entry or peel the fight back. She stands on the edge of vision near brush or behind her frontline, threatening the backline without abandoning her team. She avoids slow poke wars against superior range unless her dragon-form Flame Breath can answer safely. Snowball is either an engage button or a death sentence—she throws it only when her team is close enough to punish and the target has no easy escape. Late-game augments are used around the decisive fight, not for cosmetic pressure; defensive augments trigger on real damage, offensive augments line up with dragon form or teammate crowd control, and mobility or reset augments are saved for the second movement in the fight. She pushes hard after a pick or won fight, converting every victory into turret or inhibitor pressure. When ahead, she plays as a gatekeeper between the enemy and the wave, forcing them to spend spells clearing before engaging.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
When ahead, Shyvana controls space rather than starting every fight. Her lead forces enemies to back away from her Dragon form threat and empowered poke. If her team has health advantage, minion control, or low-health frontline, she steps forward and makes opponents choose between taking damage or giving up the wave. The goal is to fight on her timing, not gift a shutdown by diving past multiple forms of crowd control. She converts Fury and Dragon form into pressure by walking up before transforming so enemies back away, then uses Dragon form to cut off escape angles or punish overextended carries. Landing slightly to the side traps enemies between her and her team. She enters after enemy stuns, roots, knockups, or displacement tools are down; entering first with no follow-up invites layered crowd control and a turned lead. She plays around empowered poke before committing, softening targets with Dragon form poke aimed at clusters or escape paths rather than only the lowest-health champion. Good poke creates a safe engage by leaving enemies injured, while rushed all-ins give them full health and cooldowns. She takes fights in waves, stopping after the first kill if her team is not in range, hitting the nearest safe target, zoning the backline, and waiting for cooldowns or allies. Chasing too far turns a lead into staggered deaths and lost map control. She uses augments to remove how enemies are beating her: mobility, stickiness, or range when she cannot reach carries; durability, healing, or damage reduction when she dies during the first crowd control chain; haste or repeated-cast styles for longer fights. The right augment turns a lead into reliable pressure; the wrong one narrows her strong moments. Avoiding the classic throw requires backing up, clearing waves, and resetting formation when her backline is far behind, Dragon form is ending, or enemies are respawning with full resources. Standing between the enemy and the wave instead of chasing alone preserves control. When behind, Shyvana stops playing like the main character until her Dragon form and team damage are ready. Without lane control, she can be kited, poked down, and forced into bad fights. She farms Fury and health safely by hitting minions and nearby safe targets without walking through free skillshots, letting the wave come closer. An impatient Shyvana loses half her health before Dragon form, making the engage bad. She does not rush into five ready champions; she holds Dragon form until someone else creates movement—an enemy engage that misses, a carry stepping forward, or a teammate landing a stun or slow. She enters as a punish tool, choosing the exposed target and the moment peel is weaker. She uses Dragon form defensively to disrupt an enemy’s entry path, separate frontline from damage dealers, or force carries to reposition. Defensive Dragon form buys time for her team to cast abilities, heal, or finish a target. She chooses augments that fix the reason she is losing: mobility and stickiness if she cannot reach anyone, durability and survival if she dies during the first burst, damage and uptime only if she can survive long enough to use them. Behind, she looks for small wins—a separated champion, an overstepping poke threat, or a frontline that engages without backline support. She collapses on the punishable target, takes the kill, forces retreat, clears the wave, and stops. Small wins rebuild the game by converting a kill into wave control, which builds Fury and health, making Dragon form a real threat again.
Read full guideChampion Background
Lore / Identity / Text block
Shyvana the Half-Dragon is defined by Fury rather than a standard ultimate cooldown. Her passive, Fury of the Dragonborn, requires her to build Fury through combat before she can transform into Dragon Form. This makes her less about isolated engages and more about managing when to force a fight or stall. Before Dragon Form is ready, she plays for short trades, wave contact, and safe Fury building; her real threat starts once her ultimate is available and her empowered E can pressure a clustered lane. Tracking her Fury bar like a fight timer is essential, and posturing forward when close to transformation signals the team that the next exchange can become an all-in. Enemies will kite her while Fury is low, disengage when Dragon Form begins, or save hard crowd control for her landing. If she enters a fight with poor Fury timing, she becomes a melee champion walking through poke, losing health before the real fight begins. Flame Breath is Shyvana’s most important spell in Mayhem. It provides ranged pressure, sets up bonus damage through its mark, and becomes a much more threatening area tool in Dragon Form. In human form, it lets her contribute when walking into danger would be suicide. In Dragon Form, she aims it where enemies must move, not just where they are, punishing clumped opponents and forcing bad movement. The clean pattern is E first, then use W and Q to trigger follow-up on the marked target. With R ready, a stronger sequence is to dive into a good angle, use empowered E onto multiple champions, then chase the best marked target. A missed E is a green light for the enemy to step forward and force a fight while her next few seconds are weaker. Burnout provides movement speed and surrounding damage, serving as her main way to enter, chase, reposition, and maintain contact once a fight is chosen. In Mayhem’s quickly resetting fights, W is the difference between a controlled dive and a slow walk into poke. It should be activated to dodge skillshots, follow a marked target, escape after a short trade, or rotate to a vulnerable backliner rather than wasted on wave arrival alone. Its value depends on staying near targets, so pathing around minions and terrain edges is key. If W is down, Shyvana becomes predictable and vulnerable to kiting. Twin Bite functions as her close-range damage tool that empowers her next basic attack and applies extra pressure once she is on a target. In Dragon Form it cleaves multiple enemies in front, important when ARAM fights collapse into a tight lane. The critical decision is using Q after reaching the target, not while being kited, to convert E mark damage or finish a low-health carry. Its value is tied to basic attack target choice, making it crucial to hit champions she can actually stay on. Dragon’s Descent transforms Shyvana and moves her into the fight. It is both an engage and a damage amplifier. The best ultimates are often slightly delayed to let her team draw out crowd control before she flies in when the backline is grouped or retreating through a narrow lane. A bad ultimate is the biggest mistake, spending her Dragon window walking, absorbing poke, and waiting to die when the angle is missed or follow-up is absent. When R is down, the enemy can force before her next transformation and treat her as a short-range bruiser with one important skillshot.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Shyvana in ARAM: Mayhem punishes sloppy timing more than most frontliners. She can look unstoppable when she enters with Dragon form, tags grouped enemies, and keeps fighting through the brawl, but she becomes completely useless if she spends her engage into disengage, walks in without Fury, or throws damage at the wrong target. The most common mechanical mistake is starting a fight with low Fury or without Dragon form ready, leaving her a short-range melee champion with no way to force the backline to respect her; the correct habit is to build Fury safely before the real fight starts and only commit when Dragon form can change the shape of the fight. Another major error is using Dragon form as a straight-line dive into the first enemy seen, landing directly in front of the whole team where crowd control is easiest; instead, aim the transformation to cut off space, split the enemy line, or land where follow-up damage can hit multiple targets. Shyvana should not habitually throw her ranged damage into tanks before fights, as that lets enemy carries keep full health and reveals her rhythm; she should hold poke for carries or clustered targets, and if only a tank is available, use the hit to manage spacing. Overchasing with movement tools after an escaping target separates her from allies and gives the enemy a clean punish window; she should chase only when her team can hit the same target or when the target has no safe path, otherwise use her pressure to hold space. Burning Snowball just to touch someone then saving Dragon form is another trap; treat Snowball and Dragon form as a coordinated entry plan, committing decisively when the mark connects to a valuable target with team follow-up. Standing still to trade autos into champions with stronger short trades or peel wastes health before the engage window; Shyvana should weave in only when the enemy has spent key control or when her frontline can share the damage. Dropping area damage on empty ground because she aims where enemies are instead of where they must move gives the enemy free sidesteps; she should aim at choke points, retreat paths, or targets being forced by allies. On the decision side, building or augmenting with no clear job creates a half-poke, half-frontline identity that is easy to punish; decide early whether the team needs burst access, sustained brawling, or a durable engager. Engaging first into a team with obvious disengage or layered crowd control still available stops her entry before damage matters; bait those tools with movement or a teammate's poke first. Diving the enemy backline while her own carries are being jumped leaves her alone in the lane; check who wins the backline race and if her carries are the stronger win condition, play near them and turn on divers. Treating Shyvana as always tanky because she can enter like a bruiser makes her soak every spell and die before sustained damage adds up; enter after the first wave of enemy damage or with a clear flank angle. Forcing fights when the minion wave is bad leaves allies unable to follow through zone control; clear or stabilize the wave before committing. Spending Dragon form for one low-value kill while stronger enemies are alive loses the real fight; use it to decide teamfights, not to pad a cleanup unless it leads directly to an objective or multiple kills. Ignoring enemy itemization and defensive tools leads to diving the hardest target while squishier carries free-cast; recheck targets after each shop phase and switch pressure.
Read full guideFAQ
Shyvana
Is Shyvana a frontliner, diver, or poke champion in ARAM: Mayhem? She can be any of the three, but you should choose one job before the first real fight. If your team already has engage, play around dragon form poke and follow-up damage; if your team lacks a body, build sturdier and start fights only when allies can hit the same target. The tradeoff is simple: full damage Shyvana punishes clumps harder, while bruiser Shyvana survives messy Mayhem fights better. When should I use Dragon's Descent? Use it when your team can immediately walk forward with you, not just because it is available. If enemies are grouped or trapped near terrain, dive through them and land where your next spell forces them to split. The tradeoff is that a flashy engage without follow-up leaves you stranded, and Shyvana has a harder time leaving than entering. Should I save dragon form for engage or use it for poke? Save it for engage when your team has reliable crowd control or a strong damage window ready. Use it for poke when both teams are staring each other down and the enemy carries are hiding behind tanks, because dragon form pressure can force bad movement before the real fight. The tradeoff is that poke dragon form can win health bars, but it may leave you without your best entry tool if the enemy instantly commits.
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