Normal order: start Q, take W second, take E third, then max Q > W > E, putting points in R whenever possible.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,750
- Price
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,750
- Price
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
Situational itemstop 12
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
50.66%- Total Price
- 2,800
- Price
- 675
+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.
52.77%- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
52.31%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.85%- Total Price
- 2,750
- Price
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
52.86%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
50.38%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
52.39%- 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.
51.91%- Total Price
- 1,000
- Price
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
48.96%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
49.48%- Total Price
- 3,000
- Price
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
51.50%- Total Price
- 2,700
- Price
- 475
+55 Attack Damage 18 LethalityPreparationAfter being out of combat with Champions for 8 seconds gain Lethality. This Lethality lasts for 3 seconds after dealing damage to champions.ExtractionWhen a champion that you damaged within 3 seconds dies, gain 200 decaying Move Speed for 1.5 seconds.
50.02%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
53.54%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
53.54%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
49.56%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
51.59%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
51.59%Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
Situational itemstop 12
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
43.61%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
46.54%- 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%.
42.11%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
41.13%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
46.67%- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
47.62%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
42.02%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
50.46%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
47.17%- Total Price
- 2,900
- Price
- 900
+350 Health +55 Armor +4% Move Speed Shipwrecker While moving, build up to 20 bonus Move Speed. Your next Attack discharges built up Move Speed to deal bonus physical damage. Unsinkable Reduce the effectiveness of Slows by 15%.
41.47%- Total Price
- 2,800
- Price
- 750
+400 Health +55 Magic Resist +4% Move Speed Steadfast: Gain 70 Magic Resist and 6% bonus Move Speed after taking magic damage from Champions 8 times.
47.72%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
43.62%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
42.38%- Total Price
- 400
- Price
- 400
+150 Health
42.38%- Total Price
- 950
- Price
- 950
+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).
45.50%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
45.50%- Total Price
- 350
- Price
- 350
+10 Attack Damage
43.85%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
43.85%Core items
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
Situational itemstop 12
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
52.74%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
49.72%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.86%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
50.17%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
49.09%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
51.64%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
54.26%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
43.09%- Total Price
- 3,100
- Price
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
61.40%- Total Price
- 1,000
- Price
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
49.09%- 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.
51.38%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
44.15%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
53.76%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
53.76%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
45.01%- Total Price
- 950
- Price
- 950
+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).
49.18%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
49.18%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
Situational itemstop 12
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
52.66%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.66%- 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.
52.73%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
50.60%- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
53.57%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
52.37%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
50.08%- Total Price
- 3,000
- Price
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
53.73%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.61%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
53.18%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
54.21%- Total Price
- 1,000
- Price
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
51.86%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
51.77%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
51.77%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
49.79%- Total Price
- 950
- Price
- 950
+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).
50.38%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
50.38%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 58.02% | 7.58% | 917 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 57.11% | 7.21% | 872 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T1 | 54.57% | 5.15% | 623 |
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 | Gold | T1 | 54.31% | 8.54% | 1,033 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T1 | 54.29% | 5.68% | 687 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 54.15% | 15.82% | 1,915 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 53.38% | 8.31% | 1,006 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T1 | 53.26% | 9.39% | 1,136 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T1 | 53.19% | 8.42% | 1,019 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T1 | 53.07% | 6.20% | 750 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T1 | 52.70% | 4.89% | 592 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 52.48% | 18.97% | 2,296 |
Gain 15% omnivamp . View augment details | Silver | T1 | 52.34% | 9.19% | 1,112 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 51.46% | 11.06% | 1,339 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T1 | 51.42% | 7.87% | 953 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 51.31% | 6.33% | 766 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 51.23% | 7.71% | 933 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T1 | 51.05% | 7.09% | 858 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 49.92% | 5.35% | 647 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 49.53% | 11.41% | 1,381 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 48.51% | 6.08% | 736 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T1 | 47.66% | 9.35% | 1,131 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 47.12% | 6.17% | 747 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 46.22% | 4.81% | 582 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T1 | 43.64% | 6.63% | 802 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 65.95% | 2.69% | 326 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 64.02% | 3.54% | 428 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 61.57% | 2.00% | 242 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 61.47% | 2.81% | 340 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 61.09% | 2.27% | 275 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 61.01% | 3.75% | 454 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 60.64% | 2.06% | 249 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T2 | 60.20% | 2.47% | 299 |
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 | Silver | T2 | 59.07% | 2.14% | 259 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T2 | 59.01% | 1.83% | 222 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T2 | 55.82% | 2.06% | 249 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T2 | 54.95% | 1.83% | 222 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T2 | 54.85% | 1.96% | 237 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 54.45% | 2.32% | 281 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 53.85% | 2.58% | 312 |
Increases attack damage by 20% . View augment details | Silver | T2 | 53.77% | 1.75% | 212 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T2 | 53.23% | 2.56% | 310 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T2 | 53.00% | 1.79% | 217 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 52.09% | 2.17% | 263 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T2 | 51.76% | 2.11% | 255 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.60% | 1.81% | 219 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T2 | 51.55% | 2.13% | 258 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T2 | 51.45% | 2.28% | 276 |
Grants 60 ability haste . View augment details | Gold | T2 | 50.52% | 3.96% | 479 |
Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste. View augment details | Silver | T2 | 49.69% | 3.94% | 477 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T2 | 49.48% | 3.96% | 479 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T2 | 49.39% | 2.02% | 245 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 48.51% | 2.21% | 268 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T2 | 47.94% | 3.81% | 461 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T2 | 47.76% | 3.51% | 425 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T2 | 47.39% | 2.37% | 287 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T2 | 46.83% | 3.12% | 378 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T2 | 46.79% | 2.31% | 280 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 46.34% | 1.69% | 205 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T2 | 46.23% | 2.63% | 318 |
Grants 20% heal and shield power . View augment details | Silver | T2 | 45.65% | 3.89% | 471 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 45.52% | 2.31% | 279 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T2 | 45.51% | 2.85% | 345 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 44.55% | 1.82% | 220 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T2 | 44.15% | 3.11% | 376 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T3 | 72.16% | 1.45% | 176 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T3 | 59.34% | 1.50% | 182 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T3 | 59.06% | 1.05% | 127 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T3 | 57.59% | 1.31% | 158 |
Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed . View augment details | Prismatic | T3 | 56.29% | 1.25% | 151 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 56.29% | 1.25% | 151 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 54.05% | 1.53% | 185 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 53.61% | 1.37% | 166 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T3 | 53.37% | 1.35% | 163 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T3 | 53.21% | 1.29% | 156 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T3 | 53.17% | 1.04% | 126 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 52.76% | 1.64% | 199 |
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 | Silver | T3 | 52.03% | 1.02% | 123 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T3 | 51.67% | 0.99% | 120 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 51.66% | 1.25% | 151 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 51.16% | 1.07% | 129 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 50.00% | 1.04% | 126 |
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T3 | 50.00% | 0.91% | 110 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T3 | 49.72% | 1.48% | 179 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T3 | 49.66% | 1.21% | 147 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T3 | 49.54% | 0.90% | 109 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T3 | 49.36% | 1.29% | 156 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T3 | 48.65% | 0.92% | 111 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 48.41% | 1.30% | 157 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 47.98% | 1.43% | 173 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T3 | 47.89% | 1.57% | 190 |
Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds. View augment details | Prismatic | T3 | 47.24% | 1.35% | 163 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T3 | 47.15% | 1.02% | 123 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 47.01% | 0.97% | 117 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 46.88% | 1.32% | 160 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T3 | 46.58% | 1.21% | 146 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 46.30% | 0.89% | 108 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T3 | 46.15% | 1.50% | 182 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 46.05% | 1.26% | 152 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T3 | 45.98% | 1.44% | 174 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T3 | 45.77% | 1.17% | 142 |
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 | Gold | T3 | 45.68% | 1.34% | 162 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 44.03% | 1.31% | 159 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T3 | 41.79% | 1.11% | 134 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T4 | 62.75% | 0.84% | 102 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T4 | 60.00% | 0.54% | 65 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T4 | 58.23% | 0.65% | 79 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 56.25% | 0.66% | 80 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T4 | 55.74% | 0.50% | 61 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 55.17% | 0.48% | 58 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T4 | 54.39% | 0.47% | 57 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 53.57% | 0.69% | 84 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 53.23% | 0.51% | 62 |
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 | Silver | T4 | 53.00% | 0.83% | 100 |
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 | Prismatic | T4 | 51.90% | 0.65% | 79 |
Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed . View augment details | Silver | T4 | 51.79% | 0.46% | 56 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T4 | 50.68% | 0.60% | 73 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T4 | 49.21% | 0.52% | 63 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T4 | 48.89% | 0.74% | 90 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T4 | 48.00% | 0.62% | 75 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T4 | 48.00% | 0.62% | 75 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 47.17% | 0.44% | 53 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 44.87% | 0.64% | 78 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T4 | 44.78% | 0.55% | 67 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T4 | 44.19% | 0.71% | 86 |
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 | Silver | T4 | 43.86% | 0.47% | 57 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T4 | 43.62% | 0.78% | 94 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T4 | 43.55% | 0.51% | 62 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T4 | 41.03% | 0.64% | 78 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T4 | 40.23% | 0.72% | 87 |
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 | Gold | T4 | 38.18% | 0.45% | 55 |
Hecarim Skill Combos
Extracted from the skill order guide
If your augments heavily reward movement speed, first contact, collision plays, or pick creation: you can consider Q > E > W.
Normal order: start Q, take W second, take E third, then max Q > W > E, putting points in R whenever possible.
Hecarim Counters
Counters and threats extracted from the matchup guide
Counters
12Hecarim counters these champions in ARAM: Mayhem.
Read counter detailsHecarim Team Comp Highlights
Partner patterns extracted from the team comp guide
Highest Value Enabler
Zilean gives Hecarim the two things he loves most: speed to find the angle and a safety net if the dive goes too deep. When Hecarim can enter first without instantly losing the fight on death, he becomes much harder to punish.
Best Wombo And Ball Delivery
Orianna turns Hecarim’s dive path into a delivery system. Hecarim forces enemies to clump or run, and Orianna punishes either choice with shielded follow-up and a large area threat.
Safest Carry-dive Support
Lulu makes Hecarim harder to burst and harder to kite. Her shields, speed, and anti-burst tools let him stay in melee long enough for repeated damage and disruption instead of being a one-and-done engage piece.
Strongest Teamfight Layering
Seraphine gives Hecarim a cleaner runway with wave control, shields, and long-range crowd control. Hecarim creates panic in the middle of the enemy team, and Seraphine punishes the straight-line movement that follows.
Best Damage Payoff From Hecarim Disruption
Miss Fortune does not help Hecarim enter as much as the supports do, but she gives huge payoff when he makes enemies panic, clump, or run through a narrow space. Hecarim’s job is to force the enemy team to choose between peeling him and escaping her damage.
Hecarim ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Hecarim is a bruiser engager or follow-up diver who wants teammates to start or enemies to waste key crowd control before he commits to a fight. | He becomes a tempo driver who repeatedly threatens carries, splits enemy formations, and forces cooldowns early rather than waiting for perfect engage angles. | Shift from waiting for clean engages to creating repeated pressure and forcing enemy cooldowns throughout fights. |
| Engage Patience | He often holds engage until enemies overextend or carries walk into Snowball range, since he does not get endless clean attempts. | He can cast and fight more often, but using every speed tool just to reach enemies leaves no way to reposition after crowd control stops him. | Fight more often but save repositioning tools; arriving with no exit plan still gets punished. |
| W Timing | W is often used as Hecarim commits so he can survive the first burst of damage from the enemy team. | Fights are longer and messier, so avoid pressing W too early while walking in; use it when damage is actually being exchanged. | Activate W during active damage exchange, not before contact, or enemies can kite and wait it out. |
| Snowball Discipline | Snowball is often the safest way to start without spending everything; mark a target, wait to see if team can follow, then decide. | Snowball is more flexible but dangerous; check if team can hit, target has used escape, and you have a way out before taking it. | Do not take every Snowball mark just because Mayhem rewards action; bad isolated dives still end badly. |
| Ultimate Usage | Using R too early can leave Hecarim stranded, so it must be saved for the right moment to cross dangerous space or disrupt priority targets. | R should break counter-engage, dodge decisive responses, or re-enter after peel rather than being thrown out as a simple entry animation. | Save R to cross danger, dodge key responses, or re-enter fights rather than opening with it blindly. |
| Build Adaptation | Hecarim needs a practical balance between damage, health, resistances, and healing value to function without evaporating before dealing damage. | Augments change build needs; durability augments let you build pressure, while damage augments require defensive items to survive contact. | Match item choices to augment plan rather than following a fixed normal ARAM template. |
Champion Analysis
Role / Current performance
In Hextech Mayhem (ARAM) mode, Hecarim the Shadow of War functions as a melee fighter-tank defined by extraordinary mobility and devastating AoE damage capability. His core identity centers on speed as both a defensive and offensive mechanic, with his passive Warpath converting bonus movement speed directly into bonus attack damage. This creates a unique synergy where Hecarim becomes more dangerous the faster he moves, rewarding aggressive positioning and momentum-based gameplay. Hecarim's primary damage pattern revolves around his Q, Rampage, which deals AoE physical damage to nearby enemies while granting cooldown reduction when striking champions. This mechanic enables excellent sustained damage output in the close-quarters team fighting environment of Hextech Mayhem, allowing Hecarim to maintain pressure through repeated casts during extended engagements. His W, Spirit of Dread, complements this sustained fighting style by dealing magic damage to nearby enemies while healing Hecarim based on damage dealt, providing strong sustainability that keeps him effective throughout prolonged team fights. His E, Devastating Charge, serves as his primary mobility and engagement tool, granting massive movement speed toward enemies while empowering his next attack to knock targets back. This ability gives Hecarim outstanding engage potential, allowing him to close distances rapidly and disrupt enemy formations. His ultimate, Onslaught of Shadows, functions as his signature disruption ability by summoning a ghostly wave that fears enemies across a large area, causing them to flee. This ability excels at disrupting enemy positioning and creating chaos in the confined ARAM lane, where enemies have limited escape routes. Strategically, Hecarim combines the durability of a tank with the damage output of a fighter, making him effective at initiating fights, sustaining through enemy damage, and dealing consistent AoE damage to grouped opponents. His mobility allows him to engage from unexpected angles, while his fear ultimate can scatter enemy teams and create openings for his allies. The knockback from his empowered E attack adds further displacement utility, giving him multiple tools to control enemy positioning. Hecarim's combination of mobility, AoE damage, and tankiness establishes him as a devastating all-around fighter in Hextech Mayhem, capable of leading engagements, surviving sustained damage, and punishing enemies who cluster together.
Core Tips
Long-form tips / Play pattern
Hecarim wins Mayhem fights by choosing the angle, not by running straight through five champions. In the narrow ARAM lane, obvious engages are easily punished. Use the side brush, minion wave, and Snowball threat to make enemy carries step sideways first, then commit when their peel is separated from their damage. Starting from the middle of the lane with no cover usually results in spending speed just reaching the target and dying before damage matters. Start fights after someone uses their stop button. When the enemy support uses a knockback, bind, stun, silence, or displacement on your frontline, that is the cleanest window. Hecarim hates being stopped during the charge. Enter from an angle rather than the front line, since a straight engage lets enemies stack skillshots on the same path. Do not burn everything to touch the first target. If Snowball, movement speed, charge, and ultimate are all needed just to reach a tank, the engage is bad. Save at least one tool for the second movement to chase or escape. Use fear to break formation. The best ultimate is not always the one hitting the most people. A cast that fears the carry away from their enchanter or pushes damage dealers in opposite directions often wins harder than a five-man dive that leaves Hecarim trapped with no follow-up. For counter-engage, let impatient enemies cross the midpoint first. Hecarim excels when enemies dash into your team and lose their escape path. Hold charge until their diver lands, then run past to hit the backline. Peel with threat by standing between assassins and their exit route, forcing them to choose between finishing the kill or dying without a reset. Plan the exit before entry. Before diving, check health relics, minion waves, and backline position. If all three are behind the enemy team, the engage is just donating shutdown gold. After burst, curve out diagonally toward walls or brush rather than walking backward through skillshots. Use sustain windows only when damage is actually happening, not while kiting away. Do not stand shoulder-to-shoulder with your tank before fights, as stacking lets poke hit both and eliminates engage angles. Respect layered crowd control in the lane center, crossing with purpose using Snowball or ultimate. Use minions to hide movement but avoid getting stuck behind them. Primary targets are immobile damage dealers and fragile enchanters. Do not tunnel the lowest-health champion if they are deep under turret. When behind, hit whoever is overextended first to force numbers advantage rather than chasing fed carries through their team. Throw Snowball when enemies are busy dodging something else. Do not always recast instantly, as taking it immediately can put Hecarim into traps. Use Snowball as a bridge, not a replacement for good pathing. Read augments around the actions they reward and do not let them bait into bad target selection. Push when engage is available and pull back when key tools are down. Dive only when the victim cannot stall, entering after the wave reaches turret. Leave as soon as the kill condition is gone. When behind, stop starting hero fights and instead absorb pressure, clear waves safely, and punish overextension. Build fights around allied damage rather than pride. The clean pattern is pressure from the side, wait for peel to be spent, hit targets your team can reach, then curve out before the collapse.
Read full guidePlaystyle Guide
Playstyle / Team structure
Hecarim wants controlled chaos. He is not a front-to-back wall that stands still, nor a poke champion that wins by waiting. His best fights start from fog, side angles, or a minion-wave gap where he can enter fast, hit the backline, and keep moving instead of getting pinned in the center of the bridge. In Mayhem, the extra power from augments usually makes both engages and punish windows sharper, so play around the moment mobility, sustain, and defensive tools line up. During early levels 1-6, start slightly off-center near the side wall or just behind frontline minions to threaten short burst trades without eating every poke spell first. Let the wave absorb skillshots, then step up when those spells miss. Take quick trades, then leave. Hecarim is much better when he swings through the fight and resets his position than when walking forward slowly into five champions. Look for enemies who used their main poke or control spell on the wave, go in, hit the nearest safe target, and pull back before the enemy team can layer crowd control. Early Snowball is a threat tool, not an obligation. Throw it at a backliner only if the team can follow or the target is already low enough that entry creates a kill. If Snowball hits a tank in the middle of the enemy team, think twice before taking it, as a bad second cast puts you behind their frontline with no exit. At mid levels 7-11, Hecarim becomes much more threatening. Play from angles whenever the wave is neutral or pushing toward the enemy. If standing directly in lane, the enemy can mark the engage and pre-cast control. Trades should now be tied to enemy cooldowns and ally readiness. Engage when the enemy has used displacement, root, stun, silence, or heavy slow, or when team burst is in range. Snowball becomes a fight selector for bypassing frontline when a carry is exposed. If the team is clearing the wave or backing up, do not take a hit Snowball. The best Hecarim players leave bad marks unused. Late game punishes lazy engages. Death timers are long, damage is high, and Mayhem augments can turn one mistake into a lost push. Stand out of direct vision when possible and make the enemy team walk into uncertainty. Stop taking small health-loss trades unless they lead to a real fight. Late Snowball should either start a winning fight, finish a key target, or force a major defensive reaction. Throwing it randomly gives the enemy information. If ahead late, force the enemy to answer waves under pressure, then engage the moment one player steps too far forward. The goal is not always a flashy backline dive; sometimes the winning play is deleting the enemy frontline first. When behind late, look for one clean punish instead of a miracle five-man dive. Hide the angle, wait for the enemy to split around the wave, and attack the player the team can actually kill. The main rule is that Hecarim wins when he chooses the entry and keeps the fight moving. Charging straight down the lane into prepared control makes the enemy game easy. Holding a side angle, tracking punish tools, and using Snowball plus augments to enter on your terms turns every wave into a real threat.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Hecarim the Shadow of War excels at converting advantages into controlled pressure rather than reckless dives. When ahead, his primary strength lies in threatening angles that force enemies to respect his engage range, allowing his team to secure bushes, healing packs, and wave priority. He should start engages from the side rather than charging directly through the enemy front line, as good opponents will save crowd control for his exit and punish him after his initial burst. A clean pick creates opportunities for chained fights and wave control, but chasing carries through multiple defenders after they escape represents a major throw risk. His ultimate becomes a powerful tool for splitting enemy backlines from their frontlines, though he must wait for allies to position before committing. Hecarim can also bait enemy cooldowns by threatening charges without fully committing, then re-engaging once opponents have wasted their key spells. Even while ahead, he should prioritize peeling for fed carries when facing assassins or hard engage, rather than abandoning teammates to chase low-health targets. Movement speed augments should create cleaner engage angles rather than deeper overextensions, while durability augments cover his vulnerability to focused fire after committing. Damage augments tempt tunnel vision but work best against targets with no remaining escape options. When behind, Hecarim must shift from backline diving to controlled disruption and peel. He should clear safely, protect waveclearing teammates, and wait for enemies to waste cooldowns before looking for openings. Punishing overextended frontlines and counter-engaging enemy divers becomes more valuable than desperate attempts to reach carries. His ultimate serves as a fight breaker rather than an engage tool, separating damage dealers from their follow-up. Behind-state Hecarim must avoid engaging from center lane into five ready champions without side angles, ally support, or missed enemy spells. Trading his life for low-value targets rarely produces comebacks unless it immediately stops a push. When facing multiple hard crowd control options, he must count spells before committing and hover threateningly until enemies miss or use their tools on teammates. Repeated small trades using sustain augments can bait impatient enemies into mistakes, while mobility augments provide escape angles and repositioning after baiting cooldowns.
Read full guideChampion Background
Lore / Identity / Text block
Hecarim the Shadow of War functions in ARAM: Mayhem as a tempo bruiser who wins by entering fights with speed, maintaining movement throughout the engagement, and transforming messy skirmishes into extended chases. He is not a straightforward front-to-back tank, and his value drops significantly if he wastes his first engage. Every spell should be treated as part of one continuous movement chain: speed generates threat, threat forces flashes or peel, and follow-up damage only matters if Hecarim stays close enough to keep attacking. His passive, Warpath, converts bonus movement speed into offensive value. Movement is not merely mobility for Hecarim; it is integral to his damage pattern. Mayhem fights often break into repeated re-engages, resets, and side chases, which suits his style. Passive threat is highest when movement is stacked before contact, with a typical pattern involving building speed, entering with E or Snowball, keeping Q running during collision, and using W while enemies are forced to fight within range. Enemies punish Warpath by slowing Hecarim, grounding his engage route with zones, or forcing him to start from too close without time to accelerate. Q serves as Hecarim's main repeat damage tool, hitting around him and rewarding sustained melee presence. In Mayhem, enemies often clump around minion waves and narrow retreat lines, making Q excellent when Hecarim can stand inside multiple bodies after R or E disrupts their formation. Q is centered on Hecarim, so positioning matters more than aiming. Enemies counter Q by kiting outside his circle, using slows after entry, or forcing him to choose between chasing a carry and staying near the frontline. W creates a damaging area around Hecarim and provides durability through fighting. It functions as a "stay in" button rather than something to casually press while approaching. W is strongest when Hecarim is already in the middle of enemies or about to be. Activating it too early while still outside contact gives enemies a clear window to disengage and wait it out. If W is down, Hecarim becomes much easier to burst during his next engage. E grants ramping movement speed and empowers his next attack to knock the target back, serving as his most important non-ultimate engage and pick tool. The narrow ARAM lane makes E threatening because enemies have limited space to dodge his run-up. The direction of impact matters: striking from the front may knock a carry toward safety, while approaching from behind or the side can push them toward Hecarim's team. A missed or poorly angled E represents one of Hecarim's biggest punish windows. R is Hecarim's long-range commitment tool, damaging enemies in its path and fearing those near the impact area. It provides backline access and a way to break defensive formations. R is strongest when hitting a clumped team or punishing enemies trapped by the lane geometry. The fear effect near the arrival area is the real fight winner, so Hecarim should aim for where priority targets must move rather than where they are standing at the start. If R is down, Hecarim loses his most reliable way to reach protected targets, and the enemy backline can play farther forward with less risk.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Hecarim the Shadow of War performs best when entering fights with speed, targeting correctly, and maintaining movement throughout engagements rather than standing still like a directionless brawler. Most unsuccessful Hecarim games stem from two fundamental issues: poor execution on initial contact or forcing fights before teammates can properly follow up. Mechanical mistakes frequently undermine Hecarim's effectiveness. Charging straight in with Devastating Charge and targeting the first available champion often results in knocking a tank or bait target forward, wasting the strongest engage angle, and becoming surrounded with no escape route. The correct approach involves starting charges from side angles, aiming past the frontline, and using knockback to push carries toward allies or away from safety. Using Onslaught of Shadows as a panic engage at maximum range causes Hecarim to arrive before his team, fearing targets in unpunishable directions while burning his best escape simultaneously. This ability works best for breaking key backline positions, dodging crowd control, or finishing fights after allies are positioned to follow. Standing still while mashing Rampage eliminates the movement-based pressure that makes Hecarim dangerous, leaving him vulnerable to every skillshot and turning sustained damage into a slow death. Players should weave movement between casts, circle targets, and keep positioned toward either a carry or an exit. Activating Spirit of Dread after enemy damage has already landed misses the value of staying healthy during initial burst. This ability should cover the dangerous portion of dives, not the retreat phase at low health. Using Snowball blindly as a second engage without checking landing positions delivers Hecarim directly into exhausts, roots, traps, or five-player collapses, often forcing defensive ultimate usage just to survive. Buffering charges into obvious displacement or hard crowd control stops engages before impact, wastes speed windows, and grants enemies free punishment opportunities. Decision mistakes prove equally costly. Starting fights while the backline clears waves or recovers from poke creates beautiful engages that no one can damage, leading to enemy retaliation once movement burst ends. Hecarim functions as an initiator requiring team follow-up, not a solo delivery service. Building and playing like a pure carry against heavy crowd control and burst results in exploding before repeated damage matters, making every engage a one-way trip. Ignoring enemy anti-engage champions because of perceived speed leads to running directly into knockbacks, polymorphs, suppressions, silences, or layered slows, becoming predictable and easily peeled. Diving past fed bruisers or assassins to reach slightly weaker marksmen allows the real threat to kill allies while Hecarim chases protected targets, removing his own peel from the fight. Taking every visible low-health chase after won skirmishes runs Hecarim into respawns, traps, or fresh cooldowns, surrendering shutdown value and losing earned lane tempo. Fighting in narrow zones against enemies with stronger area control funnels teams into damage and eliminates the space Hecarim needs to flank, circle, or choose targets effectively. The disciplined Hecarim pattern remains straightforward: enter from an angle, move the right target, survive the first punish, then keep running the fight instead of standing in it. When mistakes occur, recovery involves cutting fights short, protecting exits, and waiting for genuine openings rather than forcing desperate extensions.
Read full guideFAQ
Hecarim
Is Hecarim a main engage champion in ARAM: Mayhem? Yes, Hecarim can start fights, but he is best when the enemy team has already stepped forward or used key peel. If you charge in first with no follow-up, you often get stunned, kited, and burned down before your healing matters. Ping your angle, enter from the side when possible, and force the enemy backline to split instead of diving straight through the whole team. When should I use Snowball on Hecarim? Use Snowball when it gives you a clean backline entry or a way to follow a low-health target after they flash or dash away. If the mark lands on a tank standing in front of four teammates, taking it can trap you in the worst part of the fight. Hold the second cast until your team is close enough to punish the collapse. Should Hecarim build full damage or tankier in Mayhem? Build more damage when your team already has frontline and the enemy carries are vulnerable to fast dives. Build tankier when you are the only champion who can enter first, because surviving the counter-CC matters more than one burst combo. The tradeoff is simple: damage Hecarim ends fights faster, tank Hecarim gets more chances to start them.
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