ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #35

Yasuo ARAM Mayhem Build & Best Augments

Yasuo role and playstyle: baseline role is AD fighter, with a core identity built around burst damage. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include dash mobility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Yasuo Yasuo the Unforgiven Fighter / Mage
TierT2
Rank#35
Win Rate52.16%
Pick Rate0.70%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate49.79%
Pick Rate21.47%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate53.32%
Pick Rate14.61%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate52.84%
Pick Rate6.45%

Situational itemstop 12

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

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

51.93%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

51.60%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

51.64%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

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

51.70%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

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

51.62%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

53.62%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

53.74%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.17%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
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.

50.06%
Phantom Dancer Phantom Dancer Phantom Dancer
Total Price
2,650
Price
950

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

53.59%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

52.53%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

48.51%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

50.89%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

50.89%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

57.28%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

57.28%
Guardian's Hammer Guardian's Hammer Guardian's Hammer
Total Price
950
Price
950

+25 Attack Damage +150 Health 5% Life Steal

57.28%
Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

52.35%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

52.35%

Core items

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

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate54.67%
Pick Rate22.67%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate55.92%
Pick Rate18.42%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate55.34%
Pick Rate4.40%

Situational itemstop 12

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

56.09%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

56.09%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

62.56%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

62.56%
Guardian's Hammer Guardian's Hammer Guardian's Hammer
Total Price
950
Price
950

+25 Attack Damage +150 Health 5% Life Steal

62.56%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

63.87%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

63.87%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

63.87%

Core items

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

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate57.56%
Pick Rate31.40%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate60.67%
Pick Rate8.69%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate57.57%
Pick Rate5.06%

Situational itemstop 12

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

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

57.17%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

56.91%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

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

57.34%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

56.71%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

58.12%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

54.51%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

58.35%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

57.45%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
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.

54.57%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.40%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

51.81%
Phantom Dancer Phantom Dancer Phantom Dancer
Total Price
2,650
Price
950

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

54.63%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

56.74%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

56.74%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

60.18%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

60.18%
Guardian's Hammer Guardian's Hammer Guardian's Hammer
Total Price
950
Price
950

+25 Attack Damage +150 Health 5% Life Steal

60.18%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

58.59%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

58.59%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

58.59%

Core items

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

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate51.71%
Pick Rate18.62%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate49.20%
Pick Rate9.08%
#3
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate51.54%
Pick Rate3.77%

Situational itemstop 12

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

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

51.90%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

50.60%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

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

52.91%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

50.53%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

51.42%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

49.44%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

54.34%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
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.

52.51%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

49.82%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

51.56%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

56.35%
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

50.43%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

51.00%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

51.00%
Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

52.19%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

52.19%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

56.07%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

56.07%
Guardian's Hammer Guardian's Hammer Guardian's Hammer
Total Price
950
Price
950

+25 Attack Damage +150 Health 5% Life Steal

56.07%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
57.85%
Pick Rate
6.78%
Games
1,402

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

View augment details
GoldT157.85%6.78%1,402
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
57.62%
Pick Rate
8.41%
Games
1,739

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
GoldT157.62%8.41%1,739
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
56.62%
Pick Rate
8.15%
Games
1,685

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
GoldT156.62%8.15%1,685
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
56.04%
Pick Rate
7.97%
Games
1,647

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

View augment details
GoldT156.04%7.97%1,647
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.73%
Pick Rate
7.64%
Games
1,579

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

View augment details
PrismaticT155.73%7.64%1,579
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
54.85%
Pick Rate
19.25%
Games
3,980

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

View augment details
GoldT154.85%19.25%3,980
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
54.23%
Pick Rate
12.02%
Games
2,484

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
GoldT154.23%12.02%2,484
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
54.22%
Pick Rate
10.13%
Games
2,095

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
SilverT154.22%10.13%2,095
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
53.90%
Pick Rate
8.01%
Games
1,655

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

View augment details
GoldT153.90%8.01%1,655
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
53.63%
Pick Rate
7.33%
Games
1,516

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

View augment details
GoldT153.63%7.33%1,516
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
53.49%
Pick Rate
6.51%
Games
1,346

Grants 18% armor penetration and magic penetration .

View augment details
GoldT153.49%6.51%1,346
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
53.27%
Pick Rate
13.90%
Games
2,874

Grants 60% bonus attack speed .

View augment details
SilverT153.27%13.90%2,874
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
52.74%
Pick Rate
12.35%
Games
2,552

Gain 15% omnivamp .

View augment details
SilverT152.74%12.35%2,552
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
52.54%
Pick Rate
9.70%
Games
2,006

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

View augment details
SilverT152.54%9.70%2,006
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.52%
Pick Rate
5.47%
Games
1,131

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
PrismaticT152.52%5.47%1,131
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
51.81%
Pick Rate
7.75%
Games
1,602

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

View augment details
GoldT151.81%7.75%1,602
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.04%
Pick Rate
5.59%
Games
1,156

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
PrismaticT151.04%5.59%1,156
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.85%
Pick Rate
5.69%
Games
1,176

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
PrismaticT150.85%5.69%1,176
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
50.36%
Pick Rate
5.96%
Games
1,233

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

View augment details
SilverT150.36%5.96%1,233
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
50.30%
Pick Rate
8.03%
Games
1,660

Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.

View augment details
GoldT150.30%8.03%1,660
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.00%
Pick Rate
5.57%
Games
1,152

Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% .

View augment details
PrismaticT150.00%5.57%1,152
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
49.90%
Pick Rate
4.99%
Games
1,032

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
GoldT149.90%4.99%1,032
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
49.60%
Pick Rate
5.49%
Games
1,135

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
GoldT149.60%5.49%1,135
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.43%
Pick Rate
6.42%
Games
1,327

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT149.43%6.42%1,327
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
48.73%
Pick Rate
8.73%
Games
1,804

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT148.73%8.73%1,804
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
47.86%
Pick Rate
4.85%
Games
1,003

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
GoldT147.86%4.85%1,003
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
47.85%
Pick Rate
4.62%
Games
955

Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.

View augment details
GoldT147.85%4.62%955
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
60.68%
Pick Rate
3.96%
Games
819

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

View augment details
SilverT260.68%3.96%819
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
58.37%
Pick Rate
2.43%
Games
502

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
GoldT258.37%2.43%502
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
58.17%
Pick Rate
3.85%
Games
796

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

View augment details
GoldT258.17%3.85%796
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
57.34%
Pick Rate
3.59%
Games
743

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
SilverT257.34%3.59%743
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.17%
Pick Rate
2.94%
Games
607

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
PrismaticT257.17%2.94%607
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
56.82%
Pick Rate
3.65%
Games
755

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
SilverT256.82%3.65%755
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.62%
Pick Rate
2.63%
Games
544

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

View augment details
PrismaticT256.62%2.63%544
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
56.54%
Pick Rate
2.18%
Games
451

Gain 2 Stat Anvils .

View augment details
SilverT256.54%2.18%451
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
55.86%
Pick Rate
2.10%
Games
435

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
GoldT255.86%2.10%435
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.05%
Pick Rate
2.01%
Games
416

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
PrismaticT255.05%2.01%416
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.68%
Pick Rate
2.22%
Games
459

Gain 1750 upon acquiring this augment.

View augment details
GoldT254.68%2.22%459
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
54.17%
Pick Rate
2.84%
Games
587

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
GoldT254.17%2.84%587
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
53.25%
Pick Rate
2.31%
Games
477

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
GoldT253.25%2.31%477
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.24%
Pick Rate
4.11%
Games
849

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

View augment details
PrismaticT253.24%4.11%849
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
53.17%
Pick Rate
2.37%
Games
489

Increases attack damage by 20% .

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SilverT253.17%2.37%489
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.86%
Pick Rate
3.05%
Games
630

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
GoldT252.86%3.05%630
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
52.53%
Pick Rate
4.12%
Games
851

Grants 50% critical strike chance .

View augment details
GoldT252.53%4.12%851
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
51.68%
Pick Rate
2.16%
Games
447

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
GoldT251.68%2.16%447
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
51.14%
Pick Rate
2.54%
Games
526

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
GoldT251.14%2.54%526
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
51.14%
Pick Rate
2.13%
Games
440

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
GoldT251.14%2.13%440
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
50.99%
Pick Rate
2.93%
Games
606

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
SilverT250.99%2.93%606
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.77%
Pick Rate
3.77%
Games
780

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
PrismaticT250.77%3.77%780
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.46%
Pick Rate
2.11%
Games
436

Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness.

View augment details
PrismaticT250.46%2.11%436
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
3.87%
Games
800

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
GoldT250.00%3.87%800
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
49.88%
Pick Rate
2.07%
Games
427

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
GoldT249.88%2.07%427
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.19%
Pick Rate
3.00%
Games
620

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
PrismaticT249.19%3.00%620
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
49.04%
Pick Rate
2.27%
Games
469

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
SilverT249.04%2.27%469
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
48.98%
Pick Rate
3.08%
Games
637

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
SilverT248.98%3.08%637
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
48.68%
Pick Rate
2.38%
Games
493

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
GoldT248.68%2.38%493
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
48.66%
Pick Rate
3.06%
Games
633

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT248.66%3.06%633
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
48.62%
Pick Rate
4.22%
Games
872

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
GoldT248.62%4.22%872
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.36%
Pick Rate
2.38%
Games
492

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
PrismaticT247.36%2.38%492
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
47.21%
Pick Rate
2.08%
Games
430

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
SilverT247.21%2.08%430
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.70%
Pick Rate
2.14%
Games
442

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
GoldT245.70%2.14%442
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
43.84%
Pick Rate
2.24%
Games
463

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT243.84%2.24%463
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
57.74%
Pick Rate
1.50%
Games
310

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

View augment details
GoldT357.74%1.50%310
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
56.57%
Pick Rate
1.21%
Games
251

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

View augment details
GoldT356.57%1.21%251
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.48%
Pick Rate
1.46%
Games
301

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
PrismaticT355.48%1.46%301
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
54.37%
Pick Rate
1.49%
Games
309

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
GoldT354.37%1.49%309
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
54.21%
Pick Rate
1.32%
Games
273

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
SilverT354.21%1.32%273
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
53.69%
Pick Rate
0.98%
Games
203

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
GoldT353.69%0.98%203
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
53.63%
Pick Rate
1.53%
Games
317

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
SilverT353.63%1.53%317
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.51%
Pick Rate
1.45%
Games
299

Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found.

View augment details
PrismaticT352.51%1.45%299
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
52.45%
Pick Rate
0.99%
Games
204

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

View augment details
GoldT352.45%0.99%204
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.36%
Pick Rate
0.92%
Games
191

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

View augment details
PrismaticT352.36%0.92%191
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.52%
Pick Rate
1.59%
Games
328

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
PrismaticT351.52%1.59%328
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
51.52%
Pick Rate
1.12%
Games
231

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

View augment details
GoldT351.52%1.12%231
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.18%
Pick Rate
1.64%
Games
340

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

View augment details
PrismaticT351.18%1.64%340
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.77%
Pick Rate
1.56%
Games
323

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
GoldT350.77%1.56%323
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.18%
Pick Rate
1.38%
Games
285

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT350.18%1.38%285
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
49.51%
Pick Rate
1.49%
Games
309

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

View augment details
GoldT349.51%1.49%309
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
49.30%
Pick Rate
1.03%
Games
213

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

View augment details
SilverT349.30%1.03%213
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
49.19%
Pick Rate
1.20%
Games
248

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT349.19%1.20%248
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.01%
Pick Rate
1.47%
Games
304

Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ).

View augment details
GoldT349.01%1.47%304
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
48.41%
Pick Rate
1.68%
Games
347

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

View augment details
SilverT348.41%1.68%347
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
47.96%
Pick Rate
0.95%
Games
196

Grants 60 ability haste .

View augment details
GoldT347.96%0.95%196
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.88%
Pick Rate
1.71%
Games
353

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

View augment details
PrismaticT347.88%1.71%353
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
47.75%
Pick Rate
1.07%
Games
222

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

View augment details
GoldT347.75%1.07%222
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
47.54%
Pick Rate
1.67%
Games
345

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
GoldT347.54%1.67%345
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.53%
Pick Rate
1.08%
Games
223

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
PrismaticT347.53%1.08%223
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
46.64%
Pick Rate
1.30%
Games
268

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

View augment details
SilverT346.64%1.30%268
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
45.82%
Pick Rate
1.45%
Games
299

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT345.82%1.45%299
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.72%
Pick Rate
1.04%
Games
215

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
PrismaticT343.72%1.04%215
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
43.38%
Pick Rate
1.46%
Games
302

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
GoldT343.38%1.46%302
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.93%
Pick Rate
0.92%
Games
191

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT342.93%0.92%191
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.74%
Pick Rate
1.67%
Games
345

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT341.74%1.67%345
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
62.61%
Pick Rate
0.56%
Games
115

Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power .

View augment details
PrismaticT462.61%0.56%115
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
58.96%
Pick Rate
0.84%
Games
173

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
GoldT458.96%0.84%173
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
56.70%
Pick Rate
0.47%
Games
97

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

View augment details
SilverT456.70%0.47%97
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.16%
Pick Rate
0.35%
Games
73

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
PrismaticT456.16%0.35%73
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
54.43%
Pick Rate
0.38%
Games
79

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
SilverT454.43%0.38%79
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.19%
Pick Rate
0.75%
Games
155

Grants 3 random Dragon Souls .

View augment details
PrismaticT454.19%0.75%155
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
53.93%
Pick Rate
0.86%
Games
178

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

View augment details
GoldT453.93%0.86%178
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.85%
Pick Rate
0.69%
Games
143

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

View augment details
GoldT453.85%0.69%143
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
53.60%
Pick Rate
0.60%
Games
125

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT453.60%0.60%125
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.10%
Pick Rate
0.55%
Games
113

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
PrismaticT453.10%0.55%113
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.14%
Pick Rate
0.68%
Games
140

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
PrismaticT452.14%0.68%140
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
51.88%
Pick Rate
0.64%
Games
133

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
SilverT451.88%0.64%133
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.19%
Pick Rate
0.41%
Games
84

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
PrismaticT451.19%0.41%84
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.51%
Pick Rate
0.48%
Games
99

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
PrismaticT450.51%0.48%99
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.67%
Pick Rate
0.74%
Games
153

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
PrismaticT449.67%0.74%153
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
49.40%
Pick Rate
0.40%
Games
83

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT449.40%0.40%83
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.13%
Pick Rate
0.84%
Games
173

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

View augment details
SilverT449.13%0.84%173
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
48.59%
Pick Rate
0.69%
Games
142

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
GoldT448.59%0.69%142
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
47.95%
Pick Rate
0.35%
Games
73

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

View augment details
SilverT447.95%0.35%73
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
47.80%
Pick Rate
0.88%
Games
182

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

View augment details
SilverT447.80%0.88%182
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
47.03%
Pick Rate
0.89%
Games
185

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

View augment details
SilverT447.03%0.89%185
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.84%
Pick Rate
0.92%
Games
190

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

View augment details
PrismaticT446.84%0.92%190
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
46.49%
Pick Rate
0.55%
Games
114

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
SilverT446.49%0.55%114
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
46.24%
Pick Rate
0.45%
Games
93

Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death).

View augment details
SilverT446.24%0.45%93
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
46.09%
Pick Rate
0.56%
Games
115

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

View augment details
SilverT446.09%0.56%115
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.24%
Pick Rate
0.41%
Games
84

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
PrismaticT445.24%0.41%84
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.27%
Pick Rate
0.83%
Games
171

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
PrismaticT443.27%0.83%171
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
42.16%
Pick Rate
0.49%
Games
102

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

View augment details
SilverT442.16%0.49%102
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.51%
Pick Rate
0.76%
Games
158

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

View augment details
PrismaticT440.51%0.76%158
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
38.60%
Pick Rate
0.55%
Games
114

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

View augment details
PrismaticT438.60%0.55%114
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.06%
Pick Rate
0.30%
Games
62

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

View augment details
PrismaticT558.06%0.30%62
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.29%
Pick Rate
0.34%
Games
70

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
PrismaticT554.29%0.34%70
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.57%
Pick Rate
0.27%
Games
56

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
PrismaticT553.57%0.27%56
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
50.00%
Pick Rate
0.33%
Games
68

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
SilverT550.00%0.33%68
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.30%
Pick Rate
0.34%
Games
71

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
PrismaticT549.30%0.34%71
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
49.06%
Pick Rate
0.26%
Games
53

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
GoldT549.06%0.26%53
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.83%
Pick Rate
0.33%
Games
69

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

View augment details
SilverT547.83%0.33%69
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.97%
Pick Rate
0.32%
Games
66

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
PrismaticT546.97%0.32%66
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.71%
Pick Rate
0.34%
Games
70

Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source.

View augment details
PrismaticT545.71%0.34%70
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
43.14%
Pick Rate
0.25%
Games
51

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
SilverT543.14%0.25%51

Yasuo Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal order: R > Q > E > W.

RQEW

Max Q first, max E second, leave W for last, and take R whenever it is available.

Yasuo Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Yasuo counters these champions in ARAM: Mayhem.

Ezreal Ezreal Ezreal T5
Tier
T5
Rank
#158
Win Rate
45.67%
Pick Rate
1.10%

Ezreal the Prodigal Explorer Ezreal is a skillshot-heavy marksman-mage hybrid who thrives on spacing, poke damage, and repositioning. In standard modes, he is the quintessential "safe" pick who relies on Mystic Shot cooldown resets and Arcane Shift mobility to chip away at enemies while staying out of reach. His identity centers on landing Q consistently—if you hit, you get rewarded with lower cooldowns and sustained pressure. If you miss, you lose lane control. In ARAM: Mayhem, that core loop gets amplified by the mode's accelerated pace and constant fighting. The single-lane format removes his ability to farm safely under a tower or roam for isolated picks. Instead, he becomes a pure poke engine in a corridor where hiding is nearly impossible. The Mayhem environment—faster gold, more frequent ability casts, and aggressive augments—shifts him from a scaling safety pick into an early-game damage threat who can snowball hard if his aim holds up. His role here is straightforward: siege from max range, fish for Mystic Shot hits, and use Arcane Shift almost exclusively for repositioning or dodging high-value engage. The constant teamfight means his ultimate, Trueshot Barrage, comes up often and cuts through the entire enemy team. He still struggles against hard engage and burst, but the mode's tools give him more ways to survive and contribute than he would have in normal ARAM. View champion guide

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

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

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

Xerath Xerath Xerath T2
Tier
T2
Rank
#61
Win Rate
50.90%
Pick Rate
0.96%

Xerath is a long-range artillery mage who wins fights before they fully start. His job is to sit outside the main brawl, charge up poke, punish grouped enemies, and finish low-health targets when they try to retreat. He is strongest when your team can hold space for him; he is weakest when mobile bruisers or assassins get a clean angle onto him. His signature pattern is simple: keep distance, soften targets with repeated spell hits, then look for a stun or follow-up damage when someone is forced to walk in a straight line. In ARAM: Mayhem, the pace is less forgiving. Augments, extra engage tools, and constant fighting make positioning harder, but they also give Xerath more crowded targets to hit. Play him patiently, punish enemies during their approach, and save your defensive tools for the champion who can actually reach you. View champion guide

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

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Countered By

6

Yasuo is countered by these champions in ARAM: Mayhem.

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

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

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

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

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

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

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

Renekton Renekton Renekton T5
Tier
T5
Rank
#136
Win Rate
45.54%
Pick Rate
0.29%

Renekton – The Butcher of the Sands Renekton is a lane-dominant diver who wins by getting in your face and staying there. He's a fighter who wants to dash through the enemy team, stun key targets, and sustain through damage with his empowered abilities. His entire identity revolves around Fury management—building it by auto-attacking and spending it on empowered abilities that hit harder and heal more. In ARAM: Mayhem, Renekton transforms from a lane bully into a relentless teamfight menace. The single-lane format means he always has targets in reach, and the constant fighting lets him stack Fury quickly. He excels at diving backliners with double dashes, locking them down, and surviving the retaliation with Dominus. If you like champions who force fights and punish mistakes brutally, Renekton delivers. View champion guide

Pantheon Pantheon Pantheon T3
Tier
T3
Rank
#76
Win Rate
49.30%
Pick Rate
0.60%

Pantheon is a direct spear-and-shield fighter who plays like an aggressive diver and skirmish starter. His job is to pick a target, force the fight on his terms, and buy space for his team with a fast stun, spear pressure, and short windows of damage blocking. He is easy to understand: go in when your team can follow, punish exposed carries, and do not waste your engage into the whole enemy team alone. His signature pattern is simple but sharp. Look for a low-health or out-of-position enemy, jump on them, unload your burst, then angle your shield to survive the return damage while your team finishes the play. In ARAM: Mayhem, the constant 5v5 fighting makes Pantheon more explosive, but also less forgiving. Snowball, augments, and nonstop brawls give him more ways to reach targets, yet bad engages are punished instantly because there is usually no quiet lane phase to recover in. Pick Pantheon when your team needs a brave first mover, a backline threat, or a reliable way to punish squishy champions that step too far forward. Play him with patience: the best Pantheon fights start with one clean target, not a heroic dive into five enemies. View champion guide

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Yasuo Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Malphite

Malphite gives Yasuo the cleanest kind of setup: a hard, obvious knock-up that usually hits the targets Yasuo actually wants. Yasuo does not need to fish as hard with his own tornado when Malphite is holding engage threat.

Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. View champion guide

Alistar

Alistar gives Yasuo repeatable close-range knock-up access plus a durable body that can stand in front after the engage. That matters because Yasuo often needs one extra second after Last Breath to choose whether he is finishing a carry or escaping through minions.

Wukong Wukong Wukong T3
Tier
T3
Rank
#132
Win Rate
49.31%
Pick Rate
0.37%

Wukong the Monkey King Wukong is a dive fighter who specializes in engagement, disruption, and chaotic teamfight brawling. His identity centers on the Decoy mechanic, which lets him stealth and reposition while his clone body-blocks skillshots or finishes his damage. In standard modes, he is a tricky duelist who picks isolated targets. In ARAM: Mayhem, he transforms into a relentless teamfight initiator who can engage, reset, and engage again within a single fight. His signature pattern is the Warrior Trickster combo. You dash in with E, auto-attack, then press W to spawn a clone that continues attacking while you slip away or flank. The clone copies your Q and R, which means a well-timed W creates two spinning ultimates or two Q armor-shreds. This creates a nightmare for enemy backlines: they cannot easily target the real Wukong, and ignoring him means eating double the damage and knockup. ARAM: Mayhem accelerates his strengths. The constant teamfight environment means his ultimate, Cyclone, is almost always valuable. He does not need to hunt for picks across the map. He simply waits for a good engage angle, dashes through the frontline, and spins to disrupt the entire enemy team. The mode's pacing and gold generation help him reach his core fighter items faster, turning him into a durable damage threat who can survive diving into five enemies. His role in Mayhem is primary engage or follow-up dive. If your team lacks a dedicated tank or initiator, Wukong fills that gap by Snowballing in and ulting to create space. If you already have a Malphite or similar, Wukong excels at following up their engage, layering more knockups, and chasing down scattered targets. His passive, which grants increasing armor and health regen based on nearby enemies, is consistently active in ARAM's clustered fights, making him naturally tankier than he appears. What changes most is his reset potential and sustain. Mayhem augments and item access let him heal more from fighting, reduce his cooldowns faster, and sometimes access effects that trigger on clone attacks. He becomes less of a hit-and-run skirmisher and more of a sustained brawler who can dive, decoy, reposition, and dive again. The key is using W to confuse enemies about which Wukong is real, forcing them to waste cooldowns on a clone while you set up the next engage. View champion guide

Wukong

Wukong gives Yasuo moving knock-up pressure that is hard to ignore. He can enter through the side of a fight, disrupt multiple enemies, and create the messy brawl Yasuo loves.

Diana Diana Diana T3
Tier
T3
Rank
#92
Win Rate
49.64%
Pick Rate
0.38%

Diana is an AP dive assassin-bruiser who wants to mark a target, dash in, and turn the fight with a close-range burst combo. She is best when she can enter after enemies have spent key crowd control, then pull multiple champions together and finish with her team’s damage. In ARAM: Mayhem, Diana’s job becomes more explosive but also riskier. The constant fighting gives her more chances to find multi-target engages, while augments can push her toward harder burst, stronger follow-up, or more durable brawling. She still has the same core rule: do not be the first champion to disappear into five enemies unless your team can instantly follow. Pick Diana when your team needs a decisive AP engager who can punish grouped enemies. Play around flanks, Snowball angles, and cooldown tracking. If the enemy keeps disengage or hard CC ready, wait it out, poke with your setup, then commit when their punish window is gone. View champion guide

Diana

Diana pairs with Yasuo because she pulls enemies into a tight fight and can threaten the same backline targets he wants to kill. Even when she is not providing the cleanest knock-up setup by herself, she creates the clump and panic that make Yasuo’s tornado and follow-up much easier to land.

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Janna

Janna gives Yasuo a different kind of value: safety, disengage, and a knock-up threat that punishes enemies for diving him or his carries. Yasuo does not always need more engage; sometimes he needs someone who stops the enemy from deleting him after he goes in.

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. View champion guide

Diana Diana Diana T3
Tier
T3
Rank
#92
Win Rate
49.64%
Pick Rate
0.38%

Diana is an AP dive assassin-bruiser who wants to mark a target, dash in, and turn the fight with a close-range burst combo. She is best when she can enter after enemies have spent key crowd control, then pull multiple champions together and finish with her team’s damage. In ARAM: Mayhem, Diana’s job becomes more explosive but also riskier. The constant fighting gives her more chances to find multi-target engages, while augments can push her toward harder burst, stronger follow-up, or more durable brawling. She still has the same core rule: do not be the first champion to disappear into five enemies unless your team can instantly follow. Pick Diana when your team needs a decisive AP engager who can punish grouped enemies. Play around flanks, Snowball angles, and cooldown tracking. If the enemy keeps disengage or hard CC ready, wait it out, poke with your setup, then commit when their punish window is gone. View champion guide

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Wukong Wukong Wukong T3
Tier
T3
Rank
#132
Win Rate
49.31%
Pick Rate
0.37%

Wukong the Monkey King Wukong is a dive fighter who specializes in engagement, disruption, and chaotic teamfight brawling. His identity centers on the Decoy mechanic, which lets him stealth and reposition while his clone body-blocks skillshots or finishes his damage. In standard modes, he is a tricky duelist who picks isolated targets. In ARAM: Mayhem, he transforms into a relentless teamfight initiator who can engage, reset, and engage again within a single fight. His signature pattern is the Warrior Trickster combo. You dash in with E, auto-attack, then press W to spawn a clone that continues attacking while you slip away or flank. The clone copies your Q and R, which means a well-timed W creates two spinning ultimates or two Q armor-shreds. This creates a nightmare for enemy backlines: they cannot easily target the real Wukong, and ignoring him means eating double the damage and knockup. ARAM: Mayhem accelerates his strengths. The constant teamfight environment means his ultimate, Cyclone, is almost always valuable. He does not need to hunt for picks across the map. He simply waits for a good engage angle, dashes through the frontline, and spins to disrupt the entire enemy team. The mode's pacing and gold generation help him reach his core fighter items faster, turning him into a durable damage threat who can survive diving into five enemies. His role in Mayhem is primary engage or follow-up dive. If your team lacks a dedicated tank or initiator, Wukong fills that gap by Snowballing in and ulting to create space. If you already have a Malphite or similar, Wukong excels at following up their engage, layering more knockups, and chasing down scattered targets. His passive, which grants increasing armor and health regen based on nearby enemies, is consistently active in ARAM's clustered fights, making him naturally tankier than he appears. What changes most is his reset potential and sustain. Mayhem augments and item access let him heal more from fighting, reduce his cooldowns faster, and sometimes access effects that trigger on clone attacks. He becomes less of a hit-and-run skirmisher and more of a sustained brawler who can dive, decoy, reposition, and dive again. The key is using W to confuse enemies about which Wukong is real, forcing them to waste cooldowns on a clone while you set up the next engage. View champion guide

Synergy mechanism: Malphite gives Yasuo the cleanest kind of setup: a hard, obvious knock-up that usually hits the targets Yasuo actually wants. Yasuo does not need to fish as hard with his own tornado when Malphite is holding engage threat. Combo: Let Malphite threaten from fog, brush, or behind the minion wave. When he commits onto two or more priority targets, Yasuo should instantly take the Last Breath angle, land into the center of the fight, then use Wind Wall and dashes to deny the enemy’s first counter-burst. Best scenario: This pair is strongest into squishy backlines that group behind one frontliner. If the enemy carries walk too close together, Malphite starts the fight and Yasuo turns the knock-up into a full backline collapse before they can kite backward. Enemy answer: The enemy will spread wide, hold disengage, and try to bait Malphite into hitting only a tank. Good teams also save exhaust-style peel, knockbacks, or stasis effects for the moment Yasuo lands. Failure risk: If Malphite engages too deep with no damage nearby, Yasuo arrives late and gets focused alone. If Yasuo ults a low-value tank target, the real carries get a free window to punish him after landing. Recovery: If the first engage misses, do not force a second dive immediately. Yasuo should reset behind the wave, farm safely, and wait for Malphite to threaten again. A failed Malphite engage still creates space if Yasuo uses that time to push minions and rebuild tornado pressure. 2. Alistar Synergy mechanism: Alistar gives Yasuo repeatable close-range knock-up access plus a durable body that can stand in front after the engage. That matters because Yasuo often needs one extra second after Last Breath to choose whether he is finishing a carry or escaping through minions. Combo: Alistar looks for a head-on engage or a peel counter-engage. Once enemies are knocked up, Yasuo ults the highest-value target in range, then Alistar stays on the landing zone to disrupt anyone trying to burst Yasuo on arrival. Best scenario: This is excellent into dive-heavy enemies. If assassins or bruisers jump onto your backline, Alistar can turn the engage around, and Yasuo gets a safe Last Breath on targets that have already spent mobility going in. Enemy answer: Ranged teams will try to chip Alistar down before he ever reaches a clean angle. They may also hold spacing so Alistar can only knock up one target, then punish Yasuo if he overcommits for a small catch. Failure risk: The combo becomes clunky if both players force forward at different times. Alistar can knock enemies away from Yasuo’s damage path, or Yasuo can ult before Alistar is ready to body-block the retaliation. Recovery: If the engage gets split, switch roles. Alistar peels instead of chasing, and Yasuo plays around minions for short trades rather than diving. A defensive Alistar knock-up is still a strong Yasuo trigger when the enemy is the one stepping in. 3. Wukong Synergy mechanism: Wukong gives Yasuo moving knock-up pressure that is hard to ignore. He can enter through the side of a fight, disrupt multiple enemies, and create the messy brawl Yasuo loves. Combo: Wukong starts by threatening the enemy carries or flanking through a narrow lane angle. When he knocks enemies up, Yasuo ults onto the most exposed carry, then both champions keep fighting forward while the enemy team is still trying to identify the real danger. Best scenario: This duo shines when the enemy has several mid-range champions who need to stand together to deal damage. Wukong breaks their formation, Yasuo follows, and the fight becomes too chaotic for them to kite cleanly. Enemy answer: The enemy will try to reveal or track Wukong’s approach, then disengage as soon as he commits. They may also save crowd control for Yasuo’s landing instead of wasting it on Wukong’s first entry. Failure risk: If Wukong goes in without Yasuo in range, his knock-up window is wasted. If Yasuo follows too late, Wukong may already be low and the enemy can turn the fight into a 5v4 punish. Recovery: When the first entry does not connect, Yasuo should not chase the same line blindly. Back up, let Wukong re-enter from a different angle, and use Wind Wall to protect the retreat or block the enemy’s attempt to punish the failed flank. 4. Diana Synergy mechanism: Diana pairs with Yasuo because she pulls enemies into a tight fight and can threaten the same backline targets he wants to kill. Even when she is not providing the cleanest knock-up setup by herself, she creates the clump and panic that make Yasuo’s tornado and follow-up much easier to land. Combo: Diana dives onto grouped carries or a clustered frontline, forcing defensive movement. Yasuo follows the crowd control chain from any allied knock-up available, or uses the chaos to land his own tornado before committing with Last Breath. Best scenario: This works best with a third champion who also brings a knock-up, such as a tank engager. Diana and Yasuo then become the damage layer after the first initiation, not the only way the fight starts. Enemy answer: Enemies will split formation and save displacement for Diana’s dive. If they push her away or burst her before Yasuo enters, the combo loses its center and Yasuo has to fight without a stable landing zone. Failure risk: Double melee dive can feed hard into heavy peel. If Diana and Yasuo both commit into exhausts, shields, and point-click control, they may kill nobody and leave their own backline exposed. Recovery: If the all-in is denied, Yasuo should pivot to front-to-back fighting. Let Diana absorb attention, cut off projectiles with Wind Wall, and wait for the enemy peel tools to be spent before taking the next knock-up. 5. Janna Synergy mechanism: Janna gives Yasuo a different kind of value: safety, disengage, and a knock-up threat that punishes enemies for diving him or his carries. Yasuo does not always need more engage; sometimes he needs someone who stops the enemy from deleting him after he goes in. Combo: Janna holds her tornado for enemy movement or for Yasuo’s setup window. If it connects, Yasuo can ult from a safer distance. If the enemy dives first, Janna interrupts them, shields the key target, and lets Yasuo counter-engage instead of starting from a bad angle. Best scenario: This pairing is strong when Yasuo is the main melee threat on a team with ranged carries. Janna keeps the formation alive, and Yasuo gets to choose between protecting the backline or following a clean knock-up onto overextended enemies. Enemy answer: The enemy will try to force Janna’s disengage before committing their real engage. They may poke her down, bait her tornado, then start the fight while Yasuo has no safe way in. Failure risk: If Yasuo treats Janna like a hard engage champion, he will overforce. Her setup is powerful, but it is often reactive. Chasing every tornado can pull Yasuo away from the team and into isolated crowd control. Recovery: Play slower after a missed tornado. Yasuo can farm the wave, hold Wind Wall for the next poke pattern, and wait for the enemy to step into Janna’s disengage range. Counter-engage is still a winning plan if the enemy is impatient.

Best team shape for Yasuo: one primary knock-up engager, one secondary peel or shield source, and at least one ranged damage dealer who can punish enemies while they are staring at Yasuo. If the team has only Yasuo as engage, he has to gamble. If the team gives him layered knock-ups and a safe reset path, he can play patiently, take the first real opening, and snowball the fight instead of donating himself for a highlight attempt.

Yasuo ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight TempoYasuo plays patient, waiting for allied knock-ups and slowly building space with Q stacks while suffering through poke.He must contest tempo earlier and cannot wait for perfect ultimates, or his team fights four versus five without him.Move with engage immediately instead of fishing for perfect tornadoes off-screen.
Wind Wall UsageBlocks obvious key projectiles saved for predictable fight moments, often used to survive poke patterns.More valuable but easier to waste; panic-walling the first spell can lose the real fight against chaotic damage.Save Wind Wall for the actual punish window like burst lines or stopping crowd control.
Dash DisciplineCan dash through waves and back out safely since fights move slower and collapse takes longer.Dashing deep without an exit target means getting collapsed on before help arrives due to faster fights.Enter through minions only when you know where the next dash goes.
Ultimate TimingTaking any knock-up is often fine if it starts a fight, treating R as a highlight button.A bad Last Breath into five ready enemies can instantly throw the round due to augmented punish potential.Ult only when your team can follow and the target is worth killing.
Snowball CommitmentPatches Yasuo's range problem; tag a backliner and follow when they misposition for engage.Taking the mark into ready crowd control gets you deleted; the mark itself is pressure without needing activation.Layer Snowball with Q or allied engage, and use it defensively to escape.
Build FlexibilityCan sometimes get away with greedy damage paths if the enemy lacks hard engage or teammates provide peel.Must be honest about how fights are lost; dying on the first crowd control chain means damage does not fix the problem.Prioritize survivability and adjust runes to solve the current fight.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Yasuo the Unforgiven is a melee fighter-assassin with extraordinary mobility and devastating burst damage. His kit revolves around weaving through enemy lines and delivering explosive combos, making him one of the most exciting and lethal fighters in this chaotic environment. Yasuo’s passive, Way of the Wanderer, grants a shield after moving a certain distance, providing natural defensive capability that allows him to survive poke and engage more confidently. His primary damage tool is Steel Tempest, a thrust attack that builds up a tornado on every third cast; this tornado knocks up enemies and is extremely valuable in Hextech Mayhem because it creates the setup required for his ultimate. Wind Wall is his most powerful defensive ability, creating a wall of wind that blocks all projectiles—essential for negating enemy ranged attacks and abilities, which is particularly important in a mode dominated by skillshots and poke. Sweeping Blade gives Yasuo exceptional mobility by allowing him to dash through enemy units for rapid repositioning, enabling him to dance in and out of combat. His signature ultimate, Last Breath, teleports him to a knocked-up enemy champion and deals massive damage; in Hextech Mayhem, Yasuo must first land his tornado knock-up with Steel Tempest, then follow with Last Breath for devastating burst. This reliance on initiating with a tornado means positioning and timing are critical—Yasuo thrives when he can find clumped enemies or set up key picks. His high-skill-cap kit, combining the wind wall, tornado combos, and dash mobility, demands precise execution but rewards players with game-changing impact. While he shares a complex backstory as a wandering wind swordsman with deep ties to Yone and Riven, his in-game identity in Hextech Mayhem is defined by his capacity to shred through enemy teams when he can effectively chain knock-ups and burst windows. Mastering his flow between dashes, tornadoes, and ultimate timing separates an average Yasuo from a dominant force in the chaos of the Howling Abyss.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Yasuo the Unforgiven thrives on chaos in Mayhem, but blind aggression gets you killed. You are not the primary engage tool; your job is to follow up on allies with knock-ups like Malphite, Zac, or Gragas. When they go in, immediately click Last Breath to catch the entire enemy backline. If your team lacks knock-ups, create your own opportunities by using Sweeping Blade to dash through frontliners, building Steel Tempest stacks. Once your whirlwind is ready, fire it through the minion wave; the projectile travels far in the narrow lane, often catching squishy targets off guard. Do not ult immediately if you only hit one person near their tower—save it for when your team can collapse. The single lane gives you plenty of dash targets, so never stand still; constantly weave through minions to dodge skill shots while looking for an angle to land your tornado. Space aggressively when your Wind Wall is available—step forward to bait enemy fire, then drop the wall to block burst and create a safety zone for your team. When the wall is down, play far back and use minions as shields, because enemies will time their all-in the moment it expires. Snowball is your emergency button or gap-closer when minions are dead; do not use it to engage into five people unless diving a low-HP target with your team right behind you. Instead, hold it for an enemy to waste a key crowd-control ability, then Snowball in. A classic combo is Snowballing to a target, dashing through them with Sweeping Blade, then firing a point-blank tornado to guarantee a knock-up and your ultimate, bypassing the frontline to land directly on carries—just ensure Steel Tempest is stacked first. Yasuo is effective at turning enemy aggression against them: when the enemy dives your tower, drop Wind Wall directly on them or between their frontline and backline to cut off damage support. Save your own tornado to interrupt their knock-ups. Escaping requires reading the minion wave—if you dive too deep, look for a minion behind you to dash backward through. If no minions exist, commit fully; there is no middle ground. Sometimes the best escape is to dash aggressively sideways into jungle brush or over terrain, forcing enemies to chase you away from dying teammates. Ignore tanks; your critical strikes and armor penetration are designed to shred squishies like ADCs and mages. Your ultimate grants bonus armor penetration against hit enemies, so prioritize targets that let you shred the rest of the team afterward. If the enemy carry is too safe, turn to the nearest threat but ensure your Flow shield is ready to absorb the initial burst. Getting a tornado on the backline is worth ulting even if it only hits one or two high-value targets. Many augments in Mayhem enhance damage or mobility. If you have an on-attack or on-hit augment, play for short rapid trades—dash in, auto-attack, and dash out. For cooldown-reduction augments, Wind Wall becomes spam; throw walls out constantly to block poke and force enemies to waste mana and cooldowns. If your augment boosts ultimate damage or resets, play purely for the knock-up, shifting your game plan to finding that one tornado to reset the fight. Yasuo wants to fight inside the minion wave. When the wave pushes toward the enemy tower, you have infinite dash targets—push hard by dashing through casters and using Steel Tempest to clear.

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Playstyle Guide

Playstyle / Team structure

Play guide

Yasuo in ARAM: Mayhem is not a blind frontliner. He should be played like a threat that lives in the wave, waits for a knock-up angle, and turns messy fights into resets. The best games come from patience: block key poke, stack pressure with short trades, then commit when the enemy has already spent their control or when an ally gives a clean airborne target. During levels 1 through 6, the goal is to survive the poke lane and build a real engage angle. Position near the minion wave to use minions as dash anchors and as cover from skillshots, standing slightly to the side of ranged teammates to threaten quick trades without dragging spells onto them. Trade in short bursts: dash in, hit once or twice, then leave before the enemy can layer crowd control. Hold tornado pressure long enough to make the enemy back up rather than throwing it instantly every time. Treat Wind Wall as a team resource, saving it for the projectile that lets the enemy start a fight or chunk carries. Early Snowball is mainly for confirming a low-health target or following an allied engage; do not throw it just because someone is in range. The first augment should decide early posture: damage after movement calls for fast dash-in trades, durability allows a more forward pocket near the wave, and team follow-up augments encourage playing closer to allies with knock-ups. Push only when Wind Wall can protect the wave clear or when the enemy has used their best poke; if behind, stall the wave near your side and farm safely. Reaching level 6 with enough health to fight unlocks Last Breath, shifting from random trading to setup hunting. At levels 7 through 11, fight around knock-ups, not ego dashes. Play in the second line unless augment or item setup clearly allows absorbing focus. Walk up when Wind Wall is ready, threaten tornado, then back off if the enemy refuses to give an angle. Snowball becomes a fight connector: ping the angle and give your team a moment to step up before recasting, and use it defensively to create a delayed dash path. Chain the augment plan with the engage plan, letting someone else draw the opener if playing damage augments. Push after winning a trade or blocking enemy wave clear; if ahead, deny space around the next wave with held tornado pressure. If behind, look for counter-engage by standing close to carries and punishing overcommitting divers. Identify the best airborne source on the team and play around it. After level 12, pick the winning commit and finish the fight cleanly, respecting death timers and burst by starting from fog, behind minions, or slightly off-angle. Poke becomes about forcing reactions, not farming damage. Late Snowball is high risk: use it to punish a separated carry, follow a guaranteed engage, or dodge a lethal skillshot while creating a new angle. The augment build should now have a clear identity, dictating whether to enter after enemy cooldowns or fight front-to-back. Push hard after a won fight, especially if Wind Wall can block the enemy’s last clear attempt. When ahead, force the enemy to answer the wave under pressure and hold Wind Wall for their best anti-siege projectile. When behind, play for one decisive mistake by protecting carries and waiting for the enemy to over-dive. After every late fight, make a quick choice to end, take a structure, or reset the wave. Yasuo wins late by converting one clean airborne target into tempo, then using that tempo before the enemy gets another full setup.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When Yasuo is ahead, his primary strength is controlling space rather than chasing kills. He forces the enemy team to back away, use cooldowns early, or clump for his team’s engage by threatening dashes through the minion wave and holding the middle of the lane. His Wind Wall is a key tool that blocks the enemy’s best ranged answer, but must be saved for when they commit damage—wasting it leaves him vulnerable during aggressive dashes. Yasuo should dash in short steps, keep a return route through minions, and only chase past the wave if his team is moving with him, because losing the escape path under five enemies turns a lead into a shutdown. His ultimate, Last Breath, should be used only when the target can die or the follow-up fight is clearly winning; ulting a full-health tank or multiple enemies without team follow-up lands him in the worst possible spot. Augments that improve durability, mobility, or extended combat help Yasuo survive focus and finish fights after enemy crowd control is spent, but they do not fix being separated from every dash target. The classic throw when ahead comes from chasing one more kill through the entire lane, diving blindly, or forcing engages while low on health—each gives the enemy a clean punish and a comeback opportunity. When Yasuo is behind, his role shifts entirely. He must stop trying to start fights and instead wait for minions, ally knock-ups, and enemy mistakes. He plays behind his frontline or beside his carry, uses the wave for movement without spending every dash, and holds Wind Wall for damage that changes the fight—a panic wall on low-value poke leaves the backline exposed. When behind, Yasuo should prioritize counter-engage: turning on an enemy diver who jumps onto his carry, or ulting only if it stops the enemy engage or secures a kill. He should not contest the front of the wave at low health and must avoid following overextended teammates alone. Augments that patch his specific weakness—whether durability, reach, or damage—allow him to survive longer or arrive when the target is already controlled, but they never give permission to 1v5 or start a fight from full range into five players. The enemy will hold every key spell for Yasuo, so he must bait those tools by stepping forward then backing off, letting someone else start before entering. In both ahead and behind scenarios, the same rule governs every decision: enter with a route, a reason, and follow-up, and if one of those is missing, wait.

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Champion Background

Lore / Identity / Text block

Background copy

Yasuo the Unforgiven thrives on movement and critical-strike builds, with his defensive shield from Way of the Wanderer being the most important part of his trading pattern in ARAM: Mayhem. When the shield is ready he can absorb the first hit and keep advancing, but if it is down he becomes much easier to punish before reaching a target. The constant fighting in this mode makes the shield valuable but also vulnerable to stray poke, so Yasuo must walk with purpose and not let enemy ranged chip remove it for free before his team is ready to contest space. Shield preservation rewards weaving between minions, allies, and safe angles until he can enter with protection. His primary damage and knock-up setup comes from Steel Tempest, which in crowded Mayhem fights is most threatening when he holds the tornado until enemies clump or burn mobility. Using it instantly is easy to dodge and leaves him harmless for the next punish window, so he should aim where enemies must walk rather than where they are standing. Wind Wall can win entire exchanges when placed between his team and the enemy’s main projectile threats, but the mistake is using it on the first small spell; it should be saved for the burst combo, catch tool, or marksman’s free-fire angle. A wasted Wind Wall invites enemy poke and crowd control to fire freely, forcing Yasuo to give up lane space. Sweeping Blade provides his mobility through enemy units, and the single lane gives him many minions to work with but also makes his path predictable. Every dash should have a next step: a minion to exit through, a champion to reach, or a safe side of the fight to land on, because bad E usage that consumes exit targets too early leaves him stranded and easily collapsed on. Last Breath is his payoff for airborne champions, but in Mayhem he should not tunnel on only his own tornado; allied knock-ups often create better windows because they happen inside real fights with team follow-up. The best ults hit a priority carry or multiple enemies while his team is close enough to capitalize, and he does not need to ult every airborne champion—judging the landing zone before pressing R is critical to avoid trading his life for a low-value knock-up. Enemies can counter him by removing his shield with low-cost damage before using crowd control or burst, clearing minions to limit his dash paths, waiting out Wind Wall, and holding mobility and crowd control for his landing spot after a knock-up. If Yasuo lets random poke break his shield, the enemy can zone him off Q stacks, punish his dash entry, or force him to use Wind Wall defensively before the real fight starts. Missing tornado removes his pressure window and allows enemies to walk forward freely. The constant skirmishes demand disciplined resource management and smart timing of every ability, because Yasuo is poor when forced to all-in without his core tools available.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Yasuo the Unforgiven is at his worst when he plays like a highlight reel before the fight is actually playable. In ARAM: Mayhem, the cramped lane and multiple damage angles mean one bad dash can put him behind the enemy frontline with no clean exit. Mechanical mistakes often start with dashing through the first available target, spending mobility on a low-value unit and landing in range of control or burst before his team can follow. Every dash should have a destination: toward a knock-up target, away from a threat, or through a unit that leaves another angle. Wind Wall is frequently wasted on the first projectile, leaving him without the tool when a fight‑deciding skillshot arrives—hold it for the projectile that enables an engage, denies ultimate setup, or would force a carry out of the fight. Tornado should not be thrown from max range without checking enemy movement or allied pressure; it is most effective when the target is constrained after using mobility, last‑hitting, or pinned near terrain. Using Last Breath on the first airborne target often puts him on a tank with full support, landing in the middle of the enemy team before dealing damage—ult only when the airborne target is worth committing to and his team can collapse. Ignoring the passive shield and walking up while it is down invites free poke that reduces survivability before a real fight. Standing still while spamming Steel Tempest into the frontline makes him easy to hit; he should weave attacks, movement, and Q casts so each cast threatens a stack, punishes a cooldown, or prepares an engage. Chasing a low‑health enemy without checking what units remain behind him can leave him with no return path, so he must identify an exit—a minion, frontline champion, or ally Snowball—before committing. Placing Wind Wall only for himself while carries are hit from another angle leaves the team without damage; angle the wall to protect the space allies need to stand in. On the decision side, forcing fights before the team has a knock‑up plan leaves him reliant on his own setup, which can be blocked or missed—track which allies can create airborne targets and position near the most likely one. Treating every enemy backliner as reachable leads to tunneling through the frontline, eating crowd control, and dying before touching the intended target; attack the closest target when the backline is protected and switch only when a real gap opens. Starting fights while the team is clearing the wave or recovering health results in a solo engage that allies cannot follow, so engage only when the team is walking forward. Building and playing as if unkillable once damage is acquired ignores enemy lockdown; respect crowd control and wait for key disables to be used or blocked before dashing into the center. Saving Last Breath forever while waiting for a perfect multi‑target ultimate wastes openings; a clean pick on a carry or fed threat often changes the fight more than a fantasy five‑man moment. Fighting inside enemy‑favored terrain or choke control without Wind Wall ready shrinks dash paths and makes skillshots harder to dodge—enter narrow spaces only when the wall can cut off the main projectile angle. Chasing after a won trade instead of helping reset the wave and position turns a health advantage into a staggered death.

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FAQ

Yasuo

FAQ

Is Yasuo a good pick in ARAM: Mayhem? Yes, if your team can create knockups or force grouped fights where Yasuo can enter after the first wave of crowd control. Pick him when you have allies who start fights for you, then follow their displacement with Last Breath instead of trying to be the first body in. The tradeoff is that Yasuo feels awful when your team has no setup and the enemy can save hard crowd control for your dash path. When should I go in as Yasuo? Go in after an enemy mobility spell, major stun, or defensive tool has already been used. Dash through minions or nearby champions to adjust your angle, stack your tornado safely, then commit when a knockup actually threatens a kill. If you enter early, you burn Wind Wall and Flash just to survive, and the enemy gets to punish you before your damage matters. How important are allied knockups for Yasuo? They are huge, because reliable knockups turn Yasuo from a skirmisher into a real teamfight finisher. If your Malphite, Alistar, Wukong, Gragas, or similar engage champion hits multiple targets, move instantly and use Last Breath before the enemy spreads out. The cost is dependency: when those allies miss or hold cooldowns, you need to play slower and win through poke, spacing, and short trades.

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