Standard order: R > Q > W > E.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,000
- Price
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,000
- Price
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
Situational itemstop 12
Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
55.67%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
55.67%- 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.
48.33%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
48.33%- Total Price
- 350
- Price
- 350
+10 Attack Damage
51.22%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
51.22%Core items
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,750
- Price
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
Situational itemstop 12
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
50.70%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
48.24%- Total Price
- 2,750
- Price
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
51.70%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
46.81%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
50.05%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.32%- Total Price
- 3,000
- Price
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
52.03%- Total Price
- 3,000
- Price
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
51.10%- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
49.58%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
52.60%- Total Price
- 2,800
- Price
- 675
+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.
51.67%- Total Price
- 2,500
- Price
- 625
+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.
50.28%Starting items
- 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.
47.61%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
47.61%- Total Price
- 350
- Price
- 350
+10 Attack Damage
49.19%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
49.19%- Total Price
- 350
- Price
- 350
+10 Attack Damage
51.10%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
51.10%Core items
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
Situational itemstop 12
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
49.57%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
50.27%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
50.05%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.55%- Total Price
- 3,000
- Price
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
50.28%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
51.36%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
46.63%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
53.81%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
53.20%- Total Price
- 2,750
- Price
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
53.30%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
51.94%- Total Price
- 3,000
- Price
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
57.43%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
46.90%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
46.90%- Total Price
- 350
- Price
- 350
+10 Attack Damage
56.47%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
56.47%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
45.27%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
45.27%Core items
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,000
- Price
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
Situational itemstop 12
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
50.39%- 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%.
50.07%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.12%- Total Price
- 3,000
- Price
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
50.28%- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
57.84%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
47.06%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
55.91%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
48.36%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
60.87%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
47.06%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.17%- Total Price
- 3,100
- Price
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
55.00%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
52.33%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
52.33%- 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.
49.57%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
49.57%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
48.45%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 58.32% | 7.50% | 1,034 |
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 | 55.42% | 7.09% | 978 |
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 | 54.36% | 6.57% | 907 |
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 | 54.22% | 5.07% | 699 |
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 | 53.83% | 7.00% | 966 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T1 | 52.78% | 10.44% | 1,440 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 51.79% | 19.70% | 2,717 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 51.48% | 7.35% | 1,014 |
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 | 50.68% | 9.00% | 1,241 |
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 | 50.56% | 5.82% | 803 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T1 | 50.49% | 5.15% | 711 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 50.31% | 5.76% | 795 |
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 | 50.29% | 4.99% | 688 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 50.20% | 7.19% | 992 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 49.86% | 20.98% | 2,894 |
Gain 15% omnivamp . View augment details | Silver | T1 | 49.84% | 11.65% | 1,607 |
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 | 48.78% | 8.01% | 1,105 |
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 | 48.32% | 6.24% | 861 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T1 | 48.29% | 6.14% | 847 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 48.02% | 10.82% | 1,493 |
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 | 47.78% | 15.98% | 2,204 |
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 | T1 | 47.75% | 9.52% | 1,313 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T1 | 47.59% | 6.61% | 912 |
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 | 46.77% | 5.61% | 774 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 45.80% | 4.57% | 631 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 61.18% | 1.85% | 255 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 59.22% | 3.73% | 515 |
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 | 58.75% | 2.78% | 383 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 58.19% | 3.36% | 464 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T2 | 57.40% | 2.40% | 331 |
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 | 56.89% | 2.89% | 399 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 56.60% | 2.47% | 341 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 56.17% | 3.52% | 486 |
Increases attack damage by 20% . View augment details | Silver | T2 | 55.11% | 2.70% | 372 |
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 | 54.38% | 2.40% | 331 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T2 | 53.85% | 3.20% | 442 |
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 | 53.11% | 1.98% | 273 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T2 | 52.72% | 3.47% | 478 |
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 | T2 | 52.43% | 2.68% | 370 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T2 | 52.05% | 2.48% | 342 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T2 | 52.02% | 2.69% | 371 |
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 | 51.69% | 3.00% | 414 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 50.99% | 2.19% | 302 |
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 | 50.86% | 2.54% | 350 |
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 | 50.84% | 2.17% | 299 |
Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste. View augment details | Silver | T2 | 50.29% | 3.76% | 519 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 50.15% | 2.37% | 327 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 49.65% | 2.07% | 286 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T2 | 49.53% | 3.06% | 422 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 49.22% | 2.33% | 321 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 48.59% | 3.61% | 498 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 48.39% | 2.47% | 341 |
Grants 60 ability haste . View augment details | Gold | T2 | 48.19% | 3.60% | 496 |
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 | 47.56% | 3.57% | 492 |
Grants 20% heal and shield power . View augment details | Silver | T2 | 47.43% | 2.40% | 331 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T2 | 47.15% | 2.92% | 403 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 47.02% | 2.07% | 285 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 46.94% | 2.61% | 360 |
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 | T2 | 46.67% | 3.04% | 420 |
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 | 46.02% | 2.09% | 289 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 45.68% | 2.35% | 324 |
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 | 45.26% | 1.99% | 274 |
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 | 44.77% | 2.98% | 411 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 43.32% | 3.36% | 464 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T3 | 63.76% | 1.08% | 149 |
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 | 56.73% | 1.24% | 171 |
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 | 55.78% | 1.07% | 147 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T3 | 55.56% | 0.78% | 108 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 53.38% | 1.07% | 148 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 52.88% | 1.38% | 191 |
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 | 52.75% | 1.58% | 218 |
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 | 52.41% | 1.05% | 145 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 52.36% | 1.69% | 233 |
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 | 52.05% | 1.24% | 171 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T3 | 50.30% | 1.20% | 165 |
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 | 50.00% | 1.12% | 154 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 49.39% | 1.19% | 164 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T3 | 49.14% | 0.84% | 116 |
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 | 49.06% | 0.77% | 106 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 48.54% | 1.49% | 206 |
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 | 48.46% | 1.65% | 227 |
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 | 48.36% | 0.88% | 122 |
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 | 47.92% | 1.04% | 144 |
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 | 47.58% | 1.65% | 227 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T3 | 47.40% | 1.12% | 154 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 47.09% | 1.37% | 189 |
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 | 47.00% | 0.72% | 100 |
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 | 46.90% | 1.05% | 145 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 46.67% | 1.41% | 195 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T3 | 45.88% | 1.23% | 170 |
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 | T3 | 45.54% | 0.73% | 101 |
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 | 44.54% | 0.86% | 119 |
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 | 44.00% | 0.72% | 100 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 42.64% | 0.94% | 129 |
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 | 42.60% | 1.23% | 169 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 42.54% | 1.65% | 228 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T3 | 41.62% | 1.34% | 185 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 40.15% | 0.96% | 132 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T3 | 40.00% | 1.45% | 200 |
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 | 58.14% | 0.62% | 86 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 57.78% | 0.65% | 90 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T4 | 57.41% | 0.39% | 54 |
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 | T4 | 56.86% | 0.37% | 51 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T4 | 53.85% | 0.57% | 78 |
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 | 53.52% | 0.51% | 71 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T4 | 53.33% | 0.43% | 60 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T4 | 53.23% | 0.45% | 62 |
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 | 52.63% | 0.41% | 57 |
你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间 View augment details | Prismatic | T4 | 52.11% | 0.51% | 71 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 51.72% | 0.42% | 58 |
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 | 50.77% | 0.47% | 65 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 50.57% | 0.63% | 87 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 50.00% | 0.45% | 62 |
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 | T4 | 49.02% | 0.37% | 51 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 48.39% | 0.67% | 93 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T4 | 45.95% | 0.54% | 74 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 45.83% | 0.70% | 96 |
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 | 45.83% | 0.52% | 72 |
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 | 44.44% | 0.46% | 63 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T4 | 40.91% | 0.48% | 66 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T4 | 40.74% | 0.59% | 81 |
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 | 38.27% | 0.59% | 81 |
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 | 37.50% | 0.41% | 56 |
Kayn Skill Combos
Extracted from the skill order guide
Move to R > W > Q > E only when your augments or the enemy comp make safe W pressure more valuable than repeated Q damage.
Start Q, take W second, take E third, then max Q first, W second, and E last.
Kayn Counters
Counters and threats extracted from the matchup guide
Counters
6Kayn counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Kayn is countered by these champions in ARAM: Mayhem.
Read counter detailsKayn Team Comp Highlights
Partner patterns extracted from the team comp guide
What Kayn needs most from a team
Reliable first contact: Kayn can follow chaos extremely well, but he does not want to be the only champion face-checking the entire enemy team. A tank, root, hook, knockup, or strong zoning spell gives him a safer entry point.
Kayn ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Plays like a bruiser-assassin hybrid waiting for permission, looking for safe poke and short trades before becoming useful once form and items line up. | Becomes a constant angle hunter and repeat skirmisher who chooses the right fight every wave instead of a patient scaler waiting for perfect conditions. | Stop waiting for perfect form; take safe progress and skirmish repeatedly. |
| Transformation Timing | Players can wait for the perfect form and accept a slow start, collecting progress through careful poke and patient gameplay. | Waiting too long can lose the game before your champion turns on. Collect progress through real trades and take the form the lobby gives you. | Adapt form choice to available targets rather than forcing a preference. |
| Snowball Usage | Often a way to start fights Kayn could not otherwise reach, used primarily as an engage tool. | More important but more dangerous. A hit Snowball is not an obligation. Take it only when your team can follow or you have an immediate exit plan. | Treat Snowball as a decision point, not a reflex. |
| Ultimate Function | Often held to secure kills or dodge one key spell, treated primarily as a finisher tool. | Defensive value is higher because burst windows are frequent. Use R to stall while cooldowns come back online, not just to last-hit targets. | Use R to dodge, stall, reposition, and bridge cooldowns. |
| Teamfight Positioning | Melee champions often sit behind the wave until someone engages, waiting for the right moment to commit. | Stand where you threaten side entry without being the first target. Use walls to force backline respect. Never idle visibly in center lane. | Threaten angles constantly; visible Kayn loses pressure. |
Champion Analysis
Role / Current performance
Kayn the Shadow Reaper is a versatile melee assassin in ARAM: Mayhem, defined by his unique dual-form transformation mechanic that allows him to adapt his playstyle based on team composition and game state. His core identity centers on choice between Shadow Assassin (blue form) for burst assassination or Darkin (red form) for sustained teamfight presence, making form selection the most critical strategic decision players face with this champion. In ARAM, Kayn's role shifts based on his chosen form. Blue form excels at eliminating squishy backline targets through extreme burst damage and superior wall-passing mobility, while red form provides exceptional sustain and extended teamfight capability against tanky frontliners. This flexibility allows Kayn to respond to enemy composition rather than being locked into a single playstyle. His damage pattern revolves around quick ability combinations. Q, Reaping Slash, delivers two-hit damage and can pass through walls. W, Blade's Reach, provides area-of-effect damage and a slow effect. E, Shadow Step, enables wall-passing mobility and serves as his primary engage tool in the single-lane ARAM environment where flanking opportunities are limited. R, Umbral Dash, functions as a powerful dive mechanic that enters an enemy champion for damage while granting a shield, making it both an offensive and defensive tool. The practical strategic value of Kayn lies in his engage potential and target access. His E wall-passing ability allows him to use terrain features to approach the enemy backline undetected, creating flanking opportunities that most melee assassins cannot replicate in ARAM. The standard engage pattern involves using E to approach through walls, then diving with R into a priority target, following up with Q and W burst for eliminations. Form selection requires evaluating the enemy team composition. Against multiple squishy backline champions, blue form's wall-passing burst assassination proves more valuable. Against tanky frontliners, red form's sustained damage and teamfight presence offers better strategic value. This decision fundamentally shapes Kayn's role for the remainder of the match. Kayn's primary strengths include his flexible dual forms, E wall-passing mobility, strong R engage capability, and high burst damage potential. However, he faces significant weaknesses that players must navigate. He requires time to progress toward his chosen form, resulting in a weak early game before transformation. His durability is average at best, and blue form is particularly fragile despite its offensive power. These weaknesses mean Kayn players must exercise patience in the early stages and position carefully to avoid being punished before accessing his full kit.
Core Tips
Long-form tips / Play pattern
Kayn wins Mayhem fights by choosing side angles before engagements begin. Walking straight down the lane with the frontline makes Kayn a predictable melee champion eating poke before trading. Using walls, brush edges, and minion waves to threaten from off-center forces enemy carries to step inward, creating opportunities for the team to hit clumped targets. Engage when the enemy backline has already used peel or mobility. Kayn excels as the second knife into a fight rather than the first body seen. Wait for hooks, stuns, displacements, shield spells, or major dashes to be spent before entering from walls or with Snowball. Going first into five ready champions often forces the ultimate into a delay tool instead of a kill setup. Use the first rotation to test the fight, tagging a priority target if possible, then deciding whether to continue. If enemies turn hard, exit through the side rather than forcing deeper. Kayn re-enters better than most melee champions, so surviving the first trade often outweighs finishing a low-value target. When allies have strong engage, follow crowd control instantly. If an ally locks someone near mid-lane, hit the controlled target, force defensive spells, then use ultimate or wall path to dodge enemy counter-burst. Do not ignore divers just because Kayn can reach the backline. Punish assassins, bruisers, or Snowball tanks that land on carries. Kayn's damage and mobility excel at cleaning up overextended melee champions, and killing divers creates safe windows to chase afterward. Use ultimate defensively when enemies commit everything to Kayn. If marked and low, entering a target dodges incoming damage, breaks enemy focus timing, and lets cooldowns recover enough to exit. In Mayhem fights, denying a burst window can win the whole exchange. Plan exits before entering. Kayn's worst deaths happen after dashing forward with no wall, no minion cover, and no target to ultimate. Before committing, identify retreat options through side walls, back through the team, or into marked enemies. Stand off the center line when enemy poke is available. The bridge rewards straight-line skillshots and area damage. Kayn can play near side terrain while threatening access, so eating free poke while waiting is unnecessary. Do not stack directly on carries before fights. If enemies land one area spell on both backline and Kayn, the health needed to dive is lost. Keep a small diagonal gap, closing only when the team starts the fight or enemies overstep. Kill targets that can actually die, not always the most fed nameplate. If an enemy carry has flash-like mobility, shields, and two supports nearby, hitting an exposed mage or low-health bruiser may open the fight faster. Kayn snowballs fights through pressure resets, not tunneling into untouchable backliners. Snowball works best as follow-up or angle fixer. Throw it when enemy carries step forward to poke, when controlled targets cannot dodge cleanly, or when the team has already started the fight. When behind, stop opening fights from the front. Play for cleanup, punish low-health targets, and peel divers off the team. A behind Kayn who stays alive for the second rotation is more useful than one who coin-flips a backline dive and dies first. The clean Kayn pattern is simple: angle first, enter second, exit before counter-burst, then re-enter when enemy spacing breaks. Keeping this rhythm turns the narrow lane from a poke tunnel into a side-access map where every enemy step forward becomes a possible kill window.
Read full guidePlaystyle Guide
Playstyle / Team structure
Kayn the Shadow Reaper progresses through three distinct phases in ARAM: Mayhem, each demanding different positioning, patience, and engagement discipline. During levels 1 through 6, the primary goal is farming form safely while avoiding unnecessary risks. Kayn should start just off the front line rather than directly on it, maintaining access to minions and side-wall angles without committing to extended brawls. Trading happens in short bursts: dash in, tag an enemy, and retreat before their support or tank can respond. Early Snowball serves as a punish tool rather than a blind engage, used only when targets are already crowd controlled or overextended. Holding the second cast is often correct, as arriving alone before having form and items leads to heavy punishment. Players should take early augments that help survive entries or convert takedowns, and avoid spending active augments to poke tanks unless they are the current fight target. If the team has stronger waveclear, push and threaten wall angles; if outranged, stall near the turret. A behind Kayn remains useful by playing for cleanup and letting enemies spend engage tools first. From levels 7 through 11, Kayn stops playing as a passenger and takes control of skirmishes. Position near side terrain and fogged lane edges for burst patterns, or closer to the frontline for bruiser patterns. The trading rhythm shifts to softening fights first: tag the wave, threaten a dash, force a peel spell, then back out before re-entering with higher odds. Snowball becomes more dangerous but follows the same rule: hitting does not always mean going. Take it only when landing on isolated carries, low-health targets, or champions the team is collapsing on. Augment timing decides fights, with defensive options used before dropping too low and damage options deployed when targets cannot escape. After winning fights, push immediately but avoid chasing past the wave. When behind, stop trying to one-shot full-health targets and instead fight around numbers, using Snowball only on damaged targets. In levels 12 and beyond, Kayn decides fights through target selection, cooldown patience, and clean resets. Position from the side of the formation, near terrain, or behind the frontline until enemies spend key abilities. Late fights center on controlled commitment rather than poking, as one bad entry can end the game. Snowball becomes a fight-winning tool or a game-losing delivery system, thrown from angles where minions do not block the intended target and taken only when the landing is survivable. Active augments should be saved for real engages or counter-engages, stacked with moments when targets are locked down. When ahead, control space rather than chasing kills, forcing enemy carries back while the team takes structures. When behind, play for the one fight that resets the game, clearing waves and punishing enemies who overextend. After any late win, move straight to the highest-value objective; after any loss, regroup before the next fight. Kayn is strongest when entering on his own terms, so resetting lane states and watching enemy cooldowns ensures the final engage is clean.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Kayn the Shadow Reaper excels at controlling when fights start and end, making leads particularly valuable when used to force bad enemy spacing rather than simply chasing kills. When ahead, Kayn should avoid front-line stat checking unless form, augments, and team follow-up support that approach. Instead, use walls, fog, minion waves, and Snowball pressure to create angles that make enemies guess where attacks originate. The goal is forcing panic movement, burning defensive tools, and making every reset fight start on Kayn's terms. When ahead as Shadow Assassin-style Kayn, play for clean angles on fragile targets through short trades, fast picks, and exits through terrain. Avoid opening on tanks simply because they are closest, as damage built to eliminate carries wastes on durable targets. When ahead as Rhaast-style Kayn, control the fight center but enter after enemies commit their first crowd control or mobility, targeting the highest-value reachable target. Never start fights alone regardless of durability, as engaging without allies in position donates shutdown pressure rather than creating space. A critical ahead pattern involves baiting enemy anti-dive tools before committing. Walk into threat range, show side angles, or use Snowball pressure to force shields, stasis effects, knockbacks, fears, roots, or exhaust-style effects. Once these answers are down, re-enter with real engage. This makes leads repeatable instead of coinflip, as Kayn excels at two-stage fights by threatening, leaving, and returning from different paths. When behind, Kayn cannot afford heroic entrances. The role shifts from forcing first contact to punishing oversteps, following crowd control, and using terrain to avoid fair fights. A behind Kayn who dies first becomes useless, while one who waits three seconds, enters after cooldowns are spent, and finishes damaged targets can still flip fights. Stop diving backlines from the front; instead, play beside the team and look for targets already hit by poke, crowd control, or Snowball engage. Behind Shadow Assassin-style Kayn shifts from assassin to cleanup, entering after enemy carries use mobility or after allies land crowd control. If kills are impossible, tag targets, force movement, and leave before counter-burst lands. Behind Rhaast-style Kayn peels and counter-engages before attempting drain-tank play, standing near allies enemies want to dive and punishing divers with knock-up pressure. Go forward only after enemy backlines step into range or front lines are isolated. When the enemy baits with low-health targets, check the map state rather than just health bars. Ask whether allies can follow, what crowd control waits, and where the exit wall lies. If one answer is bad, do not chase. Trading one-for-one rarely suffices when already losing pressure. When the team needs engagement but Kayn is too behind to survive, use Snowball, wall angles, and movement to threaten without fully committing, forcing enemy reactions first. The final rule applies to both states: when ahead, spend leads to control space without giving shutdowns; when behind, spend mobility to buy time and punish mistakes. In both cases, throws happen when entering with no exit and no ally ready to convert pressure.
Read full guideChampion Background
Lore / Identity / Text block
Kayn the Shadow Reaper enters ARAM: Mayhem as a flexible skirmisher who must earn his true identity through combat. His passive, The Darkin Scythe, defines his entire strategic approach: damaging ranged champions pushes him toward Shadow Assassin, while damaging melee champions pushes him toward Rhaast. Shadow Assassin rewards clean target access and burst, whereas Rhaast rewards longer fights, healing, and front-to-back brawling. In Mayhem's frequent contact environment, the form decision should be made from the loading screen and confirmed in early fights. If the enemy has fragile ranged carries and your team already has a frontline, play for Shadow Assassin. If the enemy has bruisers, tanks, or your team needs someone to stand in the fight, play for Rhaast. Splitting damage randomly between target types when one form is clearly better for the match is a critical mistake. Form progress comes from hitting champions, not farming safely. Players must choose trades that hit the champion type they want. Before transforming, Kayn is not at full power, so the first waves should be played like you are collecting the right resource rather than proving dominance. Tag the correct targets, avoid dying for low-value damage, and use Snowball or terrain only when your team is close enough to prevent collapse. Once transformed, commit fully to the form's job. Shadow Assassin should threaten flank routes and punish isolated carries, while Rhaast should contest space near the frontline and punish grouped enemies with repeated area damage and knock-up pressure. Enemies can deny Kayn by refusing the target type he wants, grouping tightly against Shadow Assassin, or kiting Rhaast after his first engage. Hard crowd control is especially punishing because Kayn often must enter melee range to finish kills. Taking the wrong form, delaying form through unfocused trades, or dying repeatedly before transformation leaves Kayn behind during the part of Mayhem where fights chain together quickly. A late, wrong-form Kayn feels like a champion without a job. The passive changes the value of every point put into basic abilities, so build and play around the form you are actually going to receive, not the one you wish the enemy draft allowed.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Kayn punishes messy fights in ARAM: Mayhem, but he gets punished just as hard when he enters without a clean exit. The screen becomes crowded quickly, so most Kayn mistakes stem from forcing the first angle instead of waiting for the one that actually lets him finish, transform, or escape. Mechanical errors often begin with dashing in using Q as an opener simply because the enemy front line is close. This wastes mobility before the real fight starts, lands Kayn in crowd control, and leaves no way to reposition when enemy carries step back. Kayn should hold Q until he knows whether he is dodging, finishing, or crossing through a target. If enemies still have easy lockdown ready, walking with the team and threatening the angle is better than committing. Throwing W from maximum range into targets moving sideways causes the spell to miss, eliminates the engage window, and allows enemies to walk forward while a main setup tool is unavailable. Kayn should cast W when targets are slowed by terrain pressure, last-hitting, retreating in a straight line, or reacting to teammate crowd control. Using E through the nearest wall without checking the exit point causes Kayn to appear in vision, in trap zones, or too far from his team. E should have a destination in mind: flanking a carry, dodging poke, healing between trades, or retreating. If the wall exit puts Kayn closer to five enemies than to his team, it is not a flank but a donation. Ultimate mistakes include using R on the first marked target without considering whether they are a good host, which can place Kayn in the middle of the enemy team or waste his best untargetability window. R should dodge key punishment, follow a priority target, buy time for cooldowns, or finish someone the team can collapse on afterward. Exiting R aggressively every time leads to appearing in predictable spots and dying to prepared crowd control. The exit should be treated as a second engage choice: if enemies wait with stuns, exit away; if the team is collapsing and the target isolated, exit forward. Decision mistakes include forcing fights before form or build direction has real impact, which feeds early deaths and delays power spikes. Kayn should trade with purpose, hit the right champion types when safe, and let teammates create windows. Picking a form plan and refusing to adapt to the enemy draft leads to being an assassin into durable targets or a bruiser against kitable backlines. Diving the backline while the team is clearing minions or too far away creates a fight allies cannot join. Chasing one low-health champion past the fight leaves carries exposed and misses the main damage exchange. Ignoring enemy anti-dive tools because Kayn can become untargetable results in diving into exhaust effects, knockbacks, silences, roots, or layered shields. Building only for damage when the team lacks a durable engager makes every engage a coin flip. Starting fights when key ally ultimates or follow-up tools are missing means enemies survive the burst and turn on Kayn. Defending low-health structures by diving into five enemies alone causes death before the wave clears. The safe rule is simple: Kayn should enter when he knows how he leaves. If the exit cannot be named before going in, it is gambling, not flanking. Wait half a second longer, track the punishment tools, then cut through the fight when enemies have already committed their answers.
Read full guideFAQ
Kayn
Is Kayn a safe blind pick in ARAM: Mayhem? Kayn is playable blind, but he is not a pure front-to-back champion before he gets a form and a real item base. If your team already has engage and crowd control, play patiently around side angles and follow their lockdown instead of starting every fight yourself. The tradeoff is that forcing early dives into five champions can leave you useless while the enemy farms your health bar. Which form should I choose on Kayn? Choose the form that matches the enemy team and your job in fights. If the enemy has several squishy carries and weak peel, Shadow Assassin style rewards fast flanks and burst windows; if they have durable champions and extended brawls, Rhaast style is usually more stable. The tradeoff is simple: assassin Kayn punishes bad positioning harder, while Rhaast survives messier fights better. How should I play before transforming? Before form, play like a setup skirmisher, not the final carry. Look for short trades when an enemy steps too far forward, then back out before their whole team can collapse. The tradeoff is that greedy all-ins may help you progress toward form, but dying early gives the enemy space and delays your item timing.
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