Normal order: Q > E > W, with R taken whenever it is available.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
Situational itemstop 12
- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
49.41%- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
49.19%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
48.55%- Total Price
- 2,800
- Price
- 750
+90 Ability Power +300 Mana +10 Ability Haste Mana Made Real (0s) For 8 seconds, your mana is Empowered. While Empowered, your spells cost 100% more Mana, you gain increased Ability damage, Shielding, and Healing, and your basic ability cooldowns progress 30% faster.
49.84%- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
47.66%- Total Price
- 2,500
- Price
- 600
+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.
47.31%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
52.05%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
49.37%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
46.26%- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
46.44%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
46.30%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
49.49%Starting items
- Total Price
- 850
- Price
- 850
+45 Ability Power
49.71%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
49.71%- 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.
49.71%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
46.78%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
47.13%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
47.13%Core items
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
Situational itemstop 12
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
51.25%- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
52.56%- Total Price
- 2,500
- Price
- 600
+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.
49.69%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.85%- 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.
48.83%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
52.75%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
53.17%- 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.
54.61%- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
44.69%- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
50.23%- Total Price
- 2,800
- Price
- 750
+90 Ability Power +300 Mana +10 Ability Haste Mana Made Real (0s) For 8 seconds, your mana is Empowered. While Empowered, your spells cost 100% more Mana, you gain increased Ability damage, Shielding, and Healing, and your basic ability cooldowns progress 30% faster.
47.65%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
51.88%Starting items
- Total Price
- 850
- Price
- 850
+45 Ability Power
50.11%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.11%- 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.
50.11%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
47.96%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
55.21%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
55.21%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T1 | 58.65% | 20.72% | 4,747 |
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 | 57.12% | 33.89% | 7,765 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T1 | 56.54% | 14.78% | 3,387 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 53.81% | 15.25% | 3,494 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 53.67% | 7.31% | 1,675 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 51.93% | 15.83% | 3,628 |
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 | T1 | 51.85% | 6.71% | 1,537 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 51.72% | 13.05% | 2,991 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T1 | 51.24% | 6.88% | 1,577 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 50.73% | 8.64% | 1,979 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T1 | 50.33% | 5.30% | 1,214 |
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 | 50.30% | 18.04% | 4,133 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 50.23% | 4.74% | 1,087 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 49.32% | 13.46% | 3,084 |
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 | 49.29% | 5.84% | 1,339 |
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 | T1 | 49.24% | 5.20% | 1,192 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 48.87% | 8.29% | 1,899 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 48.62% | 6.48% | 1,485 |
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 | 48.56% | 5.76% | 1,320 |
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 | 48.53% | 4.75% | 1,088 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T1 | 48.47% | 7.12% | 1,632 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 47.93% | 13.99% | 3,205 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 47.76% | 7.51% | 1,721 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T1 | 47.71% | 4.58% | 1,050 |
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 | 47.48% | 7.61% | 1,744 |
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 | T2 | 59.92% | 3.43% | 786 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 55.74% | 3.69% | 845 |
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 | T2 | 55.52% | 3.00% | 688 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 54.91% | 2.93% | 672 |
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 | 54.69% | 2.47% | 565 |
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 | 54.05% | 3.50% | 803 |
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 | 52.95% | 3.40% | 780 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 52.66% | 1.48% | 338 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 52.25% | 2.81% | 645 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T2 | 52.02% | 1.40% | 321 |
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 | T2 | 51.64% | 2.26% | 519 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 50.09% | 2.48% | 569 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T2 | 49.93% | 3.22% | 739 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T2 | 49.54% | 3.82% | 876 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 49.29% | 2.16% | 495 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T2 | 49.18% | 2.91% | 667 |
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 | T2 | 48.95% | 1.66% | 380 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 48.60% | 2.49% | 570 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T2 | 48.47% | 1.57% | 359 |
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 | T2 | 48.25% | 2.49% | 570 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 48.16% | 2.01% | 461 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T2 | 48.14% | 3.87% | 887 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T2 | 47.80% | 1.49% | 341 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T2 | 47.44% | 2.04% | 468 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T2 | 47.38% | 3.33% | 764 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T2 | 46.88% | 3.21% | 736 |
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 | 45.44% | 2.44% | 559 |
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 44.68% | 2.71% | 620 |
Grants 60 ability haste . View augment details | Gold | T2 | 41.95% | 3.44% | 789 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T2 | 41.94% | 1.57% | 360 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 41.86% | 2.12% | 485 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T3 | 59.46% | 0.48% | 111 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 55.27% | 1.20% | 275 |
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 | T3 | 55.22% | 0.58% | 134 |
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 | T3 | 53.48% | 0.82% | 187 |
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 | 53.13% | 0.70% | 160 |
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 | 52.88% | 0.83% | 191 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 52.58% | 0.93% | 213 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 52.34% | 0.56% | 128 |
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 | 50.79% | 0.82% | 189 |
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 | 50.71% | 1.22% | 280 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 50.33% | 0.67% | 153 |
Gain 15% omnivamp . View augment details | Silver | T3 | 50.18% | 1.24% | 285 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 49.33% | 0.65% | 150 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T3 | 48.57% | 0.61% | 140 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T3 | 48.54% | 1.35% | 309 |
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 | 48.36% | 1.06% | 244 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 47.83% | 0.70% | 161 |
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 | T3 | 47.79% | 0.49% | 113 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T3 | 47.62% | 0.64% | 147 |
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 | 47.46% | 0.51% | 118 |
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 | 47.26% | 1.27% | 292 |
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 | T3 | 47.17% | 1.16% | 265 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T3 | 47.02% | 0.66% | 151 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 46.61% | 0.51% | 118 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 45.83% | 0.73% | 168 |
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 | T3 | 45.79% | 0.47% | 107 |
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 | T3 | 45.58% | 0.64% | 147 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T3 | 44.97% | 0.65% | 149 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 44.79% | 1.26% | 288 |
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 | 44.68% | 1.03% | 235 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T3 | 44.34% | 0.93% | 212 |
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 | T3 | 44.12% | 0.59% | 136 |
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 | Prismatic | T3 | 42.31% | 0.68% | 156 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 42.11% | 0.75% | 171 |
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 | 41.84% | 0.62% | 141 |
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 | T3 | 41.27% | 0.55% | 126 |
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 | T3 | 41.04% | 0.93% | 212 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 40.65% | 0.93% | 214 |
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 | 38.53% | 0.48% | 109 |
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 | T3 | 38.49% | 1.21% | 278 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 62.69% | 0.29% | 67 |
Gain a modified Hand of Baron , which only grants 25% increased adaptive force and greatly empowers nearby allied minions . View augment details | Prismatic | T4 | 60.32% | 0.27% | 63 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 58.76% | 0.42% | 97 |
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 | T4 | 53.06% | 0.43% | 98 |
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 | 52.69% | 0.41% | 93 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 51.76% | 0.37% | 85 |
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 | T4 | 50.00% | 0.38% | 86 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 49.37% | 0.34% | 79 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T4 | 49.12% | 0.25% | 57 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T4 | 48.61% | 0.31% | 72 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 47.37% | 0.25% | 57 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 46.15% | 0.40% | 91 |
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 | 44.93% | 0.30% | 69 |
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 | 44.34% | 0.46% | 106 |
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 | 42.86% | 0.27% | 63 |
Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities. View augment details | Gold | T4 | 42.57% | 0.44% | 101 |
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 | T4 | 41.11% | 0.39% | 90 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T4 | 39.13% | 0.30% | 69 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T4 | 38.18% | 0.24% | 55 |
Ryze Skill Combos
Extracted from the skill order guide
Level Q first and max Q first.
Ryze Counters
Counters and threats extracted from the matchup guide
Counters
5Ryze counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Ryze is countered by these champions in ARAM: Mayhem.
Read counter detailsRyze Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard-engage tanks: Malphite, Leona, Nautilus, Amumu, Rell
These champions solve Ryze’s biggest problem: getting a clean fight started without forcing him to walk into five players first. Their engage pins enemies in place long enough for Ryze to chain his targeted lockdown and unload spell damage at close range.
Peel enchanters and defensive supports: Lulu, Janna, Karma, Milio, Renata Glasc
Ryze often has the damage to win extended fights, but he needs help surviving the first dive. Peel supports let him stand his ground against assassins, bruisers, and Snowball engages instead of burning every tool just to escape.
Long-range setup and pick champions: Ashe, Varus, Morgana, Lux, Seraphine
Ryze’s lockdown is reliable once he is close enough, but he still needs a way to reach the fight safely. Long-range roots, stuns, slows, and charm-style setups give him a target to walk toward without guessing.
AoE zone control and wombo damage: Orianna, Brand, Zyra, Anivia, Miss Fortune
Ryze is strong when enemies are forced to stand in a bad area. Zone mages and AoE carries punish the same thing Ryze wants: grouped opponents who cannot freely kite backward.
Secondary sustained damage threats: Cassiopeia, Kog’Maw, Kai’Sa, Kayle, Azir
Ryze is much harder to answer when he is not the only carry. A second sustained damage champion forces enemies to split engage tools, defensive cooldowns, and itemization. If they dive Ryze, the other carry free-hits. If they dive the other carry, Ryze punishes the closest target.
Synergy mechanism: These champions solve Ryze’s biggest problem: getting a clean fight started without forcing him to walk into five players first. Their engage pins enemies in place long enough for Ryze to chain his targeted lockdown and unload spell damage at close range. Combo: Let the tank start from fog, brush, Snowball, or a forced choke. Ryze should not instantly sprint past them. Wait for the first enemy movement spell or defensive cast, then step up and lock the highest-value target still inside range. If the tank catches two or more enemies, Ryze can commit harder because the enemy backline has less room to punish him. Best scenario: The enemy team is poke-heavy, immobile, or stacked in a narrow lane fight. A tank engage forces them to stop poking and actually brawl. That is where Ryze’s repeated spell casts matter most. Enemy answer: Good opponents will hold disengage, cleanse-style effects, knockbacks, or counter-engage until Ryze walks forward. They may also ignore the tank and burst Ryze when he enters range. Failure risk: If the tank dives too deep before Ryze is in position, the engage becomes a 1v5 animation and Ryze arrives late to a losing fight. If Ryze follows too early, he gets clipped by every retaliation spell. Recovery: Ping the next engage around wave state and health bars. Ryze should clear the wave, wait for cooldowns to return, and play behind the tank until another clean angle appears. Do not chase the failed engage into open space; reset the lane and make them walk back into you. 2. Peel enchanters and defensive supports: Lulu, Janna, Karma, Milio, Renata Glasc Synergy mechanism: Ryze often has the damage to win extended fights, but he needs help surviving the first dive. Peel supports let him stand his ground against assassins, bruisers, and Snowball engages instead of burning every tool just to escape. Combo: Ryze holds his targeted lockdown for the diver, not the enemy tank. The support shields, speeds, interrupts, or denies the dive while Ryze roots the first threat that commits. Once the diver is stuck in Ryze’s range, the fight flips from “protect Ryze” to “kill the trapped target.” Best scenario: The enemy comp has one or two hard divers who must reach Ryze to win. If the support saves their peel for that exact moment, Ryze can punish the dive and then walk forward with numbers advantage. Enemy answer: Smart enemies will bait defensive tools with fake engages, poke the support first, or send multiple threats at once so Ryze cannot lock down all of them. Failure risk: If Ryze uses his lockdown on a frontline target right before the assassin enters, he has no answer to the real threat. If the support spends peel on minor poke, the next engage becomes dangerous. Recovery: After a bad peel trade, Ryze should back up and farm the wave rather than forcing another short-range trade. Let the support regain position, mark the main diver mentally, and only step forward when the team can punish that champion together. 3. Long-range setup and pick champions: Ashe, Varus, Morgana, Lux, Seraphine Synergy mechanism: Ryze’s lockdown is reliable once he is close enough, but he still needs a way to reach the fight safely. Long-range roots, stuns, slows, and charm-style setups give him a target to walk toward without guessing. Combo: The poke or control champion lands the first catch. Ryze follows only if the target is actually punishable and the enemy team cannot instantly collapse. He adds his own lockdown after the first control is about to end, then dumps damage while allies layer more spells into the same spot. Best scenario: The enemy carries are playing behind minions but occasionally step into side angles to throw poke. One long-range catch turns that small mistake into a forced fight, and Ryze is excellent at converting a caught target into a kill if he is already nearby. Enemy answer: Opponents can hide behind minions, spread out, build defensive spacing, or hold mobility until Ryze commits. They may also bait the long-range spell, then engage while it is down. Failure risk: The common mistake is over-following a flashy catch. If the target is too far away, Ryze walks through the whole enemy team and dies before his damage matters. Recovery: Treat missed or low-value catches as lane pressure, not a command to all-in. Clear the wave, take the health advantage, and wait for the next setup. Ryze should move with the control champion so the next hit is close enough to convert. 4. AoE zone control and wombo damage: Orianna, Brand, Zyra, Anivia, Miss Fortune Synergy mechanism: Ryze is strong when enemies are forced to stand in a bad area. Zone mages and AoE carries punish the same thing Ryze wants: grouped opponents who cannot freely kite backward. Combo: Ryze helps hold a priority target near the danger zone while the AoE champion drops damage across the choke. If the enemy clumps to save that target, the AoE wins the fight. If they spread out, Ryze can isolate the rooted or slowed enemy and finish them. Best scenario: Fights around towers, brush entrances, narrow lane sections, or minion crashes. Ryze does not need to chase far when the enemy has to move through allied damage zones to contest space. Enemy answer: The enemy can disengage immediately, refuse the choke, flank from multiple angles, or send a durable champion forward to absorb the first control spell. Failure risk: If the team drops every AoE spell before Ryze locks anyone down, enemies simply walk out. If Ryze roots a tank in the zone while enemy carries remain untouched, the damage may be wasted. Recovery: Save at least one major zone tool for the second movement. Ryze should pressure the front only until a carry missteps, then swap focus quickly. If the enemy refuses to enter, take the wave and tower chip instead of forcing a low-odds chase. 5. Secondary sustained damage threats: Cassiopeia, Kog’Maw, Kai’Sa, Kayle, Azir Synergy mechanism: Ryze is much harder to answer when he is not the only carry. A second sustained damage champion forces enemies to split engage tools, defensive cooldowns, and itemization. If they dive Ryze, the other carry free-hits. If they dive the other carry, Ryze punishes the closest target. Combo: Play a compact front-to-back fight. Ryze stands near, but not directly on top of, the second carry. When an enemy bruiser or assassin commits, Ryze locks that champion in place while both carries burn them down. After the first kill, Ryze can move forward with the remaining damage threat covering him. Best scenario: The team has at least one tank or support to create a stable line. In that setup, Ryze and the second carry can shred whoever enters range instead of coin-flipping a backline dive. Enemy answer: Enemies may force hard flanks, poke both carries before the fight, or use long-range engage to separate Ryze from his partner. They can also bait Ryze forward, then collapse on the less protected carry behind him. Failure risk: If both carries stand in the same narrow spot, one engage hits everything. If they split too far apart, peel cannot cover both and Ryze’s lockdown will not protect the other threat. Recovery: Rebuild spacing after every wave. Ryze should stay close enough to punish divers but far enough that one crowd control chain does not catch both carries. If the other damage dealer dies early, Ryze must stop chasing and play for waveclear until the team can fight five again.
Draft read: Ryze fits best with teams that can start fights on their terms and keep enemies inside his working range. He struggles when allies only poke from max range, never engage, and provide no peel once the enemy finally commits. Give him a tank, a peel tool, or a reliable setup spell, and he becomes a brutal follow-up carry rather than a short-range mage trying to do everything alone.
Ryze ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Ryze sits behind the frontline and plays around repeated spell rotations, wanting enemies to enter his range while he scales safely toward item breakpoints. | He becomes a controlled skirmisher who steps forward during passive movement and shields or ally crowd control, then exits before augmented enemy burst returns. | Shift from passive scaling backliner to active skirmisher who picks precise engage moments. |
| Rune Prison Usage | Ryze often uses W automatically on the first target who enters range, punishing enemies who step too close during extended front-to-back fights. | He must hold W for high-value divers or assassins who enter after the first trade, since wasting it leaves no reliable peel for backline protection. | Save W for the real threat rather than automatically rooting the first available target. |
| Tempo and Pacing | Ryze enjoys a clean curve of safe farming, resource stacking, and hitting item breakpoints before taking over extended teamfights at his own pace. | The curve compresses significantly; he must clear waves, threaten during enemy cooldowns, and reset position after one or two rotations to avoid punishment. | Clear, threaten, reset position—staying in range after control spells down throws trades. |
| Realm Warp Decisions | Map plays are already limited, but bad portals are somewhat recoverable due to slower fight tempo and more predictable engage patterns. | Bad portals are far more punishing; use for short repositioning, collapsing on isolated targets, or saving the team from overextensions, never just because available. | Use Realm Warp for coordinated repositioning, never cast it just because it is ready. |
| Build Flexibility | Ryze can lean into scaling mana and ability power builds because the lane is predictable and fights are easier to read over time. | Greedy builds get punished harder; defensive components or durability items become essential when facing burst, dive, or heavy crowd control compositions. | Prioritize surviving first engage over pure damage when facing dive or burst comps. |
| Snowball Integration | Ryze can sometimes ignore Snowball entirely and play purely around his spell range during extended fights and wave control. | Snowball has more value for repositioning, but he should never use it to engage first into five enemies without W ready or team follow-up. | Use Snowball to follow engage or finish isolated targets, never to start fights alone. |
Champion Analysis
Role / Current performance
Ryze the Rune Mage functions as a ranged mage in Hextech Mayhem (ARAM), offering powerful sustained damage and excellent mobility. His passive, Arcane Mastery, generates Arcane Charges with each spell cast, and at full charges, his next spell becomes empowered with bonus effects and mana refund. This mechanic provides Ryze with excellent mana sustainability, allowing him to maintain pressure throughout extended fights in the single-lane environment. His Q, Overload, serves as his primary damage source, firing runic energy that deals magic damage with bonus damage against marked targets. Ryze's W, Rune Prison, provides extremely valuable point-and-click crowd control by rooting a target for a substantial duration, giving him reliable utility for locking down priority targets. His E, Spell Flux, represents his core mechanic by applying a spell flux mark that causes Q to bounce to nearby enemies when hitting marked targets. This bounce mechanic enables Ryze to poke multiple enemies simultaneously, making him particularly effective in the clustered teamfights characteristic of Hextech Mayhem. Ryze's ultimate, Realm Warp, allows him to teleport himself and nearby allies to a target location after a brief channel. While this ability is noted as less impactful in Hextech Mayhem's single lane compared to other modes, it retains strategic value for repositioning the team during key moments. Ryze's combination of spell-flux combos and mobility establishes him as one of the most dynamic mages in Hextech Mayhem, capable of weaving sustained damage output with crowd control and team utility. His kit rewards players who can effectively manage Arcane Charges and coordinate ability sequences to maximize damage across multiple targets. The synergy between his spell-flux marking mechanic and Overload's bounce effect defines his damage pattern, while his point-and-click root provides consistent crowd control that does not rely on skill shots. Ryze the Rune Mage delivers a well-rounded profile of sustained magic damage, reliable crowd control, mana sustainability, and team repositioning utility that makes him a versatile pick in Hextech Mayhem.
Core Tips
Long-form tips / Play pattern
Ryze wins Mayhem fights by controlling distance first, then spending his rotation on targets that cannot leave. Do not open every fight by walking straight at the enemy front line. Start by touching the wave, spreading pressure through minions, and forcing someone to step forward to clear. When that player commits, move up with your team and lock your first spell cycle onto them. Casting into five healthy enemies with no crowd control already landed usually gives them the clean engage they wanted. Engage when the enemy has already used a key dodge, dash, shield, or cleanse tool. Ryze is strongest when the target has to eat the full follow-up instead of breaking line of sight after the first spell. Use Snowball as a second engage, not a blind first engage. Taking Snowball alone usually drops you into exhausts, traps, knockups, and burst. Throw Snowball during allied crowd control, after an enemy has been displaced, or when your frontline is already entering. If your team has no reliable engage, play for shove into pinch by pushing the wave hard enough that the enemy must clear under pressure, then stand slightly off-center so your spells threaten the champion clearing minions. Save your point-and-click control for the first diver that actually commits. If a bruiser only walks forward to bait, do not panic-spend your defensive spell. Let them cross the line where retreat becomes awkward, then root or slow them while your team turns. Against assassins, cast defensively before chasing low health targets. Hold your control spell, stand near an ally with peel, and force the assassin to enter your spell range first. When the enemy dive chain starts, move backward between casts. Ryze players lose fights by standing still to finish a rotation. Use lane walls to shorten enemy chase angles. Drift toward a wall, break the angle, and force enemies to stack if they want to keep chasing. Do not Realm Warp or long reposition as a panic button into unknown space. Use it when your team can arrive together or when the destination is already safe. If you get chunked before the fight, stop contesting the front minions and play only for defensive control until your health is playable again. Stand one step behind your frontline and one step to the side of your carries. If you stack directly on your backline, one engage hits both of you. Use minion waves as temporary shields, not permanent safety. When the enemy has heavy poke or large zone spells, clear quickly and move away from the dying wave. Hit the closest killable target unless a carry is already trapped. Do not tunnel the backline through three bodies. Respect anti-burst and cleanse effects by baiting those tools before committing everything. Throw Snowball after the enemy wave thins, and take Snowball only when your next two actions are clear. Push hard after winning trades, then pull back before the enemy respawn wave crashes. When behind, stop perma-pushing into their engage range and punish oversteps instead. Good Ryze play in Mayhem is controlled aggression: push when your spells and team position let you punish, and pull when your control is down or the enemy has the cleaner engage.
Read full guidePlaystyle Guide
Playstyle / Team structure
Ryze the Rune Mage thrives on controlled chaos rather than random brawling in Mayhem. His core game plan centers on keeping the wave playable, punishing enemies who enter spell range, and saving his point-and-click root for high-value targets. He performs best when enemies must walk through minions or chokes to reach him, and struggles when he wastes abilities on frontliners then gets caught without root, Snowball answer, or kiting space. During early levels, Ryze should position behind his first melee champion or beside his main poke champion, avoiding the front line. His early range demands respect, so he must stand where he can hit the wave and nearest enemy without becoming the primary target for hooks, hard engage, or Snowball follow-up. Trading rhythm involves repeated short trades when enemies step up for last hits or wave clearing, tagging the wave to spread pressure through minions before damaging safe targets. Against outranging opponents, he should thin the wave first rather than forcing champion trades. Early Snowball serves defensive purposes or guaranteed cleanup, never as a random engage tool. When marked by enemy Snowball, Ryze should hold his root for the diver's arrival rather than panic-casting. Mid game represents Ryze's primary working phase. He positions just behind his engage line and slightly off-center, able to hit fight entrants while avoiding poke alignment. His rhythm shifts to wave pressure into champion pressure, clearing enough minions to create paths before stepping forward for short combos. When root is unavailable, he must respect punish windows by backing up and avoiding Snowball range. Mid game Snowball can initiate fights but only with clear landing plans, ideally marking targets already controlled or who wasted their dash. Augment choices should now define fight patterns, with cast-speed tools enabling longer fights and burst tools held for damaged targets. Late game demands Ryze respect burst over ego. He positions close enough to punish engage but far enough that one misstep costs the fight, ideally behind his tank and near his highest-damage ally. Late trades focus on forcing fights on his terms rather than chip damage, targeting carries who step too close or divers who use mobility early. Late Snowball carries high risk and should finish fights, punish separated champions, or dodge lethal skillshots rather than serving as blind engage. Push decisions should follow any kill due to late death timers and Mayhem damage patterns converting single picks into game endings. When ahead, Ryze should trap enemies between his wave and their turret, making the lane feel suffocating with minions under enemy turret, contested health relics, and disciplined roots. When behind, his win condition becomes one trapped carry or failed enemy dive, requiring him to clear, retreat, and force enemies to walk into his range near turrets or chokes. Before each late fight, he must choose one job: peel for the fed ally, lock the diver, or follow his engager. Attempting all three results in arriving late to crucial moments. Ryze wins late Mayhem fights through decisive root usage, disciplined Snowball decisions, and rapid conversion of won fights into structure damage.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Ryze the Rune Mage excels as a pressure engine who converts leads through sustained casting rather than desperate all-ins. When ahead, his strength lies in forcing enemies to walk backward while he chains spells from behind his frontline. He should clear waves with Flux spread before pressuring champions, as skipping the wave to chase creates punish windows for assassins and long-range crowd control. His empowered Rune Prison threat alone can force enemies off the wave without committing to a full engage. Realm Warp should only move the team to safe destinations or undefended structures, never into enemy area damage or crowd control. Ryze takes space in short steps, stepping forward one screen at a time before resetting formation. Snowball should serve as a follow-up tool after enemies burn peel, not as an engage button that drops him into focus range. Augment choices should prioritize durability and movement against dive compositions, while ability haste and mana options shine against short-range enemies. When behind, Ryze must stop contesting every inch of the lane and instead make enemies start fights under worse conditions. He clears waves from off-center angles to avoid hooks and dive threats, stepping back rather than standing still to finish rotations. Empowered Rune Prison becomes more valuable as peel against divers than as a catch tool at max range. He should let enemies overextend into his short range before punishing, giving ground until they step past their minions or under his turret. Recovery augments should address the actual problem, whether that means defensive options for dying too quickly, movement for reaching targets, or mana support for wave pressure. Realm Warp serves as an escape or repositioning tool rather than a blind engage. Ryze must respect poke damage and give up minions if necessary to avoid defending at low health. He fights front to back, hitting targets his team can actually damage rather than running past tanks to reach backline carries. Avoiding stagger deaths preserves synchronized respawns and keeps the comeback path open. His recovery plan centers on waveclear, peel, short punish windows, and augments that buy enough time to cast, turning fights when enemies dive too far or waste mobility.
Read full guideChampion Background
Lore / Identity / Text block
Ryze the Rune Mage transforms into a late-game machine in Mayhem ARAM if he can survive the early chaos. The mode's accelerated gold and experience allow him to reach power spikes faster than on Summoner's Rift, but the constant fighting exposes his weak early laning phase. Players choose Ryze to stack mana, fish for roots, and shred frontlines with bouncing Spell Flux, but missing combos leaves him vulnerable with no mobility and mediocre range. Arcane Mastery serves as the engine that keeps Ryze fighting. Casting spells generates stacks, and at maximum stacks, the next ability triggers an Overload cooldown reset and a mana-based shield. The constant poke in Mayhem means Ryze is always trading, and the shield helps him survive burst windows that would normally kill a squishy mage. Early on, the shield is thin, so players should not greed for the passive proc if it means walking into a hook or stun. In teamfights, starting with passive ready buys time to execute the first Flux combo before enemy divers arrive. Enemies can see passive stacks, and smart assassins will wait for Ryze to waste a spell before engaging. Overload functions as the primary damage tool, firing a linear bolt that deals mana-based damage. The lower cooldowns in Mayhem make this feel like a machine gun once items come online. Early Q damage is weak, so using it to proc Spell Flux spreads on the minion wave is more reliable than trying to poke enemy tanks directly. Missing Q in a duel is devastating, leaving Ryze with no damage and no passive reset while the ability goes on cooldown. Rune Prison provides a targeted root that serves as Ryze's best defense against divers. The instant point-and-click nature stops engages cold in a mode where gap-closers are everywhere. Saving W for self-peel early is critical, as wasting it on a tank leaves no answer when an assassin flashes in. The root duration increases on targets with Spell Flux, making E-W-Q a potent catch combo. Spell Flux is the wave-clear and multi-target shredder that thrives in Mayhem's messy, clumped fights. Using E on the front minion and following with Q spreads flux to the wave and nearby champions, providing safe early poke. In teamfights, fluxing two or three enemies allows a single Q to hit all of them, turning a duel into a team-wipe potential. Realm Warp offers team-wide repositioning that can bypass enemy frontlines or escape bad engages. The channel can be interrupted by crowd control, and enemies can run out of the circle before teleportation completes. A cancelled R leaves the team stranded and wastes the cooldown, so players must avoid channeling when about to eat a stun or silence.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Ryze punishes sloppy hands and sloppy planning in ARAM: Mayhem, where fights can flip quickly and the biggest trap is trying to play him like a simple front-to-back mage. Success requires clean spell order, safe spacing, and a plan for when enemies dive through the wave. Mechanical mistakes often begin with walking forward to cast before your frontline or crowd control has created space. Ryze gets tagged by poke, burns defensive tools early, or dies before his damage matters because his effective range is not forgiving. The correct habit is holding just behind your nearest sturdy ally and stepping up only when enemies have used key engage, dash, hook, or stun. Cast from the fight's edge, then reset your position. Another critical error is spamming spells without setting up Spell Flux targets first, causing damage to land on wrong targets and waveclear to become messy. Mark priority targets or grouped minions with Flux before committing your damage pattern. Using Rune Prison as a poke button on the first enemy in range loses your most reliable peel tool, and divers can punish the short window where you cannot stop them. Save Rune Prison for enemies entering kill range, channeling engage, chasing your carry, or escaping after overextending. A held root is often stronger than a thrown one. Standing still to complete a perfect damage rotation lets skillshots, Snowball follow-ups, and layered crowd control hit you for free. Weave short sidesteps between casts, angling sideways instead of retreating predictably. Realm Warping into fog, behind the enemy team, or onto low-health targets without checking who can follow delivers you and possibly teammates into a collapse with no guaranteed kill or escape. Use Realm Warp only when the landing zone is visible, the team is ready, and the move solves a clear problem. Treating Snowball as a guaranteed engage tool puts you in melee range before your rotation is ready, often into tanks or bruisers who want you close. Use Snowball mostly as a punish or reposition tool. Tunnel-casting into tanks while an assassin or bruiser waits off-angle wastes spells on the hardest target while the real threat enters after your options are strained. Decision mistakes include picking fights when your team has no wave and no space to move, forcing Ryze to walk into poke or engage just to reach targets. Clear or thin the wave first unless your team has already caught someone. Building only for damage when enemies have reliable dive may win the damage chart briefly but loses every real fight because one engage removes you. Value survivability, movement, shielding, or control-enhancing options alongside damage. Chasing low-health enemies past lane center after a won trade enters the enemy's respawn path and turns a good poke win into a shutdown. Using Realm Warp as flashy engage when your team composition wants slow front-to-back fights drags allies out of formation or starts fights before poke, shields, and control zones have done their work. Match Realm Warp to your team's win condition. Ignoring enemy item and augment spikes means taking the same trades after enemies gain new burst, range, sustain, or engage tools, and suddenly trades that were fine become losing fights. Test enemy threat range carefully after each buy phase. Trying to solo-carry every fight by entering first makes Ryze the easiest target and costs your team its consistent mid-fight damage. Let tanks, supports, or higher-range allies draw the first response, then step in once enemy control is aimed elsewhere.
Read full guideFAQ
Ryze
Is Ryze a safe blind pick in ARAM: Mayhem? Ryze is playable blind, but he is not a hands-off backline mage. If the enemy team has heavy poke and long-range crowd control, you need to farm from the edge with Flux and wait for someone else to start. The tradeoff is simple: Ryze scales into brutal sustained damage, but he pays for it by standing closer than most mages. What is Ryze trying to do in most fights? Ryze wants to mark targets, unload fast spells, then reposition before the enemy turns on him. If a frontliner steps too far forward, hit them first and build the fight through repeated short trades. Chasing the enemy backline too early usually gets you collapsed on before your damage matters. Should I focus tanks or carries on Ryze? Hit the closest target unless a carry walks into your range for free. Ryze is good at burning frontliners over time, especially when he can keep casting without being interrupted. Forcing a dive past tanks is risky because one stun or displacement can stop your rotation and leave you stranded.
Read full guideLatest Guides
Latest Blog Guides
