ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #18

Master Yi ARAM Mayhem Build & Best Augments

Master Yi role and playstyle: baseline role is ARAM champion, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; R is the major teamfight or finishing cooldown. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Medium execution: success depends on consistent ability timing, positioning, and target choice. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Master Yi Master Yi the Wuju Bladesman Mage / Assassin
TierT1
Rank#18
Win Rate52.96%
Pick Rate0.73%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate57.11%
Pick Rate17.70%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate55.32%
Pick Rate13.19%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate52.14%
Pick Rate5.77%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

56.21%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

56.43%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

55.10%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

55.68%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

55.12%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

59.82%
Experimental Hexplate Experimental Hexplate Experimental Hexplate
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.

60.39%
Death's Dance Death's Dance Death's Dance
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.

58.72%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

55.04%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

51.09%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

57.78%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

62.11%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

54.25%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.25%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

54.25%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

54.35%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

54.35%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

54.51%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

54.51%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate53.73%
Pick Rate21.46%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate48.31%
Pick Rate8.15%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

Win Rate40.26%
Pick Rate7.05%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

51.74%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

50.60%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

53.86%
Death's Dance Death's Dance Death's Dance
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.

51.22%
Experimental Hexplate Experimental Hexplate Experimental Hexplate
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.

56.28%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

47.36%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.61%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

55.69%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

48.66%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

57.37%
Heartsteel Heartsteel Heartsteel
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%.

47.95%
Mercurial Scimitar Mercurial Scimitar Mercurial Scimitar
Total Price
3,200
Price
125

+50 Attack Damage +35 Magic Resist 10% Life Steal ACTIVE Quicksilver Removes all crowd control debuffs (excluding Airborne) and grants Move Speed.

56.20%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

48.61%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

48.61%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

48.61%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.00%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

50.00%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

48.68%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

48.68%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate55.52%
Pick Rate24.87%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate53.75%
Pick Rate13.80%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate59.29%
Pick Rate6.29%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

56.38%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

55.53%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

56.06%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

56.59%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

56.25%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

56.74%
Death's Dance Death's Dance Death's Dance
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.

62.40%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

55.37%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

54.35%
Guinsoo's Rageblade Guinsoo's Rageblade Guinsoo's Rageblade
Total Price
3,000
Price
1,025

+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.

59.01%
Phantom Dancer Phantom Dancer Phantom Dancer
Total Price
2,650
Price
950

+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.

55.07%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

57.99%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

57.60%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

57.60%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

57.60%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

61.52%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

61.52%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

55.11%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

55.11%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate55.73%
Pick Rate15.87%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate54.41%
Pick Rate7.61%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

Win Rate51.53%
Pick Rate5.61%

Situational itemstop 12

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

53.94%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

53.36%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

53.98%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

54.52%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

53.77%
Guinsoo's Rageblade Guinsoo's Rageblade Guinsoo's Rageblade
Total Price
3,000
Price
1,025

+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.

54.48%
Death's Dance Death's Dance Death's Dance
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.

57.19%
Experimental Hexplate Experimental Hexplate Experimental Hexplate
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.

54.82%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.46%
Terminus Terminus Terminus
Total Price
3,000
Price
1,100

+30 Attack Damage +35% Attack Speed Shadow Attacks deal 30 bonus magic damage On-Hit. Juxtaposition Alternate between Light and Dark Attacks against champions: Light Attacks grant Armor and Magic Resist for 5s. Dark Attacks grant +10% Armor Penetration and Magic Penetration for 5s.

54.32%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

51.90%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

59.83%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

52.15%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

52.15%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

55.24%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

55.24%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

55.24%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

52.84%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

52.84%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
65.27%
Pick Rate
6.06%
Games
1,261

Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance .

View augment details
GoldT165.27%6.06%1,261
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
61.13%
Pick Rate
6.19%
Games
1,289

Gain one random Prismatic augment, excluding the other two offerings in your current assortment.

View augment details
GoldT161.13%6.19%1,289
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.53%
Pick Rate
7.10%
Games
1,477

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
PrismaticT160.53%7.10%1,477
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
57.23%
Pick Rate
4.95%
Games
1,031

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
SilverT157.23%4.95%1,031
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
56.54%
Pick Rate
7.05%
Games
1,468

Gain 15% omnivamp .

View augment details
SilverT156.54%7.05%1,468
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.54%
Pick Rate
5.22%
Games
1,086

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
PrismaticT156.54%5.22%1,086
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.35%
Pick Rate
4.24%
Games
882

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT156.35%4.24%882
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
56.34%
Pick Rate
11.63%
Games
2,421

You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp .

View augment details
GoldT156.34%11.63%2,421
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
55.96%
Pick Rate
6.81%
Games
1,417

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT155.96%6.81%1,417
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.62%
Pick Rate
9.49%
Games
1,976

Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds.

View augment details
PrismaticT155.62%9.49%1,976
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
55.60%
Pick Rate
15.66%
Games
3,259

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
GoldT155.60%15.66%3,259
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
55.56%
Pick Rate
11.58%
Games
2,410

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT155.56%11.58%2,410
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
54.73%
Pick Rate
6.56%
Games
1,365

Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects.

View augment details
SilverT154.73%6.56%1,365
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
54.58%
Pick Rate
11.74%
Games
2,444

Grants 60% bonus attack speed .

View augment details
SilverT154.58%11.74%2,444
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
54.41%
Pick Rate
7.02%
Games
1,461

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
SilverT154.41%7.02%1,461
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
54.08%
Pick Rate
5.78%
Games
1,202

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
GoldT154.08%5.78%1,202
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.02%
Pick Rate
4.31%
Games
896

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
PrismaticT154.02%4.31%896
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
53.63%
Pick Rate
5.04%
Games
1,048

Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance .

View augment details
GoldT153.63%5.04%1,048
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
53.54%
Pick Rate
5.71%
Games
1,188

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
GoldT153.54%5.71%1,188
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.43%
Pick Rate
4.34%
Games
904

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT153.43%4.34%904
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
52.90%
Pick Rate
13.18%
Games
2,743

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
GoldT152.90%13.18%2,743
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
52.28%
Pick Rate
4.74%
Games
987

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT152.28%4.74%987
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
52.25%
Pick Rate
11.23%
Games
2,337

Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds.

View augment details
GoldT152.25%11.23%2,337
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
52.15%
Pick Rate
13.86%
Games
2,884

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
GoldT152.15%13.86%2,884
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
51.62%
Pick Rate
8.13%
Games
1,693

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
GoldT151.62%8.13%1,693
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.26%
Pick Rate
5.15%
Games
1,071

Grants 18% armor penetration and magic penetration .

View augment details
GoldT151.26%5.15%1,071
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
50.47%
Pick Rate
4.63%
Games
963

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT150.47%4.63%963
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
50.18%
Pick Rate
5.43%
Games
1,130

Your champion's first basic ability (Q) gains 100 ability haste .

View augment details
GoldT150.18%5.43%1,130
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.68%
Pick Rate
6.01%
Games
1,250

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
PrismaticT149.68%6.01%1,250
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.66%
Pick Rate
4.97%
Games
1,035

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
GoldT149.66%4.97%1,035
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.94%
Pick Rate
6.14%
Games
1,277

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT148.94%6.14%1,277
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
48.43%
Pick Rate
7.98%
Games
1,660

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
GoldT148.43%7.98%1,660
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
63.33%
Pick Rate
2.11%
Games
439

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
GoldT263.33%2.11%439
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
63.11%
Pick Rate
2.25%
Games
469

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
PrismaticT263.11%2.25%469
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
63.07%
Pick Rate
3.66%
Games
761

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
PrismaticT263.07%3.66%761
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
61.13%
Pick Rate
1.79%
Games
373

Gain 2 Stat Anvils .

View augment details
SilverT261.13%1.79%373
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
59.73%
Pick Rate
2.10%
Games
437

Gain 1750 upon acquiring this augment.

View augment details
GoldT259.73%2.10%437
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
57.10%
Pick Rate
1.62%
Games
338

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
GoldT257.10%1.62%338
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
56.93%
Pick Rate
2.95%
Games
613

Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils.

View augment details
GoldT256.93%2.95%613
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
56.54%
Pick Rate
2.28%
Games
474

Increases attack damage by 20% .

View augment details
SilverT256.54%2.28%474
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
56.45%
Pick Rate
3.28%
Games
682

Gain one random Gold augment, excluding the other two offerings in your current assortment.

View augment details
SilverT256.45%3.28%682
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.61%
Pick Rate
1.93%
Games
401

Gain two completely random augments, excluding the other two offerings in your current assortment.

View augment details
PrismaticT255.61%1.93%401
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.01%
Pick Rate
3.55%
Games
738

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
PrismaticT255.01%3.55%738
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
54.31%
Pick Rate
3.85%
Games
801

Grants 50% critical strike chance .

View augment details
GoldT254.31%3.85%801
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
54.06%
Pick Rate
1.89%
Games
394

Grants 60 ability haste .

View augment details
GoldT254.06%1.89%394
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
53.77%
Pick Rate
2.04%
Games
424

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
GoldT253.77%2.04%424
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
53.76%
Pick Rate
2.49%
Games
519

Your abilities apply on-hit effects (1 second cooldown per target).

View augment details
GoldT253.76%2.49%519
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.65%
Pick Rate
2.96%
Games
617

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
PrismaticT253.65%2.96%617
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
52.86%
Pick Rate
3.62%
Games
753

Grants 20 bonus attack damage , 10 ability haste , and 5 lethality .

View augment details
SilverT252.86%3.62%753
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
52.61%
Pick Rate
2.76%
Games
574

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT252.61%2.76%574
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
52.33%
Pick Rate
2.27%
Games
472

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
GoldT252.33%2.27%472
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
52.31%
Pick Rate
2.19%
Games
455

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

View augment details
GoldT252.31%2.19%455
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
51.84%
Pick Rate
2.09%
Games
434

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
GoldT251.84%2.09%434
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
51.42%
Pick Rate
2.54%
Games
529

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
SilverT251.42%2.54%529
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
50.48%
Pick Rate
3.52%
Games
733

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
GoldT250.48%3.52%733
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
50.43%
Pick Rate
2.24%
Games
466

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
GoldT250.43%2.24%466
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.37%
Pick Rate
3.23%
Games
673

Gain the Hail of Blades and Press the Attack keystone runes.

View augment details
PrismaticT250.37%3.23%673
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
50.26%
Pick Rate
2.81%
Games
585

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
SilverT250.26%2.81%585
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.91%
Pick Rate
2.53%
Games
527

Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds.

View augment details
SilverT249.91%2.53%527
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.90%
Pick Rate
2.46%
Games
513

Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT249.90%2.46%513
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
49.64%
Pick Rate
2.66%
Games
554

Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health .

View augment details
SilverT249.64%2.66%554
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
49.54%
Pick Rate
2.09%
Games
436

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
GoldT249.54%2.09%436
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
47.74%
Pick Rate
2.23%
Games
465

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

View augment details
SilverT247.74%2.23%465
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
46.97%
Pick Rate
1.98%
Games
413

Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown).

View augment details
SilverT246.97%1.98%413
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.45%
Pick Rate
1.80%
Games
374

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
PrismaticT245.45%1.80%374
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
62.93%
Pick Rate
1.24%
Games
259

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
SilverT362.93%1.24%259
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
61.88%
Pick Rate
0.97%
Games
202

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
PrismaticT361.88%0.97%202
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
61.71%
Pick Rate
1.29%
Games
269

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
SilverT361.71%1.29%269
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
61.26%
Pick Rate
1.07%
Games
222

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
PrismaticT361.26%1.07%222
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
61.09%
Pick Rate
1.49%
Games
311

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
GoldT361.09%1.49%311
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
59.48%
Pick Rate
1.47%
Games
306

Grants 35% bonus health , 15% adaptive force , and 50% increased size.

View augment details
PrismaticT359.48%1.47%306
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
58.68%
Pick Rate
1.52%
Games
317

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
SilverT358.68%1.52%317
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.51%
Pick Rate
0.93%
Games
193

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT357.51%0.93%193
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
56.92%
Pick Rate
0.94%
Games
195

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
SilverT356.92%0.94%195
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
54.71%
Pick Rate
0.82%
Games
170

Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) .

View augment details
GoldT354.71%0.82%170
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.50%
Pick Rate
0.91%
Games
189

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
GoldT354.50%0.91%189
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
54.49%
Pick Rate
0.86%
Games
178

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
GoldT354.49%0.86%178
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
54.26%
Pick Rate
1.07%
Games
223

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
SilverT354.26%1.07%223
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
53.97%
Pick Rate
0.91%
Games
189

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT353.97%0.91%189
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.91%
Pick Rate
1.23%
Games
256

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
PrismaticT353.91%1.23%256
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
53.50%
Pick Rate
1.58%
Games
329

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
SilverT353.50%1.58%329
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
53.44%
Pick Rate
1.47%
Games
305

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
GoldT353.44%1.47%305
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.61%
Pick Rate
1.11%
Games
230

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
PrismaticT352.61%1.11%230
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
51.95%
Pick Rate
0.74%
Games
154

Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health .

View augment details
SilverT351.95%0.74%154
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.19%
Pick Rate
1.21%
Games
252

Your current augments transform into an equal number of completely random Prismatic ones.

View augment details
PrismaticT351.19%1.21%252
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
50.67%
Pick Rate
1.44%
Games
300

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
GoldT350.67%1.44%300
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
1.21%
Games
252

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
PrismaticT350.00%1.21%252
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.74%
Pick Rate
0.93%
Games
193

Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown).

View augment details
PrismaticT349.74%0.93%193
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
49.63%
Pick Rate
1.31%
Games
272

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT349.63%1.31%272
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.57%
Pick Rate
1.12%
Games
234

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
GoldT349.57%1.12%234
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
49.19%
Pick Rate
1.19%
Games
248

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
SilverT349.19%1.19%248
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
48.70%
Pick Rate
1.11%
Games
230

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT348.70%1.11%230
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.66%
Pick Rate
0.90%
Games
187

Gain 60 ability haste , increased by 3 each time you score a champion takedown .

View augment details
PrismaticT348.66%0.90%187
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.57%
Pick Rate
0.84%
Games
175

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
PrismaticT348.57%0.84%175
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.45%
Pick Rate
0.93%
Games
194

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
GoldT348.45%0.93%194
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
47.97%
Pick Rate
1.42%
Games
296

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
GoldT347.97%1.42%296
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.83%
Pick Rate
0.88%
Games
184

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

View augment details
PrismaticT347.83%0.88%184
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
47.68%
Pick Rate
0.73%
Games
151

Basic attacks deal bonus physical damage equal to 75% AP .

View augment details
GoldT347.68%0.73%151
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.24%
Pick Rate
1.21%
Games
252

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
GoldT345.24%1.21%252
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.14%
Pick Rate
0.84%
Games
175

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
PrismaticT345.14%0.84%175
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
41.48%
Pick Rate
1.10%
Games
229

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
GoldT341.48%1.10%229
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
67.31%
Pick Rate
0.25%
Games
52

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
PrismaticT467.31%0.25%52
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
65.45%
Pick Rate
0.26%
Games
55

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
SilverT465.45%0.26%55
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
62.96%
Pick Rate
0.26%
Games
54

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
PrismaticT462.96%0.26%54
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.21%
Pick Rate
0.32%
Games
67

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
PrismaticT458.21%0.32%67
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.02%
Pick Rate
0.39%
Games
81

Grants 3 random Dragon Souls .

View augment details
PrismaticT458.02%0.39%81
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
57.69%
Pick Rate
0.62%
Games
130

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
PrismaticT457.69%0.62%130
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
57.14%
Pick Rate
0.40%
Games
84

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
PrismaticT457.14%0.40%84
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.20%
Pick Rate
0.58%
Games
121

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
PrismaticT456.20%0.58%121
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
55.75%
Pick Rate
0.54%
Games
113

Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions.

View augment details
SilverT455.75%0.54%113
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
53.85%
Pick Rate
0.25%
Games
52

Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health .

View augment details
GoldT453.85%0.25%52
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
52.81%
Pick Rate
0.43%
Games
89

Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health .

View augment details
GoldT452.81%0.43%89
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
51.72%
Pick Rate
0.56%
Games
116

Grants 20% heal and shield power .

View augment details
SilverT451.72%0.56%116
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
51.67%
Pick Rate
0.29%
Games
60

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT451.67%0.29%60
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
50.56%
Pick Rate
0.43%
Games
89

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
SilverT450.56%0.43%89
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
0.40%
Games
84

Gain 1500 bonus health , but reduce your damage output by 10%.

View augment details
GoldT450.00%0.40%84
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.32%
Games
66

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
PrismaticT450.00%0.32%66
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
49.41%
Pick Rate
0.41%
Games
85

Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken).

View augment details
SilverT449.41%0.41%85
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
49.37%
Pick Rate
0.38%
Games
79

Your champion's third basic ability (E) gains 100 ability haste .

View augment details
GoldT449.37%0.38%79
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
49.11%
Pick Rate
0.54%
Games
112

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
GoldT449.11%0.54%112
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
48.67%
Pick Rate
0.54%
Games
113

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT448.67%0.54%113
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.55%
Pick Rate
0.66%
Games
138

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT448.55%0.66%138
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
47.50%
Pick Rate
0.38%
Games
80

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

View augment details
SilverT447.50%0.38%80
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
47.22%
Pick Rate
0.35%
Games
72

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
GoldT447.22%0.35%72
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
46.77%
Pick Rate
0.30%
Games
62

Your champion's second basic ability (W) gains 100 ability haste .

View augment details
GoldT446.77%0.30%62
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
46.67%
Pick Rate
0.43%
Games
90

Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT446.67%0.43%90
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
46.15%
Pick Rate
0.37%
Games
78

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
SilverT446.15%0.37%78
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
45.88%
Pick Rate
0.41%
Games
85

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT445.88%0.41%85
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
45.79%
Pick Rate
0.51%
Games
107

Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled.

View augment details
GoldT445.79%0.51%107
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
45.61%
Pick Rate
0.27%
Games
57

Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%.

View augment details
SilverT445.61%0.27%57
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.48%
Pick Rate
0.33%
Games
69

Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death).

View augment details
PrismaticT443.48%0.33%69
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
41.67%
Pick Rate
0.29%
Games
60

Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown).

View augment details
SilverT441.67%0.29%60
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
41.54%
Pick Rate
0.62%
Games
130

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
GoldT441.54%0.62%130
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
40.96%
Pick Rate
0.40%
Games
83

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
GoldT440.96%0.40%83
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
40.28%
Pick Rate
0.35%
Games
72

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
GoldT440.28%0.35%72
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
40.00%
Pick Rate
0.65%
Games
135

Grants 100 item haste , which is equivalent to 50% cooldown reduction for items.

View augment details
GoldT440.00%0.65%135
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.24%
Pick Rate
0.49%
Games
102

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT438.24%0.49%102
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.02%
Pick Rate
0.25%
Games
51

你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间

View augment details
PrismaticT549.02%0.25%51

Master Yi Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Main max: Q first.

Master Yi Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Master Yi counters these champions in ARAM: Mayhem.

Ashe Ashe Ashe T2
Tier
T2
Rank
#24
Win Rate
51.83%
Pick Rate
1.23%

Ashe is a utility marksman who wins fights by slowing targets, checking space, and setting up picks before the brawl fully starts. Her basic pattern is simple: keep enemies tagged with Frost, punish anyone who steps too far forward, and use her long-range engage to start clean fights for your team. In ARAM: Mayhem, Ashe is less about quiet lane control and more about constant teamfight value. The single-lane map makes her poke, vision control, and slows easy to apply, but it also means divers and hard engage reach her faster. Play her like a backline caller: soften enemies, create catches, follow allied crowd control, and reposition early whenever the fight turns messy. View champion guide

Jinx Jinx Jinx T1
Tier
T1
Rank
#6
Win Rate
54.66%
Pick Rate
1.18%

Jinx is a backline marksman who turns one good kill into a full team wipe. She pokes and farms safely with rockets, swaps to minigun when a target is locked down, and uses her traps to punish anyone who walks too far forward. Her signature pattern is simple: stay alive, tag a low-health enemy, then use the takedown speed reset to chase the next one. In ARAM: Mayhem, Jinx loves the constant fighting and narrow lane, but she also gets punished harder for poor spacing. More brawls mean more chances to snowball with resets, yet divers and long-range engage can reach her quickly if she stands too close. Play behind your frontline, fire rockets when enemies group up, save traps for incoming threats, and only step forward once the first enemy is already falling. View champion guide

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Karthus Karthus Karthus T2
Tier
T2
Rank
#54
Win Rate
51.96%
Pick Rate
0.82%

Karthus is a long-range magic damage mage who turns messy fights into guaranteed pressure. His core pattern is simple: poke with repeated spells, control space with his zone, and keep dealing damage even after he dies. He is not picked to dodge every threat; he is picked to make every engage expensive. In ARAM: Mayhem, Karthus gets more chances to fight constantly, so his value comes from positioning near the action without wasting his death. Walk up when your team can follow, punish enemies grouped in the lane, and use your global ultimate to finish low-health targets after a brawl. If you die too early with no teammates nearby, the enemy can simply wait out your damage and reset. View champion guide

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Read counter details

Countered By

5

Master Yi is countered by these champions in ARAM: Mayhem.

Malzahar Malzahar Malzahar T1
Tier
T1
Rank
#17
Win Rate
53.30%
Pick Rate
0.91%

Malzahar is a control mage who wins fights by making one target miserable. He pushes waves with Void pressure, spreads damage over time, and punishes divers with reliable lockdown when they step too far forward. His pattern is simple: mark a target, let the Void do the work, then hold suppression for the enemy carry, assassin, or overconfident frontliner who gives your team a clean focus window.In ARAM: Mayhem, Malzahar is less about slow lane control and more about surviving the chaos long enough to choose the right victim. Fights start faster, engage angles are messier, and enemies have more ways to force contact, so your spell shield, spacing, and ultimate timing matter a lot. Play behind your frontline, keep waves and summons moving, and do not waste your lockdown on the first body you see unless killing that target actually wins the fight. View champion guide

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

Annie Annie Annie T2
Tier
T2
Rank
#69
Win Rate
50.85%
Pick Rate
0.48%

Annie the Dark Child is a straightforward burst mage who wins by holding threat, stepping into range, and deleting a priority target with her stun-backed spell combo. Her signature pattern is simple: prepare her stun, punish anyone who walks too close, then use Tibbers to turn that pick into a messy teamfight. In ARAM: Mayhem, Annie is still easy to understand but harder to position. Fights start faster, angles are tighter, and enemies can punish her short range if she wastes her stun or walks up without backup. Play her as a patient engage-and-burst mage: wait for a real target, layer your crowd control cleanly, and let Tibbers create space when the fight breaks open. View champion guide

Rammus Rammus Rammus T3
Tier
T3
Rank
#101
Win Rate
49.44%
Pick Rate
0.37%

Rammus is a tanky engage champion who turns armor and momentum into pressure. He wants to roll in, force a bad fight, and punish enemies that rely on basic attacks. His signature pattern is simple: find an angle, start the fight with speed, lock down a key target, then survive long enough for his team to collapse. In ARAM: Mayhem, Rammus benefits from the constant fighting and narrow lane, because enemies have less room to dodge his approach or ignore his engage. He is easy to understand but still needs timing. If he rolls in before allies can follow, he gets kited and burned down. If he waits for a clumped enemy, a missed skill, or a carry stepping too far forward, he can start a fight that is very hard to reset. View champion guide

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

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Master Yi Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Highest Value Enchanter For Turning Yi Into The Reset Threat

Lulu gives Yi the two things he usually lacks: safe entry and protection after he becomes visible again. Her shields, speed, and emergency peel let him commit deeper without instantly losing to burst or a single hard crowd control chain.

Taric Taric Taric T3
Tier
T3
Rank
#71
Win Rate
50.66%
Pick Rate
0.25%

Taric is a frontline enchanter-tank who turns close fights into winning fights. He protects an ally, heals through extended brawls, and threatens stuns by lining up his engage through both himself and his linked partner. His signature pattern is simple: stay near the teammate who wants to fight, walk forward with them, and punish enemies who commit too hard. In ARAM: Mayhem, the constant teamfighting makes Taric more active than usual, but also less forgiving. If your team stacks around you and fights in your zone, you can make dives feel impossible to finish. If you fall behind the play or get kited before your stun connects, Taric can look slow and empty. View champion guide

Best Dive Partner When Yi Needs To Survive The All-in

Taric gives Yi a way to fight through the enemy’s burst window instead of trying to dodge every answer perfectly. His linked protection and delayed teamfight safety are especially valuable when Yi must enter into multiple champions rather than clean up one isolated target.

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Strongest Anti-pick Support When One Crowd Control Spell Would Ruin Yi

Morgana protects Yi from the exact kind of single hard catch that often deletes him before he can reset. Her binding also creates simple target selection: if someone is caught, Yi has a clear first victim instead of guessing which carry he can reach.

Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Best Low-effort Fight Starter For Yi Cleanup

Amumu gives Yi what he cannot create alone: a reliable moment where multiple enemies are stuck in place and forced to take a fight. Yi loves enemies who have already used dashes, flashes, shields, or panic buttons before he arrives.

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Best Hybrid Utility Mage When Yi Needs Speed, Shielding, And A Delivery Threat

Orianna makes Yi’s approach harder to read and adds a second punishment layer to his dive. Her shield and speed help him enter, while the ball turns his movement into a threat that enemies must respect even before he commits.

Master Yi ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityYi plays as a patient clean-up champion, waiting for enemy mistakes, dropped peel, and low health bars before entering to chain takedowns.He becomes a conditional carry threat who must evaluate enemy augments and burst patterns, entering only when key enemy control tools are down.Patience still wins, but you must track enemy augments before committing.
Alpha Strike UsageUsed casually for light wave control, last-hitting, or dodging one obvious spell without major punishment risk.Treat as a critical entry, dodge, and reset connector. Casual use on minions invites severe punishment while the tool is down.Never waste Alpha Strike on waves when enemy engage or burst is ready.
Snowball DisciplineA major tool for bypassing poke and terrain, with recasts often taken freely to start engage pressure.Use the mark as pressure first, recasting only when frontline enters, targets are damaged, or key crowd control is spent.A landed mark is a threat, not a contract to engage immediately.
Build FlexibilityBuilds often lean into damage, attack speed, and reset snowballing, with greedier damage curves often succeeding.Requires stricter survivability discipline; glass-cannon builds fail against layered crowd control and augmented burst punish windows.Build for the actual lobby problems, not the dream damage fight.
Teamfight SpacingPositions behind or beside frontline, close enough to follow engage but avoiding free poke damage.Must stand outside easy contact range due to stronger engage tools, then collapse instantly when enemies spend key cooldowns.Hover wider, then commit the moment enemy answers are gone.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem, Master Yi the Wuju Bladesman is a melee fighter-assassin defined by extraordinary attack speed and devastating cleanup potential. His passive ability, Double Strike, makes every few basic attacks trigger a double strike that deals bonus damage, providing excellent sustained output. Master Yi’s core ability is Alpha Strike, which performs rapid strikes against up to four targets and renders him untargetable during the animation. This dual-purpose tool both damages enemies and allows him to dodge critical enemy abilities, making his engage and escape highly situational. Meditate serves as his primary survival mechanism; while channeling for several seconds, he becomes untargetable and restores massive amounts of health, enabling him to survive extended fights. Wuju Style passively grants bonus attack damage, and when activated, his basic attacks deal additional true damage—a key answer to tanky champions who rely on armor. His ultimate, Highlander, grants massive bonuses to attack speed and movement speed, with each kill extending the duration. Once Highlander is active and Master Yi begins cleaning up, he becomes a whirlwind of death, cutting through enemies one after another. Master Yi’s positioning in team fights is that of a late-game cleanup king. He excels at entering after initial enemy cooldowns are used, using Alpha Strike to evade dangerous abilities while dealing damage. Meditate allows him to survive burst or buy time for his team, while Highlander ensures he can chase down and eliminate multiple enemies in quick succession. His damage pattern mixes rapid physical attacks, periodic double strikes, and true damage from Wuju Style, giving him effectiveness against both squishy and tanky targets. The practical strategic value lies in his ability to single-handedly win team fights once he gets a kill with Highlander active, as the duration extension snowballs into a rampage. However, Master Yi is vulnerable to crowd control and burst before he can start his streak, so careful timing of his untargetability tools is essential. He is the undisputed cleanup king of late-game Hextech Mayhem team fights, rewarding players who master the flow of entering, dodging, and eliminating enemies in rapid succession.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Master Yi wins Mayhem fights by entering late, not by starting fair fights. Treat the first few seconds of every brawl as scouting time. Let your frontline, poke, or Snowball user force enemy crowd control first, then move in when a target has already spent their stun, knockup, silence, fear, or exhaust-style answer. If you run in while every enemy is staring at you, Alpha Strike only delays the punishment; it does not make the follow-up safe. Start fights from a side angle when possible. Stand near the brush edge, behind your minion wave, or slightly off the main line, then enter when a low-health target steps forward to clear or poke. Use Alpha Strike to dodge something, not just to arrive. If the enemy has a key projectile, snare, hook, or burst spell ready, wait until it is aimed at you or your engage partner, then Alpha Strike through the danger. Do not be the first visible melee champion unless your team can immediately follow. If your team is still clearing minions or walking back from fountain, hold your engage. In counter-engage situations, Yi is often better as the second wave. When the enemy bruiser or assassin dives your carries, hit that diver first if they are isolated. Killing the diver opens a clean path into the backline. Save Alpha Strike for the enemy’s committed burst window. If a mage or marksman is about to unload damage into your team, entering with Alpha can break their targeting and force them to waste part of their combo. Meditate is your emergency brake, not your main defense plan. Use it when you are being focused and your next action matters: waiting for an ally shield, buying time for Alpha Strike to become available, or absorbing damage while the enemy oversteps. Keep one exit in mind before you enter. That exit can be a minion wave for Alpha Strike, a low-health target for a reset chain, Snowball back onto a safer enemy, or your team’s control zone. When a fight fails, stop chasing immediately after the first missed reset. Turn back through your minions, use Meditate to reduce incoming punishment if you must, and let your team re-form. Do not escape through the enemy backline unless they are already broken. Cut sideways or back toward your team once the first kill attempt fails. Respect the center choke. Stay just behind the front line until the enemy spends waveclear or crowd control, then step into threat range. Use minions as both cover and targets. A live wave gives you more Alpha Strike options and makes skillshots harder to aim. Avoid stacking directly with your carry. First target should be killable, not prestigious. Do not tunnel the fed backliner if a low-health bruiser is standing closer with no escape. Hit tanks only when they are isolated or your team is already burning them. After one kill, reassess instead of auto-chasing the nearest champion. Snowball is best as a threat before it is a dash. Do not always take the second cast. Take Snowball when it follows enemy cooldowns, not when it starts them. Snowball into Alpha Strike when you need to dodge the landing punish. If your augment rewards takedowns, play for the first clean kill above all else. If your augment rewards repeated attacks, choose longer fights around one trapped target. When ahead, push waves but do not stand under enemy tower first. When even, pull the fight back toward your side after failed poke trades. When behind, clear safely and farm takedown chances.

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Playstyle Guide

Playstyle / Team structure

Play guide

Master Yi the Wuju Bladesman approaches ARAM: Mayhem fights with a patient, opportunistic playstyle that evolves through the early, mid, and late stages. In the early game, he stays a step behind his front line and takes short trades only when an enemy oversteps or wastes crowd control. Snowball is used as a commit button on vulnerable targets, not as a random engage. If it misses, he resets and waits for a better wave. Augments should help him survive lane and reach his first real fight pattern. He prefers to stall when the enemy is stronger at range, letting them push into his team to create messy fights. When ahead, he keeps pressure controlled without sprinting into the backline, waiting for the first enemy spell commit. When behind, he stops forcing first contact, clears waves, and only enters after his team absorbs the first round of damage, acting as a finisher rather than a starter. After each skirmish, he looks for the healthiest enemy without an escape path and turns the lane into a cleanup fight. In the mid game, his positioning shifts to the side lane, outside the main projectile path, ready to cut in once the enemy turns attention elsewhere. He lets his team trade first and answers with a fast entry when key crowd control is down or health bars drop. Snowball is held for low-health backliners, isolated mages, or targets that have used defensive tools. Augments now reward repeated attacks, reset-style cleanup, or damage that ramps once he is inside. He pushes when ahead or the enemy has weak engage, forcing them to answer his threat in cramped space. When behind, he waits for the enemy to commit to someone else before entering from the edge, punishing overchase and finishing wounded targets. After each mid-game fight, he decides whether to keep pushing or reset for another pick. In the late game, Master Yi plays like a closer, staying hidden on the edge of vision and entering only when the enemy has already committed spells into someone else. He stops looking for fair trades, waiting for a clean opening to convert instantly. Snowball becomes his real entry tool, used on the easiest target to isolate, not always the highest damage. Augments help him survive the first collapse or snowball the first takedown. With a lead, he pushes hard and forces the enemy to walk into a bad angle, holding his entry until peel is used. When behind, his only win condition is a clean cleanup: he lets the enemy burn spells and enters after health bars are reduced, knowing that one patient fight is worth more than desperate dives. After each late fight, he quickly decides whether to end the game, take position for the next wave, or back off and defend, converting small advantages into the next objective while making the enemy guess where he will appear next.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When ahead, Master Yi should never be the first to engage. He plays as a finisher, entering only after the enemy has committed their main crowd control, stun, or peel on the front line. His trigger to go in is when that first layer of danger is gone. Using Snowball or a side angle to reach the back line, not the center, avoids pre-aimed crowd control that would waste his lead. The strength of an ahead Master Yi is chaining kills: once he gets one takedown, the enemy cannot stabilize. He should finish each kill and immediately look for the next safe angle instead of tunneling on one target. His lead should deny enemy counterplay, not dive blind. If the enemy carry is isolated or forced to step forward, punish that space immediately. If they stay grouped with layered peel, wait for them to break formation or for the team to create crossfire. The punish window appears when the enemy turns to save one target and exposes another. Augments that add durability, sticking power, or help survive burst are more valuable than pure damage when already winning; they cover the biggest weakness of being ahead: overconfidence that leads to dying before cleanup. Hidden approach via Snowball from behind the enemy line or fog of war is a key reward for being ahead. Master Yi should not trade his life for the first carry unless it ends the fight. A small pause before re-entering is better than handing over shutdown value. If the team has reliable engage, let them start the brawl and hold entry until crowd control lands, forcing the enemy to spend escape tools on the first wave. When behind, Master Yi must stop treating every fight as a dive angle. His trigger becomes waiting until both teams are committed and health bars are thin, then entering only when he sees a near-dead target, a missed key spell, or a gap in peel. Playing for cleanup, not hero plays, is essential. His damage pattern is still dangerous, but his margin for error is gone. One bad entry can make the game unrecoverable, especially against multiple crowd control sources. Snowball should be used as a test, not a promise: if it connects but the target still has peel behind them, cancel the fantasy and wait. Augments should patch survival before chasing greed; defensive or utility augments that help live through the first burst, move cleanly, or stay relevant without a perfect opening are more impactful than damage-only augments when behind. Master Yi must not front-load his resources into a low-value target like a healthy tank. He must pick fights around enemy mistakes—an overstepped carry, a missed peel spell, or a team knock-up—not around his own cooldowns. Patience is part of his kit when behind. Keeping death timer value in mind, if the team is low and the enemy can end off one lost fight, it is sometimes correct to show presence and threaten a flank instead of diving fully. Never burn every escape and engage tool at once unless the fight will end there; holding one layer of entry allows disengage or re-entry after the first exchange. The bottom line is that Master Yi’s entire game is about timing his entry. When ahead, he forces the enemy to panic and then punishes the crack in their formation. When behind, he slows down, waits for chaos, and only cleans up after the enemy has spent the tools that kill him. Entering too early throws the fight; entering on the right pause can still flip it.

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Champion Background

Lore / Identity / Text block

Background copy

Master Yi in ARAM: Mayhem is a cleanup carry, not a front-line starter. He wins when someone else burns the first wave of crowd control, then he enters with Alpha Strike, true-damage autos, and Highlander to chain takedowns. If he spends Q or R before the enemy is committed, he gives the other team a clean punish window. Play him like a blade held back until the fight is already messy. His passive, Double Strike, periodically delivers two quick basic attacks after enough attacks. It is strongest after Q places him near a target or after R lets him stick, and he should activate Wuju Style before committing to an extended auto sequence so the extra strike contributes to a kill rather than being wasted into a tank. Early on, Yi should look for short trades into isolated melee champions, then back away before the enemy backline layers crowd control. Once a fight breaks open, passive autos help him convert one damaged champion into the next, but he must avoid overcommitting extra attacks into a corpse and instead move toward the next threat. Alpha Strike is his most valuable button, serving as his main engage, dodge tool, and reset enabler. In a crowded Mayhem lane, it can dodge key projectiles or area burst, but using it only for damage often gets him killed when he reappears in the middle of five champions with no escape left. The clean pattern is to let allies start, wait for crowd control to be used, then Q onto a damaged carry, activate E for the auto follow-up, and use Highlander if the chase will continue. Q can also be held after Highlander starts so he dodges the first peel spell. Early on, it secures safe damage and avoids retaliation; in full fights, it is both his entry and life insurance. Enemies punish Q by spreading out, holding crowd control for his reappearance, and baiting him onto durable targets. Meditate is a defensive channel that helps Yi survive burst and recover health while he stops attacking, but it does not replace good entry timing. It fits between failed access and re-entry, best used after the enemy has spent their first rotation to blunt retaliation while his team follows. Early, Meditate absorbs poke, but channeling too far forward gives the enemy a free engage angle. In teamfights, it is a recovery plan, not a main plan, and sitting in it too long loses momentum. Enemies beat Meditate by interrupting it or zoning him out. Wuju Style empowers his basic attacks with extra true damage for a short combat window, and in Mayhem fights, Yi must activate it only when he is actually about to attack a champion repeatedly. Pressing it while walking in, being kited, or waiting for Q wastes its strongest damage window. It should come after Q commits him or just before the first auto if already in range, and during Highlander it turns his chase into real threat. Early, he uses it for short all-ins on enemies already controlled by allies; in teamfights, it lines up with the kill attempt. Enemies counter it by denying autos with kiting, stasis, blinds, shields, or disengage. Highlander gives Yi the speed and attack pace he needs to chase and snowball through a fight, with takedowns extending the threat window. He must not use it as a permission slip to sprint in first; instead, he activates it when a fight has already started, a target is low enough to threaten, or the enemy’s main peel has been forced.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Master Yi wins Mayhem fights when he enters late, dodges the one spell that would stop him, and keeps moving through targets instead of standing in the middle asking to be focused. Most bad Yi games come from two problems: using Alpha Strike as damage instead of protection, and starting fights before the enemy has spent their answers. Mechanically, opening every fight with Alpha Strike the moment an enemy is in range appears directly in front of a team that still has crowd control, burst, shields, and displacement ready, leaving Yi without his primary dodge tool. The correct action is to walk, Snowball, or wait behind the frontline first, then use Alpha Strike after the enemy commits an important spell or when the target is already low enough to finish. Meditate should not be treated as a panic button used only when one hit from dying; it is best activated before the heaviest damage connects, especially when expecting a spell combo or focused fire. Canceling the damage rhythm by spamming movement commands too far from the target loses uptime, so staying close enough to keep attacking while making small sidesteps is key. Hitting a full-health tank with Alpha Strike because they are the nearest champion lands Yi beside the hardest target while enemy carries get a free window; hit the frontline only when it is already being burned down or when no backline angle exists. Following every Snowball without checking whether the team can follow delivers Yi into exhaust effects, knockups, roots, and layered burst; Snowball should be used as a threat and gap-closer only when the marked target is isolated, low, or after the enemy has used their peel. Holding Highlander until after the first kill misses the speed and chase pressure needed to reach the reset fight, so activate it when truly committing to a fight where at least one target is likely to fall soon. Alpha Striking into untargetable, invulnerable, or heavily protected targets wastes damage and lands Yi in danger; track shields, stasis effects, and peel cooldowns before committing. Standing still after Alpha Strike ends allows experienced players to punish the landing area, so buffer movement or an instant attack should follow. On the decision.

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FAQ

Master Yi

FAQ

Is Master Yi good in ARAM: Mayhem? Yes, but he is not a blind “run at them” champion. He shines when enemies have already used key crowd control, when your team can start fights, or when low-health targets are grouped close enough for resets. The tradeoff is that a bad first entry usually gets punished instantly because Yi has limited ways to escape once Alpha Strike and Highlander are committed. When should I pick Master Yi? Pick him when your team has engage, shields, speed-ups, or reliable crowd control that can create a clean opening. He is much harder to play when your team is full poke and nobody wants to walk forward. If the enemy draft has several point-and-click disables or instant burst tools, you need to play more patiently and may have fewer windows to carry. What is Master Yi’s main job in Mayhem fights? Your job is to enter after the first wave of spells, kill the most reachable target, then use the reset tempo to keep moving through the fight. Do not waste your first engage on the healthiest frontliner unless they are already isolated or your team is burning them down. Yi wins messy fights, but he often loses clean enemy setups where every stun is saved for him.

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