Max order: R > Q > W > E.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
47.81%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
47.42%- 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.
47.50%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
47.77%- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
47.54%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
49.93%- 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.
48.81%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
46.41%- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
49.41%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
46.38%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
47.40%- Total Price
- 2,900
- Price
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
46.14%Starting items
- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
47.88%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
47.89%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
47.89%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
49.29%Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
- 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
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
Situational itemstop 12
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
54.39%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.65%- 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.
56.20%- Total Price
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
56.28%- 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.
50.00%- 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.
54.53%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.38%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
50.85%- 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%.
56.50%- 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).
53.21%- 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.
53.44%- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
54.80%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
57.25%- Total Price
- 400
- Price
- 400
+150 Health
57.25%- Total Price
- 900
- Price
- 500
+350 Health
55.64%- Total Price
- 400
- Price
- 400
+150 Health
55.64%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
55.64%- Total Price
- 900
- Price
- 500
+350 Health
50.92%Core items
- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,900
- Price
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
Situational itemstop 12
- Total Price
- 2,900
- Price
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
50.55%- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
51.69%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
54.31%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
50.93%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
50.00%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
52.07%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
51.04%- 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.
45.59%- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
53.61%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
39.19%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
49.73%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
47.76%Starting items
- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
57.18%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
47.24%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
47.24%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
50.35%Core items
- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
Situational itemstop 12
- 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.
51.85%- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
51.00%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
48.75%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
46.36%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
53.41%- 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%.
53.59%- 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.
47.89%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
46.08%- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
50.36%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
50.00%- 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.
51.89%- 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.
55.14%Starting items
- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
46.27%- Total Price
- 900
- Price
- 500
+350 Health
62.94%- Total Price
- 400
- Price
- 400
+150 Health
62.94%- Total Price
- 400
- Price
- 400
+150 Health
48.05%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
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 | T1 | 56.27% | 5.18% | 574 |
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 | 55.78% | 5.38% | 597 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 54.67% | 7.82% | 867 |
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 | 54.58% | 4.73% | 524 |
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 | 53.85% | 12.08% | 1,339 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 51.36% | 8.94% | 991 |
Gain 15% omnivamp . View augment details | Silver | T1 | 51.34% | 6.06% | 672 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T1 | 51.32% | 5.11% | 567 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T1 | 50.86% | 5.27% | 584 |
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 | T1 | 50.84% | 6.42% | 712 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 50.30% | 6.06% | 672 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 50.06% | 15.03% | 1,666 |
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 | 50.00% | 6.03% | 668 |
【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 | T1 | 49.91% | 4.75% | 527 |
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 | 49.83% | 13.54% | 1,501 |
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 | T1 | 49.18% | 4.93% | 547 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T1 | 48.56% | 7.21% | 799 |
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 | T1 | 47.90% | 4.29% | 476 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 47.86% | 11.78% | 1,306 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 47.76% | 8.06% | 894 |
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 | 47.25% | 8.69% | 963 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 47.01% | 8.14% | 902 |
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 | 46.56% | 6.82% | 756 |
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 | 46.43% | 6.31% | 700 |
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 | T1 | 46.03% | 4.88% | 541 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 46.01% | 5.76% | 639 |
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 | 44.51% | 6.16% | 683 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 58.78% | 2.21% | 245 |
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 | 56.43% | 2.88% | 319 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 55.84% | 3.86% | 428 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 55.56% | 2.27% | 252 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T2 | 54.74% | 2.57% | 285 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 54.59% | 3.63% | 403 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 53.79% | 2.50% | 277 |
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 | T2 | 53.39% | 3.99% | 442 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 52.50% | 2.16% | 240 |
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 | T2 | 52.38% | 3.41% | 378 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T2 | 52.27% | 1.98% | 220 |
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 | T2 | 52.22% | 2.85% | 316 |
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 | T2 | 51.85% | 2.92% | 324 |
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 | T2 | 51.65% | 3.56% | 395 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 51.27% | 2.48% | 275 |
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 | T2 | 51.19% | 3.03% | 336 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T2 | 50.75% | 3.00% | 333 |
Grants 60 ability haste . View augment details | Gold | T2 | 50.67% | 2.69% | 298 |
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 | 50.44% | 2.06% | 228 |
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 | 49.53% | 2.90% | 321 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T2 | 49.48% | 3.45% | 382 |
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 | 48.92% | 2.08% | 231 |
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 | T2 | 48.40% | 2.53% | 281 |
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 | T2 | 48.21% | 3.27% | 363 |
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 | T2 | 47.76% | 4.02% | 446 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 47.75% | 3.82% | 423 |
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 | 47.62% | 3.79% | 420 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 47.59% | 3.37% | 374 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T2 | 47.23% | 2.12% | 235 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T2 | 46.72% | 2.20% | 244 |
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 | T2 | 46.47% | 2.43% | 269 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T2 | 46.02% | 2.04% | 226 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 45.71% | 2.53% | 280 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 43.94% | 2.38% | 264 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T2 | 43.75% | 2.45% | 272 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 41.70% | 2.55% | 283 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 56.44% | 1.82% | 202 |
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 | T3 | 56.20% | 1.24% | 137 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 54.55% | 1.49% | 165 |
Grants 60% bonus attack speed . View augment details | Silver | T3 | 54.47% | 1.11% | 123 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T3 | 54.35% | 1.66% | 184 |
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 | 53.02% | 1.34% | 149 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T3 | 52.38% | 1.14% | 126 |
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 | 52.14% | 1.26% | 140 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T3 | 52.02% | 1.56% | 173 |
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 | T3 | 51.85% | 1.22% | 135 |
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 | 51.37% | 1.32% | 146 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T3 | 50.71% | 1.26% | 140 |
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 | T3 | 50.28% | 1.61% | 179 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 49.62% | 1.18% | 131 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T3 | 49.36% | 1.41% | 156 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T3 | 49.00% | 1.80% | 200 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 48.00% | 1.35% | 150 |
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 | 47.92% | 1.30% | 144 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 47.85% | 1.68% | 186 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T3 | 47.55% | 1.84% | 204 |
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 | T3 | 47.29% | 1.16% | 129 |
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 | 47.24% | 1.15% | 127 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 46.84% | 1.71% | 190 |
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 | 46.82% | 1.56% | 173 |
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 | 45.00% | 1.44% | 160 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T3 | 43.32% | 1.69% | 187 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 43.24% | 1.33% | 148 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 43.18% | 1.59% | 176 |
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 | 43.13% | 1.90% | 211 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 42.78% | 1.62% | 180 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T3 | 42.35% | 1.53% | 170 |
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 | 42.34% | 1.24% | 137 |
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 | T3 | 42.24% | 1.45% | 161 |
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 | 41.67% | 1.19% | 132 |
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 | T3 | 41.55% | 1.28% | 142 |
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 | 39.25% | 1.68% | 186 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T4 | 55.07% | 0.62% | 69 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T4 | 55.00% | 0.54% | 60 |
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 | 53.73% | 0.60% | 67 |
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 | T4 | 53.49% | 0.78% | 86 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 53.01% | 0.75% | 83 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 52.54% | 0.53% | 59 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 52.13% | 0.85% | 94 |
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 | T4 | 51.69% | 0.80% | 89 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 51.65% | 0.82% | 91 |
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 | T4 | 50.91% | 0.99% | 110 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T4 | 50.75% | 0.60% | 67 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 50.70% | 0.64% | 71 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 50.63% | 0.71% | 79 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 50.59% | 0.77% | 85 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T4 | 50.54% | 0.84% | 93 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T4 | 50.53% | 0.86% | 95 |
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 | 50.00% | 1.03% | 114 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 50.00% | 0.96% | 106 |
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 | 48.72% | 0.70% | 78 |
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 | T4 | 48.28% | 1.05% | 116 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 48.18% | 0.99% | 110 |
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 | T4 | 47.62% | 0.57% | 63 |
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 | 47.37% | 0.69% | 76 |
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 | 47.12% | 0.94% | 104 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T4 | 47.06% | 0.77% | 85 |
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 | T4 | 46.97% | 0.60% | 66 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 46.75% | 0.69% | 77 |
Grants 20% heal and shield power . View augment details | Silver | T4 | 41.96% | 1.01% | 112 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T4 | 40.70% | 0.78% | 86 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T4 | 40.00% | 0.59% | 65 |
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 | 36.79% | 0.96% | 106 |
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 | 33.33% | 0.57% | 63 |
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 | T5 | 56.60% | 0.48% | 53 |
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 | T5 | 53.85% | 0.47% | 52 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T5 | 52.94% | 0.46% | 51 |
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 | T5 | 52.83% | 0.48% | 53 |
Diana Skill Combos
Extracted from the skill order guide
Use R > Q > E > W only when your augment setup makes repeated all-ins realistic and your team can actually follow them.
In a normal ARAM: Mayhem game, Q max first is the safest and most consistent Diana order because it gives you the best way to start fights without walking straight into five champions.
Diana Counters
Counters and threats extracted from the matchup guide
Counters
6Diana counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Diana is countered by these champions in ARAM: Mayhem.
Read counter detailsDiana Team Comp Highlights
Partner patterns extracted from the team comp guide
Best Hard Engage Partner
Malphite gives Diana the cleanest entry signal. When he knocks up multiple enemies, Diana does not have to spend the first second chasing or guessing who will flash. She can immediately Q, dash in, and cast Moonfall while the enemy team is already stacked.
Best Lockdown Chain
Amumu adds the control Diana lacks after her pull. Diana can group enemies, but she still needs them to stay in the kill zone long enough for allied damage to finish the fight. Amumu’s wide crowd control turns her engage from a burst attempt into a real teamfight lock.
Best Ball Delivery And Follow-up Damage
Orianna makes Diana’s dive more threatening because the ball can ride in with her. Diana already wants to be in the center of the enemy team; Orianna wants a reliable delivery champion who can reach that center. The two kits naturally collapse the fight into one area.
Best Payoff For Knock-up Chains
Diana’s pull can help create a grouped fight for Yasuo, while Yasuo rewards any allied knock-up or displacement that puts enemies in a punishable state. Even when the exact chain is not perfect, Diana forces panic movement and clumping, which gives Yasuo better targets than a scattered poke fight.
Best Protection For Aggressive Dives
Lulu does not make Diana’s engage cleaner, but she makes it far harder to punish. Diana often survives the first second with her shield, then needs extra health, speed, or peel to avoid being deleted after Moonfall. Lulu gives her a second life and can turn a suicidal dive into a winning front-to-back collapse.
Best Lockdown Chain Synergy Mechanism: Amumu Adds The Control Diana Lacks After Her Pull. Diana Can Group Enemies, But She Still Needs Them To Stay In The Kill Zone Long Enough For Allied Damage To Finish The Fight. Amumu’s Wide Crowd Control Turns Her Engage From A Burst Attempt Into A Real Teamfight Lock. Combo: Amumu Can Start With A Bandage-style Engage Or Wait Behind Diana. If Diana Lands Q Or Snowball And Pulls Multiple Champions, Amumu Should Instantly Follow With His Own Area Control. If Amumu Starts First, Diana Should Avoid Dashing To The Same Target Too Early; Let The Enemy Clump, Then Enter As They Try To Retreat. Best Scenario: This Is One Of Diana’s Best Pairings Into Mobile Carries. Champions That Normally Dash Away After Moonfall Get Caught By The Second Layer Of Control. It Is Also Strong When Your Other Teammates Have Slower Damage Patterns, Because Amumu Buys The Time They Need. Enemy Answer: Enemies Can Beat This By Forcing Amumu To Engage On The Frontline Only, Then Saving Peel For Diana. Long-range Poke Teams May Also Chip Both Divers Down Before Either Can Find A Clean Start. If Diana And Amumu Both Dive At Low Health, The Fight Often Flips Immediately. Failure Risk And Recovery: If The First Engage Is Messy, Do Not Stack Both Ultimates On One Tank Unless That Tank Will Actually Die And Open Space. Diana Should Back Out With Her Shield And Reset Behind The Minion Wave, While Amumu Holds The Next Crowd Control Threat To Stop A Counter-engage. 3. Orianna
Draft note: Diana does not need every teammate to be an engager. She needs one reliable way to start, one way to keep enemies inside the pull, and one source of protection or follow-up damage after she lands. If the team has only poke and no lockdown, Diana becomes a desperation diver. If the team has layered engage and patient follow-up, she becomes the champion who turns one misstep into a full wipe.
Diana ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Identity | Plays as a diver or burst engage champion who can start fights or follow another initiator. Often waits for one decisive engage to decide fights outright. | Becomes a repeat-entry skirmisher who threatens backline more often. Must ask if team can damage during pull and if she can survive the answer. | Shift from one decisive all-in to sequenced entries with survival in mind. |
| Engage Windows | Waits behind frontline, tags with Q, then commits when enemy team has spent enough crowd control. Patience is rewarded with time to wait. | Patience still matters but windows close faster. Enemies rotate spells more often and mobility is higher, so one missed entry gets punished quickly. | Read fights earlier and commit cleaner or get punished before team follows. |
| Skill Layering | Q-E instantly on any tagged target is often fine. Throwing Q through wave to fish for Moonlight gives time to wait for next angle. | Wasting Q removes clean dash target during fast engage. Hold E unless target is valuable or enemy has spent peel. Q-E autopilot gets you killed. | Treat Q and E as resources to layer, not automatic combos to spam. |
| Ultimate Usage | One huge ultimate can decide a fight outright. Strongest when enemies are compressed by map, wave, turret pressure, or ally crowd control. | Less safe to assume first engage ends everything. Clean two-person R on carries often beats desperate five-man dive. Use R to win real skirmishes. | Prioritize landing R on priority targets over waiting for perfect clumps. |
| Snowball Discipline | Simple delivery tool: hit backliner, take it, press R, and hope team follows. Taking every Snowball is acceptable. | Taking every Snowball is a bad habit. Enemies punish predictable delivery. Use as threat to force spreads, or punish overextension when team is ready. | A landed Snowball is an option, not a command. Let it expire if team cannot follow. |
| Augment Influence | Rune page matters less. You roughly know your job from champion select: burst diver, AP bruiser, or engage threat. | Augments push toward repeated dashes, bigger burst, durability, or follow-up. Pick augments that solve the fight in front of you, not just flashy ones. | Adapt build and playstyle to augment setup rather than copying normal ARAM habits. |
Champion Analysis
Role / Current performance
Diana Scorn of the Moon operates as a mage-assassin and melee mage in ARAM: Mayhem, where she excels at diving enemy backlines with her long-range R and delivering devastating AoE damage. Her core strategic value lies in her powerful melee burst and lunar dive engage, making her one of the most mobile mage-assassin champions available. Diana's primary engage tool is R, Lunar Rush, which dashes to a target for AoE damage. This ability becomes significantly more powerful when combined with Q, Crescent Strike, which throws a crescent blade that refreshes R's cooldown on hit. This interaction forms the foundation of her signature QR combo: hitting Q first, then dashing with R to the target, which refreshes R's cooldown and allows a second R cast for chasing or escaping. Beyond her primary engage, Diana brings practical utility through E, Moonfall, which pulls nearby enemies toward her. This ability enables her to drag enemy backliners into her team's damage range, creating opportunities for coordinated takedowns. W, Pale Cascade, provides both a shield and AoE damage, offering extra survivability before diving into the backline. Activating W before committing to a dive helps mitigate her fragility in melee combat. Diana's strengths include flexible R engage, high QR burst, practical E pull utility, and high AoE damage output. However, she carries notable weaknesses that require careful play. Her R cooldown refresh depends entirely on landing Q, making accuracy essential for sustained mobility. She is fragile with no built-in sustain, forcing her to fight in melee range where she is vulnerable to focused enemy damage. These limitations mean Diana must carefully time her engages and rely on her shield from W to survive initial contact. Her strategic identity centers on using her mobility to bypass frontline defenders and threaten squishier backline targets. The combination of her pull, shield, and refreshed dash gives her tools to initiate fights and disrupt enemy positioning. Successful Diana play requires landing Q consistently to maintain her mobility cycle, managing her fragility through proper W timing, and committing to melee-range combat where her AoE damage can maximize impact. Her ability to refresh R repeatedly when landing Q creates opportunities for extended chases or emergency escapes, but this strength remains contingent on player accuracy and awareness of her vulnerability window during dives.
Core Tips
Long-form tips / Play pattern
Diana wins fights by entering at the moment the enemy line is already committed. Do not treat her like a pure poke champion or a free-entry tank. In ARAM: Mayhem, the lane is tight and fights start fast, so your best engages usually come after your team has forced movement: an enemy dodges sideways, a carry steps past their front line, or a control spell is already used. If you dash first into five ready players, you give them the easiest target on the map. Look for a marked or exposed target before you go. Diana is much stronger when her first dash connects cleanly and gives her a real follow-up path. Walking forward and holding threat is often better than forcing a bad dive. Start fights from the side of the minion wave, not directly through it. In the narrow lane, the center path is where every stun, knockup, trap, and poke spell naturally lands. Standing slightly off-angle forces carries to choose between backing away from your team or drifting into your engage range. Enter after enemy peel is spent. Watch for shields, displacement, roots, and silence effects. Your first job is to bait these with movement and light pressure, then punish once they use peel on your tank, bruiser, or Snowball carrier. Do not ult just because you reached someone. Pulling one frontliner while the enemy carries are untouched is usually a trade-down. Hold your big commit for clustered backliners, enemies trapped near terrain, or a fight where your team can immediately hit the targets you pull. Diana is excellent into enemies who dive too far. If an assassin or bruiser jumps onto your carry, dash to them or to a nearby marked unit, shield up, and use your pull when their escape path crosses your team. Stand one step behind your frontline when the enemy has hard engage. The sweet spot is close enough to punish the first diver, but not so close that you eat the opening crowd control. Turn on clumps, not on tanks alone. When enemy engage stacks multiple champions in the same small area, wait for them to overlap, then pull them back into your team's damage. Plan your exit before you dash in. Diana can enter fights more easily than she can leave them. Before committing, check if there is a minion, marked champion, low-health target, or allied zone you can move toward after the first burst. Use your shield before the return damage lands, not after you are already collapsing. Shielding early lets you survive the first punish window and keep attacking long enough for your passive damage and team follow-up to matter. When behind, stop taking hero dashes. Your job becomes wave control, peel, and finishing low targets. Dash only when the enemy has already spent key spells or when your Snowball connects on a target your team can also hit. Use Snowball as a second engage angle, not a panic button. Throw it when the enemy carry is blocked by minions, trapped near terrain, or forced to dodge another spell. A landed Snowball creates pressure by itself; wait a beat if the enemy burns mobility, shields, or crowd control in fear of your follow-up. Target priority starts with immobile carries who have used peel or mobility. Second choice is divers stuck in your team. Last choice is full-health tanks with cooldowns up. Push the wave when your engage tools are ready, and pull back after a failed engage attempt.
Read full guidePlaystyle Guide
Playstyle / Team structure
Diana Scorn of the Moon approaches Mayhem fights as a timing-dependent engage champion who must survive the early game to become a decisive fight starter. During levels 1 through 6, her primary goal is reaching the first full teamfight with health, summoner pressure, and an augment plan. She should start slightly behind her front line or beside a tanky ally, using side brush when her team controls it or standing off-center to avoid sharing skillshot hitboxes with her carry. Early trading should consist of short bursts when enemies walk up to last-hit or poke, followed by immediate disengage before crowd control layers arrive. Snowball should be treated as a threat rather than a mandatory button, thrown at isolated ranged champions or immobile carries who have already used their peel. Early Diana dies fast when arriving alone into four or five enemies. Augment choices should solve her first problem: shielding, durability, or safer engage tools if poked out before fights, or damage and haste if a tank already starts fights. Push when the team has ranged waveclear and enemies are too low to contest, creating room to threaten Snowball. Stall when the team is low, key allies are dead, or the enemy has stronger early poke. An ahead Diana stands just outside enemy poke range to threaten dash pressure without diving turret line immediately. A behind Diana stops playing primary engage, saves Snowball for counter-engage on overextended targets, and maintains enough health to join the next fight. At levels 7 through 11, Diana becomes a real fight starter but should rarely engage straight down the middle. She hovers near her initiator, brush, or lane edge to appear from the side and hit multiple priority targets. Short trades should either remove enough carry health for the next engage, force defensive spells, or create wave control. Snowball should target frontliners only if their backline is close enough for follow-up to matter, with a good pattern being landing Snowball, waiting for the team to step up, then recasting when target allies have committed forward. Augments should shape around team engage order: survival tools if the only diver, or burst and takedown power if another champion starts fights. Push hard after winning fights with two or more enemies dead. A behind Diana plays like a trap champion, standing near carries to collapse on incoming bruisers or assassins before turning onto the backline. In late game, Diana must respect death timers and layered peel, standing where she can threaten a flank while staying close enough for her team to follow within a second or two. Late trades should be decisive rather than chip damage that costs half her health. Snowball becomes a fight-winning tool or game-losing mistake, aimed at targets that create access like carries stepping forward or enchanters out of line. Defensive augments activate strongest after forcing enemy cooldowns, while damage tools target the first killable enemy rather than the tankiest. Push after clean wins by escorting waves and zoning defenders. A behind Diana waits for enemies to clump near her tower, using engage to disrupt multiple champions and focusing the lowest-resistance target first. Before every late fight, Diana determines whether she is starting, following, or peeling based on team composition and enemy positioning, winning Mayhem fights by choosing the correct role for each moment rather than diving whenever abilities are available.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Diana Scorn of the Moon excels when playing around enemy positioning mistakes rather than forcing engages on sight. Her greatest strength lies in punishing clustered enemies who have already committed key cooldowns, turning single leads into team wipes through coordinated burst, shield cycling, and area pull. She thrives as a second-entry champion, waiting for frontline allies or poke to draw out defensive spells before diving. Her ideal triggers include enemies stacked near waves, turret sieges, healing relic contests, or moments after allied crowd control lands. When ahead, Diana should control engage range rather than chasing every fight. Walking forward with minions and threatening Q poke forces enemies to surrender space before she commits. Diving raw without setup creates easy punish windows, as crowd control after her first dash leaves her vulnerable to focus fire. Fed Diana players must respect hard counters like point-click lockdown or disengage, entering from off-angles after tanks or allies draw attention. Over-chasing after successful fights is the main throw pattern, especially when enemy peel champions remain alive. Smart play means taking structures, waves, or relics rather than diving spawn-side with no exit plan. When behind, Diana shifts to counter-engage and punish patterns. Farming safely with Q, preserving health, and waiting for enemy overextensions or spent cooldowns creates recovery opportunities. Desperate dives into healthy enemies become unrecoverable losses that surrender wave control and structure damage. Short punishes on overextended carries, peeling for backline against divers, and converting allied crowd control are her paths back into games. She should never engage first while behind, instead threatening from fog and punishing enemy reactions. Augment choices should address specific weaknesses rather than stacking damage. When ahead, prioritize survivability, access tools, or reset mechanics that convert first kills into extended fights rather than trade deaths. When behind, select defensive options against burst, mobility against kiting compositions, or sustain against poke. Damage scaling becomes viable only when survival and reach are already secured. Risk management centers on three pre-engage checks: ally distance for follow-up, enemy spacing for pull value, and exit availability after commitment. Diana without dash reset, shield timing, or retreat options should wait rather than force. Her comeback potential depends on turning enemy confidence against them through patience, punishing clumps, taking safe resets, and building toward the next favorable fight.
Read full guideChampion Background
Lore / Identity / Text block
Diana Scorn of the Moon operates in ARAM: Mayhem as a sustained skirmisher rather than a simple one-button diver. Her passive, Moonsilver Blade, rewards staying in melee range and continuing to attack after casting spells, which transforms her playstyle from a burst-only pattern into one that values extended fights where she can weave attacks between abilities. This passive becomes most valuable after the initial engage, when enemies are clumped and Diana can land her spells, stick to a target, and keep cutting through nearby champions rather than instantly retreating. However, the passive requires close-range access, meaning Diana must respect roots, knockbacks, silences, and exhaust-style peel. If she cannot keep swinging, the passive provides no pressure. Q, Crescent Strike, serves as Diana's primary ranged setup tool and her permission to play aggressively. It applies a moonlight mark that makes her engage significantly more reliable, and without landing Q first, Diana usually must spend her E as a raw gap closer, which is far easier to punish. The ability travels in an arc, so aiming where enemies are moving rather than where they stand yields better results. A missed Q forces Diana into bad choices: she can wait and lose pressure, or she can raw E and risk being peeled with no mark advantage. W, Pale Cascade, provides Diana's defensive shield and close-range damage, serving as her main tool for surviving the first seconds after she commits. The shield is what lets her stay long enough to finish a kill, making it essential to activate before or as she enters damage range rather than after she is already locked down. Wasted W creates one of Diana's biggest punish windows, as without it her E commit becomes much riskier. E, Lunar Rush, is Diana's dash and the spell that separates a patient Diana from a feeding one. It should usually follow a landed Q, allied crowd control, Snowball connection, or a clear enemy misposition. Raw E into five champions with cooldowns ready is how Diana disappears before pressing R. A wasted E costs Diana her engage, her chase, and often her escape angle simultaneously. R, Moonfall, is Diana's fight-changing ultimate that pulls nearby enemies toward her and creates a heavy burst window when multiple champions are caught. It is strongest when enemies are grouped, already slowed, or forced to fight in narrow areas. Diana does not always need a perfect five-person R; catching two priority targets at the right time wins more fights than waiting forever for a highlight. Patience is the skill check, as Diana is much scarier when she follows another engage because enemies have already spent part of their answer. A missed or low-value R removes Diana's biggest reason to be feared, allowing enemies to group more aggressively and punish every E because the instant multi-target turn is gone.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Diana wins Mayhem fights by entering at the right angle, forcing multiple enemies to answer her, and finishing the fight before they can spread out or kite her down. Most bad Diana games come from missing the setup or choosing the wrong moment to commit. Mechanical mistakes often begin with casting Lunar Rush before Crescent Strike connects or dashing at an unmarked target, which wastes the main gap closer and leaves Diana vulnerable to kiting, peeling, or burst. Players should let the arc land first when the reset is needed, then dash only after confirming the target is marked or low enough to die. Throwing Crescent Strike from maximum range without considering its curved path causes misses against champions walking forward or hugging the opposite side, eliminating the engage window. Aiming where enemies must move rather than where they stand, and angling the curve through the front line into the back line, creates real targets. Using Moonfall the instant Diana arrives on the first target allows uncommitted enemies to flash, dash, or walk away, resulting in a weak pull with no threat on carries. The correct approach is dashing in, forcing reactions, then using Moonfall when two or more valuable targets are close or after enemies have spent their escapes. Activating shield too late, after enemy burst lands, sacrifices the front-loaded protection that enables survival during entry. Shielding should happen as Diana goes in or just before return damage connects, especially when entering through poke, traps, or known stuns. Standing still after dashing to finish a combo makes Diana an easy target for skillshots, knockbacks, roots, and delayed area damage. Weaving movement between attacks and casts, stepping behind or to the side of targets, forces enemy teams to adjust aim while giving allies a clearer line to follow. Treating Snowball as a guaranteed engage button every time it hits leads to taking the second part into five ready enemies before the team can follow. Snowball should be used as information first, taken only when it hits a backliner with no peel nearby. Burning all damage on the first durable champion touched allows enemy carries to keep their health while Diana loses reset pressure and becomes stuck fighting the worst target. Decision mistakes include engaging first when the team has no way to follow through the lane, which results in dying alone while allies are clearing minions, outranged, crowd controlled, or too far back. Checking team position before every all-in ensures Diana has follow-up damage, shields, crowd control, or allies moving forward with her. Diving into a spread-out team causes Moonfall to lose its value, landing damage on one target while the rest of the enemy team free-hits from safe angles. Waiting for enemies to group around a minion wave, a low-health ally, a narrow lane section, or an objective-style brawl sharply increases Diana's threat. Forcing fights while major enemy peel tools are available stops the combo at the worst moment. Baiting peel with movement, Snowball threat, or a half-step forward before committing, or letting a teammate draw the first defensive spell, creates better entry opportunities. Building or augmenting as if Diana can always one-shot through any composition fails against heavy shields, tanks, sustain, or layered crowd control. Matching the plan to the lobby by valuing survivability, repeated access, and teamfight utility against hard-to-kill compositions produces better results. Chasing kills past the enemy team after a successful engage trades a won fight into a death, gives shutdown value, and leaves the team without a melee threat.
Read full guideFAQ
Diana
Is Diana a primary engage champion in ARAM: Mayhem? Diana can start fights, but she is not a free-entry tank. Engage when your team can follow immediately or when an enemy carry has already stepped past their frontline. If you dive alone into full vision and five ready players, you usually trade your life for cooldowns instead of a winning fight. When should I use Snowball on Diana? Use Snowball when landing it creates a real angle onto a backliner, not just because it hit someone. If the marked target is isolated or your ultimate can pull multiple enemies after arrival, take it fast and commit. If the mark lands on a tank standing in front of five allies, hold back unless your team is already collapsing. Should I always go in after hitting Diana’s poke? No. Landing your ranged setup is permission to think, not an order to dive. Go in when the target is low, separated, or missing key defensive tools; otherwise use the hit to pressure space and wait for a better window. Forcing every mark makes you predictable and lets enemies save crowd control for your dash.
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