ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #111

Taliyah ARAM Mayhem Build & Best Augments

Samira role and playstyle: baseline role is mage, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. 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.

Taliyah Taliyah the Stoneweaver Mage
TierT4
Rank#111
Win Rate47.92%
Pick Rate0.37%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Win Rate44.93%
Pick Rate20.27%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

Win Rate47.66%
Pick Rate10.58%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Win Rate45.11%
Pick Rate9.42%

Situational itemstop 12

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

45.83%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

45.47%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

45.95%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

45.70%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

45.53%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

47.39%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

45.80%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

47.20%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

43.40%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

46.05%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

44.50%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.

43.01%

Starting items

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.

47.64%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

47.64%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

47.08%
Sapphire Crystal Sapphire Crystal Sapphire Crystal
Total Price
300
Price
300

+300 Mana

41.60%
Amplifying Tome Amplifying Tome Amplifying Tome
Total Price
400
Price
400

+20 Ability Power

41.60%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

41.60%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

41.60%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.88%
Pick Rate
6.78%
Games
773

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
PrismaticT151.88%6.78%773
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
51.83%
Pick Rate
8.38%
Games
955

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
GoldT151.83%8.38%955
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.66%
Pick Rate
5.56%
Games
633

Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap .

View augment details
PrismaticT151.66%5.56%633
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.60%
Pick Rate
6.04%
Games
688

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
GoldT151.60%6.04%688
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
51.16%
Pick Rate
5.32%
Games
606

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT151.16%5.32%606
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
51.01%
Pick Rate
6.49%
Games
739

Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance .

View augment details
SilverT151.01%6.49%739
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
50.93%
Pick Rate
7.57%
Games
862

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

View augment details
GoldT150.93%7.57%862
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.57%
Pick Rate
14.60%
Games
1,663

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
PrismaticT150.57%14.60%1,663
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
50.48%
Pick Rate
8.26%
Games
941

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT150.48%8.26%941
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.40%
Pick Rate
12.35%
Games
1,407

Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second.

View augment details
PrismaticT149.40%12.35%1,407
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
49.25%
Pick Rate
6.40%
Games
729

Your slowing effects reduce the movement speed of targets by an additional 75 .

View augment details
SilverT149.25%6.40%729
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.24%
Pick Rate
8.66%
Games
987

Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target.

View augment details
PrismaticT149.24%8.66%987
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
49.16%
Pick Rate
10.45%
Games
1,190

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
GoldT149.16%10.45%1,190
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
49.04%
Pick Rate
16.05%
Games
1,829

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

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GoldT149.04%16.05%1,829
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
49.04%
Pick Rate
17.40%
Games
1,982

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

View augment details
GoldT149.04%17.40%1,982
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
48.83%
Pick Rate
7.50%
Games
854

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT148.83%7.50%854
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
48.36%
Pick Rate
6.68%
Games
761

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

View augment details
SilverT148.36%6.68%761
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
47.82%
Pick Rate
11.45%
Games
1,305

Grants 20 – 80 (based on level) ability power .

View augment details
SilverT147.82%11.45%1,305
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
47.66%
Pick Rate
6.37%
Games
726

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
SilverT147.66%6.37%726
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
47.40%
Pick Rate
5.06%
Games
576

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT147.40%5.06%576
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
46.78%
Pick Rate
7.64%
Games
870

Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% .

View augment details
SilverT146.78%7.64%870
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
46.45%
Pick Rate
23.37%
Games
2,663

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
GoldT146.45%23.37%2,663
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
45.12%
Pick Rate
5.66%
Games
645

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

View augment details
GoldT145.12%5.66%645
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.01%
Pick Rate
8.27%
Games
942

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
SilverT145.01%8.27%942
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
44.72%
Pick Rate
5.65%
Games
644

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT144.72%5.65%644
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.97%
Pick Rate
10.40%
Games
1,185

Gain ability haste equal to 30% AP .

View augment details
PrismaticT143.97%10.40%1,185
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
42.56%
Pick Rate
9.96%
Games
1,135

Grants 18% armor penetration and magic penetration .

View augment details
GoldT142.56%9.96%1,135
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
59.06%
Pick Rate
2.62%
Games
298

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
PrismaticT259.06%2.62%298
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.79%
Pick Rate
1.75%
Games
199

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
PrismaticT258.79%1.75%199
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.02%
Pick Rate
3.67%
Games
418

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

View augment details
SilverT255.02%3.67%418
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.62%
Pick Rate
3.88%
Games
442

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

View augment details
GoldT253.62%3.88%442
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
53.10%
Pick Rate
4.10%
Games
467

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

View augment details
GoldT253.10%4.10%467
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
53.05%
Pick Rate
2.30%
Games
262

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
SilverT253.05%2.30%262
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
52.84%
Pick Rate
3.41%
Games
388

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
GoldT252.84%3.41%388
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.76%
Pick Rate
2.55%
Games
290

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

View augment details
PrismaticT252.76%2.55%290
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
52.63%
Pick Rate
1.83%
Games
209

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

View augment details
SilverT252.63%1.83%209
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
52.07%
Pick Rate
2.12%
Games
242

Gain 2 Stat Anvils .

View augment details
SilverT252.07%2.12%242
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
51.98%
Pick Rate
1.99%
Games
227

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
GoldT251.98%1.99%227
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
50.93%
Pick Rate
2.83%
Games
322

Gain 1750 upon acquiring this augment.

View augment details
GoldT250.93%2.83%322
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
50.81%
Pick Rate
2.69%
Games
307

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
GoldT250.81%2.69%307
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
50.64%
Pick Rate
2.05%
Games
233

Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.

View augment details
GoldT250.64%2.05%233
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.22%
Pick Rate
1.96%
Games
223

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
GoldT250.22%1.96%223
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.12%
Pick Rate
2.00%
Games
228

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

View augment details
PrismaticT249.12%2.00%228
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
48.95%
Pick Rate
3.34%
Games
380

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT248.95%3.34%380
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
48.87%
Pick Rate
3.90%
Games
444

Grants 60 ability haste .

View augment details
GoldT248.87%3.90%444
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
47.97%
Pick Rate
4.32%
Games
492

【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。

View augment details
SilverT247.97%4.32%492
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
47.96%
Pick Rate
2.80%
Games
319

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

View augment details
GoldT247.96%2.80%319
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
47.70%
Pick Rate
3.05%
Games
348

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
GoldT247.70%3.05%348
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
46.73%
Pick Rate
4.56%
Games
520

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

View augment details
GoldT246.73%4.56%520
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
44.47%
Pick Rate
3.57%
Games
407

Your champion's first basic ability (Q) gains 100 ability haste .

View augment details
GoldT244.47%3.57%407
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
44.36%
Pick Rate
3.50%
Games
399

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
GoldT244.36%3.50%399
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.30%
Pick Rate
2.77%
Games
316

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT244.30%2.77%316
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
43.57%
Pick Rate
2.12%
Games
241

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

View augment details
SilverT243.57%2.12%241
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
42.04%
Pick Rate
2.76%
Games
314

Your champion's third basic ability (E) gains 100 ability haste .

View augment details
GoldT242.04%2.76%314
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
41.49%
Pick Rate
2.84%
Games
323

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

View augment details
GoldT241.49%2.84%323
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
53.92%
Pick Rate
0.90%
Games
102

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
SilverT353.92%0.90%102
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
53.41%
Pick Rate
0.77%
Games
88

Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ).

View augment details
SilverT353.41%0.77%88
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.83%
Pick Rate
0.93%
Games
106

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
PrismaticT352.83%0.93%106
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
52.67%
Pick Rate
1.32%
Games
150

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT352.67%1.32%150
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
52.33%
Pick Rate
0.75%
Games
86

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
SilverT352.33%0.75%86
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.95%
Pick Rate
0.68%
Games
77

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
PrismaticT351.95%0.68%77
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
51.92%
Pick Rate
0.91%
Games
104

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

View augment details
SilverT351.92%0.91%104
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
51.49%
Pick Rate
0.89%
Games
101

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

View augment details
GoldT351.49%0.89%101
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
51.43%
Pick Rate
1.54%
Games
175

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

View augment details
SilverT351.43%1.54%175
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
51.03%
Pick Rate
1.27%
Games
145

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

View augment details
GoldT351.03%1.27%145
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.89%
Pick Rate
0.98%
Games
112

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
GoldT350.89%0.98%112
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
49.12%
Pick Rate
1.00%
Games
114

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
GoldT349.12%1.00%114
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
48.51%
Pick Rate
1.18%
Games
134

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT348.51%1.18%134
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
48.28%
Pick Rate
0.76%
Games
87

Gain 15% omnivamp .

View augment details
SilverT348.28%0.76%87
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
47.62%
Pick Rate
0.92%
Games
105

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
SilverT347.62%0.92%105
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
47.46%
Pick Rate
1.04%
Games
118

Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target).

View augment details
GoldT347.46%1.04%118
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.19%
Pick Rate
1.56%
Games
178

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

View augment details
PrismaticT347.19%1.56%178
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
46.47%
Pick Rate
1.49%
Games
170

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

View augment details
SilverT346.47%1.49%170
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
45.77%
Pick Rate
1.25%
Games
142

Grants 50% critical strike chance .

View augment details
GoldT345.77%1.25%142
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
45.45%
Pick Rate
0.68%
Games
77

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
GoldT345.45%0.68%77
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.26%
Pick Rate
1.20%
Games
137

Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp .

View augment details
PrismaticT345.26%1.20%137
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
45.04%
Pick Rate
1.15%
Games
131

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT345.04%1.15%131
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
44.95%
Pick Rate
0.96%
Games
109

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

View augment details
GoldT344.95%0.96%109
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
44.92%
Pick Rate
1.04%
Games
118

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

View augment details
GoldT344.92%1.04%118
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.55%
Pick Rate
0.89%
Games
101

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
PrismaticT344.55%0.89%101
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
44.10%
Pick Rate
1.71%
Games
195

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
GoldT344.10%1.71%195
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
43.96%
Pick Rate
1.60%
Games
182

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

View augment details
GoldT343.96%1.60%182
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.61%
Pick Rate
1.17%
Games
133

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
PrismaticT343.61%1.17%133
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.33%
Pick Rate
0.79%
Games
90

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
PrismaticT343.33%0.79%90
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
42.86%
Pick Rate
1.35%
Games
154

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
SilverT342.86%1.35%154
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
42.62%
Pick Rate
1.07%
Games
122

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
GoldT342.62%1.07%122
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.67%
Pick Rate
0.95%
Games
108

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
PrismaticT341.67%0.95%108
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
41.46%
Pick Rate
0.72%
Games
82

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT341.46%0.72%82
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
41.11%
Pick Rate
0.79%
Games
90

Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application.

View augment details
SilverT341.11%0.79%90
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
62.90%
Pick Rate
0.54%
Games
62

Grants 3 random Dragon Souls .

View augment details
PrismaticT462.90%0.54%62
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
54.17%
Pick Rate
0.63%
Games
72

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
GoldT454.17%0.63%72
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
50.00%
Pick Rate
0.60%
Games
68

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
SilverT450.00%0.60%68
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
47.95%
Pick Rate
0.64%
Games
73

Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%.

View augment details
SilverT447.95%0.64%73
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.31%
Pick Rate
0.46%
Games
52

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
PrismaticT442.31%0.46%52
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.74%
Pick Rate
0.47%
Games
54

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

View augment details
PrismaticT440.74%0.47%54
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.28%
Pick Rate
0.63%
Games
72

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
PrismaticT440.28%0.63%72
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
38.89%
Pick Rate
0.47%
Games
54

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
PrismaticT438.89%0.47%54
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
37.29%
Pick Rate
0.52%
Games
59

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
GoldT437.29%0.52%59
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
35.94%
Pick Rate
0.56%
Games
64

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
PrismaticT435.94%0.56%64
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
28.30%
Pick Rate
0.47%
Games
53

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
PrismaticT428.30%0.47%53

Taliyah Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

REQW

R > E > Q > W (if you roll heavy E augments or dash-disruption bonuses)

RQWE

R > Q > W > E (if W gains AoE size, damage multipliers, or reset mechanics)

QEW

Enemy team is mostly immobile mages/ADCs: Stick to Q > E > W.

Taliyah Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Taliyah counters these champions in ARAM: Mayhem.

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

Kai'Sa Kai'Sa Kai'Sa T4
Tier
T4
Rank
#137
Win Rate
47.78%
Pick Rate
1.15%

Kai'Sa Daughter of the Void Kai'Sa is a hybrid marksman who evolves her abilities based on the stats she builds. In ARAM: Mayhem, she becomes a high-octane carry who hits her evolution breakpoints much faster than on Summoner's Rift. You are looking to stack attack speed and ability power quickly, unlock your evolved abilities, and turn into a late-game raid boss who can dive the backline or melt frontline tanks. Her signature pattern revolves around isolation damage and her ultimate engage. She wants to catch enemies alone for massive bonus damage, then use Killer Instinct to reposition and shield herself. In Mayhem's chaotic environment, she excels at cleaning up scattered fights after the initial burst goes out. What changes in Mayhem is the pace of her power curve. The accelerated gold and experience mean you will often have two or even three evolved abilities by the time teams start grouping hard. This lets her play more aggressively around Snowball and engage angles that would be too risky in standard ARAM. She transitions from a poke-heavy early game into a versatile damage dealer who can adapt her build to whatever the enemy team throws at her. View champion guide

Warwick Warwick Warwick T4
Tier
T4
Rank
#126
Win Rate
47.95%
Pick Rate
0.31%

Warwick the Uncaged Wrath of Zaun Warwick is a diving juggernaut who hunts low-health targets and sustains through damage. In ARAM: Mayhem, he becomes a relentless raid boss who rarely leaves his Blood Hunt speed path. His signature pattern is simple: smell blood, run fast, suppress the target, and heal faster than they can damage you. He excels at punishing overextended enemies and turning messy fights into cleanup duty. Mayhem's accelerated pace helps him more than most. Frequent fighting means his passive healing triggers constantly. Shorter death timers mean he's back hunting before enemies recover. The mode's chaos creates the wounded targets he needs to thrive. He plays best as a frontline disruptor who forces enemies to deal with him or die trying. Snowball gives him the gap-close he sometimes lacks, letting him engage on healthy targets before his passive speed kicks in. View champion guide

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

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Countered By

4

Taliyah is countered by these champions in ARAM: Mayhem.

Zed Zed Zed T3
Tier
T3
Rank
#52
Win Rate
50.26%
Pick Rate
0.75%

Zed is a mobile AD assassin who looks for isolated or softened targets, marks them with his shadows, then snaps back out before the enemy team can punish him. His signature pattern is simple to understand: poke with shadow angles, wait for a key cooldown to miss, dive the carry, and use the return shadow to escape or dodge retaliation.In ARAM: Mayhem, Zed gets more chances to fight because teams clash constantly and targets are often already low. He is still not a frontliner, so patience matters. Use the chaos to hide your engage, punish squishy champions who step past their team, and avoid diving into layered crowd control unless you have a clear way back out. View champion guide

Fizz Fizz Fizz T1
Tier
T1
Rank
#30
Win Rate
53.38%
Pick Rate
0.71%

Fizz is a slippery melee assassin who looks for one clean opening, dives past the front line, and deletes a fragile target before they can fully answer. His signature pattern is simple: threaten with mobility, dodge the key retaliation, then commit when his shark or follow-up damage can force a panic fight. In ARAM: Mayhem, Fizz plays even more around timing than patience. The map keeps enemies close, so he gets frequent chances to punish low-health carries, but missed engages are punished fast because there is less room to reset. Pick him when your team can start fights or distract the enemy front line; play carefully when the enemy has layered crowd control, shields, or instant peel waiting for your dive. View champion guide

Syndra Syndra Syndra T2
Tier
T2
Rank
#47
Win Rate
51.39%
Pick Rate
0.54%

Syndra is a burst-focused control mage who wins fights by setting up Dark Spheres, threatening stuns, and deleting priority targets once they step too far forward. She plays best from mid-to-long range: poke first, punish clumped enemies with scatter angles, then finish a vulnerable carry with her ultimate when their defensive tools are down. In ARAM: Mayhem, the constant 5v5 pressure gives Syndra more chances to hit multiple enemies, but it also gives divers and long-range poke more chances to punish her. Positioning matters more than greed. Hold your stun when assassins or bruisers can reach you, and use your burst on targets your team can actually follow up on. Pick Syndra when your team needs reliable magic damage, wave control, and a strong punish tool against enemies who walk into narrow lane space. She is entry-friendly if you focus on one rule: make the enemy respect your spheres before you spend your big cooldowns. View champion guide

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

Read counter details

Taliyah Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

Frontline and engage: Taliyah is squishy and lacks reliable self-peel when diversers get on top of her. She needs a tank or bruiser who can absorb pressure and start fights. Follow-up damage: Her E-W combo creates openings, but she often lacks the raw burst to finish targets alone in Mayhem's inflated health pools. Displacement synergy: Champions with knockbacks, knockups, or pulls can chain crowd control in ways that leave enemies with no escape options. Top Synergy Partners

1. Yasuo — The classic windwall combo, but in Mayhem the synergy extends beyond Last Breath setups. Taliyah's E-W chain creates airborne targets for Yasuo's ultimate, and her wall can cut off escape routes after he engages. The real value comes from overlapping zone control: Yasuo's windwall blocks incoming projectiles while Taliyah's worked ground forces enemies to approach from predictable angles.

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

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

Combo: Taliyah lands E on approaching enemies, follows with W to push them toward Yasuo. He uses Steel Tempest whirlwind into Last Breath. Alternatively, Taliyah casts Weaver's Wall behind the enemy team, and Yasuo dashes through to cut off retreat. Best scenario: Narrow ARAM bridge fights where enemies cannot sidestep both the wall and Yasuo's dash paths. The confined space makes her displacement nearly guaranteed. Enemy answer: Hard engage that bypasses windwall, or poke champions who can pressure Taliyah before Yasuo can close distance. Knockbacks that separate the duo also work well. Failure risk: If Yasuo gets caught out and dies first, Taliyah has no frontline and becomes easy prey for assassins. The combo also fails if enemies have Unstoppable effects or spell shields. Recovery: Taliyah can use her wall defensively to split the fight, allowing Yasuo to reset or escape. Her ultimate also creates roam angles for flanks if the frontline collapses.

2. Malphite — Simple, brutal, and effective. Malphite's Unstoppable force engage guarantees Taliyah's follow-up lands. Her E covers the ground behind his impact zone, catching anyone who survives the initial burst. The combination of knockup into displacement means enemies spend several seconds unable to act, which is devastating in Mayhem's fast-paced fights.

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. 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

Combo: Malphite lands R on clustered enemies. Taliyah immediately casts E on the impact zone, then W to push survivors back into the knockup area or toward her team. Best scenario: Enemy team groups for a push or contest. Malphite engages, and Taliyah's zone control prevents disengage. The chain CC often wipes squishy backlines instantly. Enemy answer: Spread positioning that denies Malphite multi-man ults. Cleanse or QSS on key targets can reduce the follow-up window. Poke comps that force Malphite low before engaging also counter this. Failure risk: Malphite whiffs his ultimate or hits only a tank. Taliyah then wastes her cooldowns on a low-value target, leaving her vulnerable to counter-engage. Recovery: Taliyah's wall can stall the enemy advance if Malphite's engage fails. She can also use her ultimate to rotate teammates into better positions for a reset fight.

3. Jarvan IV — The Cataclysm + Weaver's Wall combination is iconic for a reason. Jarvan traps enemies in a zone, and Taliyah can either seal the exit with her wall or use E-W inside the arena to shred anyone caught. The terrain synergy is unmatched: Jarvan creates a circle, Taliyah creates a line, and together they carve the battlefield into death zones.

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

Kha'Zix Kha'Zix Kha'Zix T5
Tier
T5
Rank
#140
Win Rate
46.45%
Pick Rate
0.44%

Kha'Zix the Voidreaver Kha'Zix is an AD assassin designed to hunt down isolated targets and snowball kills into evolution upgrades. In standard modes, he relies on brushes and flanks to close the gap. In ARAM: Mayhem, the single-lane format forces him to adapt, but the constant fighting feeds his isolation damage and resets faster than any other mode. His signature pattern is simple: find a lone enemy, burst them down, then use the reset on Leap to continue or escape. Isolation is the key mechanic. When no enemy allies are nearby, his Taste Their Fear deals massive bonus damage. Mayhem's chaotic brawls often split teams apart, creating isolation opportunities that would not exist in a disciplined 5v5. What changes in Mayhem is the pace and the recovery. You will hit evolution milestones much earlier due to accelerated gold and experience. The challenge is patience. Engaging into a grouped enemy team gets you killed. Waiting for Snowballs, poke, or overextensions to create isolation windows is how you turn this mode into a feeding frenzy. View champion guide

Camille Camille Camille T5
Tier
T5
Rank
#165
Win Rate
45.96%
Pick Rate
0.11%

Camille the Steel Shadow Camille is a high-mobility diver who isolates and executes priority targets. She excels at dodging skillshots with Hookshot, locking down squishies with The Hextech Ultimatum, and sustaining through extended fights with Defensive Dash shields. In ARAM: Mayhem, her engage range and stick potential scale faster, making her a relentless threat once she finds an angle. View champion guide

Combo: Jarvan lands E-Q knockup into R on priority targets. Taliyah places E inside the Cataclysm zone, then uses W to push enemies against the terrain walls. Her own wall can block the escape path entirely. Best scenario: Enemy carries lack dashes to escape Jarvan's arena. Taliyah's damage and CC layer on top of Jarvan's lockdown for guaranteed kills. Enemy answer: Champions with terrain traversal like Kha'Zix, Camille, or anyone with Flash available. Mobile carries can escape the arena before Taliyah's damage lands. Failure risk: Jarvan traps himself with enemies who can fight back. If Taliyah cannot burst them down, Jarvan dies and she loses her primary engage tool. Recovery: Taliyah can wall off the enemy team's follow-up, allowing Jarvan to survive or trade his life for multiple kills. Her ultimate also enables flanking rotations for cleanup.

4. Orianna — Ball placement and zone control overlap beautifully. Taliyah's displacement effects move enemies into Orianna's ball, setting up Shockwave without requiring Orianna to risk positioning. The combined zone control from worked ground, wall, and ball placement makes approaching their team a nightmare.

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

Combo: Orianna places ball on Taliyah or a frontline ally. Taliyah uses W to push enemies toward the ball, then Orianna triggers Shockwave. Taliyah follows with E for additional damage and slow. Best scenario: Siege situations where the enemy must approach. The threat of double AoE CC forces bad engages or concedes ground. Enemy answer: Long-range poke that out-ranges both champions. Hard engage that collapses on Orianna before Taliyah can peel. Spell shields can also absorb the Shockwave setup. Failure risk: Poor coordination leads to wasted ultimates. If Taliyah pushes enemies away from the ball instead of toward it, the combo fails entirely. Recovery: Both champions have strong disengage tools. Taliyah's wall and Orianna's speed boost allow kiting while cooldowns reset for a second attempt.

5. Lee Sin — The kick-into-wall synergy creates highlight-reel moments. Lee Sin can Dragon's Rage a target into Taliyah's wall, or she can place wall to redirect his kick angle. The displacement chain creates chaos that disciplined teams struggle to track.

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

Lee Sin Lee Sin Lee Sin T5
Tier
T5
Rank
#166
Win Rate
43.91%
Pick Rate
0.62%

Lee Sin the Blind Monk Lee Sin is a high-mobility fighter and playmaker who thrives on landing his Sonic Wave to close gaps and kick enemies out of position. In standard modes, he is known for his early aggression and mechanical outplays. In ARAM: Mayhem, he becomes a relentless engage engine. The single-lane format removes his need to set up jungle ambushes, letting him focus entirely on finding angles for his signature Dragon's Rage kicks. His core pattern is simple but demanding: hit Q, dash in, execute a kick, then use his W to dash to an ally or ward for safety. Mayhem's faster pace and reduced cooldowns mean he can attempt these engages far more often. He excels at punishing overextended enemies and turning their frontline against their backline by kicking tanks into squishy carries. While he lacks the raw sustain of dedicated bruisers, his mobility lets him weave in and out of fights, disrupting enemy formations and creating chaos for his team to exploit. View champion guide

Combo: Lee Sin lands Q, dashes in, and kicks a priority target. Taliyah places wall behind the enemy team so the kicked target bounces back toward her team. Alternatively, she uses W to push the kicked target further into her backline. Best scenario: Picks where Lee Sin can isolate a carry. The wall bounce extends the CC duration and guarantees the target dies deep in enemy territory. Enemy answer: Peeling supports who interrupt Lee Sin's kick animation. Cleanse or spell shields on the kick target. Teams that spread wide deny the wall bounce value. Failure risk: Lee Sin kicks the wrong target or gets interrupted mid-combo. Taliyah's wall placement mistimes, and the kicked enemy escapes instead of bouncing. Recovery: Taliyah can use her ultimate to create escape paths for Lee Sin if he dives too deep. Her E provides zone control to cover retreat angles. What Taliyah Needs Most

She cannot function as a primary engage tool. Her W is disengage or follow-up, not an opener. Teams that expect her to start fights will lose. She needs someone to go in first, absorb cooldowns, and create chaos. Then she controls the aftermath. Without a frontline, she dies to dive. Without damage follow-up, her CC wastes on targets who walk away. Draft her alongside initiators and burst champions, and the synergy creates wins.

Taliyah ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityTaliyah plays as a reactive control mage who zones enemies off the wave, chips with Q pokes, and keeps opponents at arm's length.Augments transform her into an aggressive hybrid playmaker who can both initiate fights and peel, rather than waiting for enemy mistakes.Transition from passive zoner to active playmaker who dictates tempo.
Q and E UsagePlayers hold Q for poke when enemies step up and save E reactively for when enemies dash onto carries.Spam Q liberally to stack augment effects and cast E preemptively when sensing incoming dives or to set up combos.Constant casting beats saving abilities for perfect moments.
W and R ApplicationW serves primarily for disengage and knockback, while R creates movement paths or cuts off enemy retreats strategically.W becomes a kill tool to throw enemies into E fields, and R splits teams mid-fight or creates immediate chaos rather than positioning.Use utility abilities aggressively to create kills, not just safety.
Snowball ResponseSnowball is treated as a defensive tool or a way to close distance after enemies are already low on health.Snowballs come faster and more often, requiring E ready and W positioned; aggressive Snowball combos become viable with augment support.Track Snowball threats constantly and use them to start fights.
Build PrioritiesBuilds focus on mana sustain, ability power, and cooldown reduction with items like Liandry's, Seraph's, and Rabadon's.Skip heavy mana items as fights end before mana matters; prioritize raw power, burst items like Luden's, and defensive items against heavy dive.Build for burst and survival over sustain in short fights.

Champion Analysis

Role / Current performance

Overview

Taliyah the Stoneweaver is a control mage who excels in ARAM: Mayhem through terrain manipulation and devastating AoE damage. Her primary strategic value lies in her ability to control the battlefield while delivering consistent area-of-effect pressure, making her a powerful presence in the single-lane format where enemies have limited room to maneuver. Her core gameplay revolves around the E→Q combo, which serves as her signature engagement tool. Taliyah places E, Unraveled Earth, to create rock traps on the ground, then uses Q, Threaded Volley, to push enemies into these traps. Enemies who step on the rock traps are knocked up, creating valuable crowd control opportunities for her team. This combo requires precision and practice to execute effectively, as the knockup effect depends on successfully forcing enemies into the trap zone. W, Seismic Shove, provides Taliyah with terrain control capabilities that allow her to block enemy chases or split the battlefield. This ability gives her strategic options for both offensive and defensive plays, enabling her to isolate targets or create escape routes when her team needs to disengage. The terrain manipulation aspect of her kit makes her particularly valuable in ARAM's confined space, where positioning and zone control often determine the outcome of fights. Her ultimate, R, Weaver's Wall, grants Taliyah high mobility by allowing her to ride a massive boulder at speed. This ability serves dual purposes: chasing down fleeing enemies to secure kills and providing a disengage option when her team needs to retreat. The flexibility of her ultimate adds to her strategic value as a control mage who can adapt to changing fight conditions. Taliyah's strengths include practical E control, strong Q poke, W terrain control, and flexible R chase potential. Her Q provides reliable AoE damage for poking enemies before engagements, while her E creates zoning pressure that enemies must respect. However, she has notable weaknesses that players must account for. Her abilities require precision to land effectively, making her skill-dependent. She is fragile and lacks built-in sustain, meaning she must rely on careful positioning and her terrain abilities to avoid taking damage. These weaknesses mean Taliyah requires practice to play effectively, as mistimed or misplaced abilities can leave her vulnerable. In ARAM: Mayhem, Taliyah the Stoneweaver functions best when players leverage her terrain manipulation to control engagement patterns and use her E→Q combo to create knockup opportunities for teammates. Her combination of AoE damage, crowd control, and battlefield manipulation makes her a control mage who rewards strategic positioning and precise ability execution.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Taliyah thrives in Mayhem because the mode's reduced cooldowns and increased mana regeneration let her spam Threaded Volley constantly. She functions as a zone-control mage who can turn the entire lane into a death trap by creating "no-go" zones that force enemies into bad positions or chunk them down before fights start. The core rule for Taliyah is fighting on worked ground, not the enemy's turf. Players should weave left and right across the bridge, laying down Worked Ground with Q. Once the ground is worked, Q fires faster and costs nothing, creating a spam zone. The spacing rhythm involves stepping forward, casting Q on worked ground, and stepping back repeatedly to create a safety line. The narrow ARAM bridge is advantageous because a single well-placed E covers massive width, and enemies dodging Q sideways often clump up. Overextending past worked ground makes Q slow and expensive, so players should reset their "floor" before sieging towers. Taliyah is not a primary engager but serves as follow-up. Unraveled Earth is her primary defensive tool and counter-engage mechanic, saved for incoming dashes. For team fights, the W into Q combo is key. Weaver's Wall should cut off enemy retreats, but throwing it randomly can trap allies or save low-HP enemies. Counter-dash logic involves watching for enemies with blinks or dashes and dropping E directly on yourself or your carry when they commit. W displacement should push enemies into Unraveled Earth, not away from it. When landing a Snowball, dashing in immediately is not always correct; sometimes using the mark for guaranteed W or E placement is better. Snowball is essential for Taliyah since she lacks a hard dash. It can close the gap for a surprise Weaver's Wall behind enemies, sealing their exit when the team is ready to collapse. Engaging into five people without a specific plan is dangerous because Taliyah is squishy, and getting caught usually means instant death. In teamfights, the main goal is hitting Q on worked ground as many times as possible, prioritizing the closest non-tank target. The damage rotation involves spamming Q pre-fight to chunk frontline, dropping E on enemy melees when fights start, using W to peel bruisers or push squishies into the team, and using the ultimate to chase fleeing targets or split enemy formations. Taliyah excels at controlling wave position. Q clears minions quickly, transitioning into harassing enemies under their tower. When the enemy wave pushes forward, preserving worked ground on your side provides a massive advantage if they dive. Diving is risky but rewarding; E stops tower dives cold, and Taliyah's role is cutting off escapes with R or disrupting enemy retaliation with E. Never dive alone, as she lacks the burst to eliminate targets under tower fire before dying. When behind and pushed to tower, Taliyah becomes a stalling machine focused entirely on wave clear. Q on worked ground kills minions before they reach the tower, and E is saved for dive attempts. The wall can be placed defensively in front of the tower to block enemy paths, buying respawn time. One good E knockup under a tower can turn a losing game around. For augment triggers, spacing abilities maximizes effects that activate on ability hits or crowd control, with Q's rapid multiple hits on worked ground being excellent for proccing on-hit effects.

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Playstyle Guide

Playstyle / Team structure

Play guide

Taliyah the Stoneweaver controls the pace of Mayhem fights through careful positioning, worked ground manipulation, and strategic use of Weaver's Wall to divide enemy teams. Her game plan shifts across early, mid, and late game phases, with each stage demanding different priorities. During early game, Taliyah should start positioned near her side of the bridge and contest control of the center lane where health relics spawn. Threaded Volley harasses enemies as they approach, with optimal placement hitting the outer edge of the minion wave to create worked ground strips that speed up her movement while slowing enemies. Mana management is critical; she should not spam abilities if out of mana and instead focus on hitting enemies standing on worked ground for bonus damage. Her early kill pressure depends on landing a well-placed E-Field. Against enemies with dashes or blinks, she should save Unraveled Earth until they commit, then throw it directly under their feet when they step up to poke. Snowball serves as her primary engage tool and should never be used to farm minions. Instead, hold it for when an ally lands crowd control, then Snowball in, auto-attack to mark, and immediately cast E behind the target to cut off their retreat. Pushing the wave hard at level 3 crashes minions into the enemy tower, forcing them to dodge skillshots under turret and securing the first health relic. If ahead, zone enemies off their wave. If behind, give up the relic and farm from maximum range using Q, avoiding auto-attacks when below half health. Mid game is where Taliyah defines the fight's pace. Positioning on worked ground provides the movement speed needed to dodge incoming poke while returning fire. Her trading rhythm shifts to burst patterns, looking for enemies overextending to clear her wave. The E-Q-R combo devastates targets if she knocks them up with E first. Weaver's Wall should split the enemy team, cutting off the backline from their frontline to isolate targets for burst. The wall can also trap enemies against bridge walls. In Mayhem's faster cooldown environment, the ultimate should not be treated as a precious escape-only resource. When a wall splits the enemy team, Snowball onto the isolated target and burst them down. Push aggressively when the ultimate is available and force fights around the enemy tower. If behind, stall using the wall to block enemy advances and punish divers with E under friendly tower. Late game positioning is critical since Taliyah is a control mage, not a tank. She must stay behind her frontline, using Q to constantly apply pressure and create worked ground for her team to kite on. The poke rhythm slows because death timers are long, and getting caught by a random hook or stun can lose the game. Snowball becomes a finisher for low recalling enemies or a desperate repositioning tool to escape danger zones. E serves as the primary disengage tool; when a diver jumps on her, she should cast E directly on herself and run across worked ground. Weaver's Wall becomes the win condition, used to trap enemies in choke points or prevent chases after securing a pick. When ahead, use the wall to siege the enemy inhibitor and force disadvantaged fights. When behind, save the wall exclusively for defense to block the bridge and buy time for respawns. The ultimate goal is landing a perfect wall that catches multiple enemies or splits their carry from the fight.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Taliyah the Stoneweaver excels when she can leverage her zone control to create resource deficits for the enemy team, but her effectiveness fluctuates dramatically based on whether she is ahead or behind. When ahead, Taliyah's primary strength lies in her ability to deny enemies access to Health Relics by creating "no-go zones" with Threaded Volley. Instead of attempting kills under towers, she should control the center of the bridge and force opponents to choose between taking damage for heals or slowly losing health to poke. This attrition strategy compounds leads more safely than risky all-ins. A key strength when ahead is shifting from solo kill attempts to setup opportunities for teammates. Using Seismic Shove to knock enemies into allied crowd control or simply displacing enemy carries away from their team creates pressure without the risk of missing "perfect" wall shoves. Augments that provide cooldown reduction or mana regeneration allow Taliyah to transition from a poke mage into a zone warden, advancing with her team and using worked ground to limit escape routes while shrugging off damage with Surfer's Endurance. The primary risk when ahead is overconfidence with Snowballs. A single mark on a squishy target can trigger chain crowd control that deletes Taliyah before she reacts. Face-checking side brushes for catches is a throwing pattern that surrenders zone control and grants shutdown gold. The correct approach is playing the center, surfing edges, and accumulating advantages through attrition. When behind, Taliyah must abandon the carry mindset for peel and disruption. Hitting tanks for negligible damage indicates lost damage races, particularly when enemies build magic resistance before she completes penetration items. Her role shifts to protecting her backline by holding Seismic Shove for enemy divers rather than attempting poke. Threaded Volley becomes a defensive zoning tool, with worked ground placed to force enemies into longer paths and buy time for cooldowns. Utility-focused augments can salvage losing games by adding slows, crowd control, or shielding. These transform Taliyah into a disruption engine even without kill pressure. The critical mistake when behind is using Rock Wall aggressively, which wastes her best defensive tool and risks blocking her own team's escape. The wall should be saved to block engages or cover retreats, particularly during tower dives. Even when behind, Taliyah can look for Snowball resets combined with Seismic Shove into her tower for shutdown kills. This high-risk play requires team follow-up, as dying alone without execution guarantees game loss. The overarching pattern is that Taliyah's strengths amplify with leads through zone control and attrition, while behind states demand disciplined defensive play and utility focus to stabilize.

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Champion Background

Lore / Identity / Text block

Background copy

Taliyah the Stoneweaver brings a unique blend of zone control, burst damage, and terrain manipulation to ARAM: Mayhem, where the single-lane layout shapes how her kit functions. Her passive, Rock Surfing, builds movement speed in a straight line and eventually lets her glide past terrain, but the lane structure means the terrain-ghosting aspect rarely enables sneaky flanks. Instead, the speed ramp serves primarily as a travel tool for repositioning between fights, rotating from shop faster, or drifting into a better angle before initiating a combo. The speed buff cancels immediately upon taking champion or tower damage, making it a luxury rather than a combat steroid that should not be relied upon when navigating poke or skillshots. Threaded Volley serves as Taliyah's primary sustained damage tool, firing stone projectiles in a fanning pattern. The ability creates Worked Ground beneath her after casting, and while standing on it, subsequent casts fire fewer projectiles but cost no mana and deal bonus damage. In Mayhem's mana-loose environment, the free-cast aspect matters less, but the bonus damage remains essential for extended fights. The projectiles spread at max range, potentially hitting multiple grouped enemies, though the hitbox is narrower than it appears and requires aiming for the center of enemy models to ensure multiple shards connect. Mobile champions can sidestep the fan pattern easily, and missing creates a window of zero damage pressure that alert enemies will exploit by hard-engaging. Seismic Shove functions as Taliyah's primary defensive peel and offensive setup tool, summoning a rock eruption that knocks up enemies briefly. The directional shove requires a second input to direct where enemies are pushed, making it valuable for disrupting enemies, setting up combos, or shoving divers away from teammates. The small delay before eruption demands prediction or placement under stationary targets. Using this ability aggressively and missing leaves Taliyah exposed to all-in attempts from assassins and bruisers, making it crucial to treat as a defensive tool rather than poke. Unraveled Earth scatters boulders in a line, dealing modest initial damage but massive secondary damage when enemies dash through or are knocked into the zone. This makes it devastating against dash-heavy compositions, serving as both a burst amplifier and anti-dash tool. The classic combo involves shoving enemies with W into E placement, or positioning E to punish incoming divers. Enemies can walk around the boulders, so placement without follow-up yields nothing, and the long cooldown means a wasted E removes Taliyah's primary anti-dash tool. Weaver's Wall creates a massive terrain barrier across the lane that can split the enemy team, isolate carries, or block retreat paths. The narrow lane limits creative applications compared to Summoner's Rift, but cutting off enemy backlines from their frontline at level six forces bad fights or summoner spell usage. Poor placement can trap allies or save enemies, making positional awareness critical before casting. Champions with blinks, dashes, or terrain-interacting abilities can bypass or destroy sections, adding counterplay considerations to wall placement.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Taliyah in Mayhem ARAM lives and dies by her wall placement and rock management, and one bad E or mistimed R can turn a winning fight into a disaster. The most critical mechanical mistake involves casting Threaded Volley while standing still or walking in a straight line, which fires only one rock instead of five and loses most of your damage and lane pressure. Players should always move through Worked Ground to trigger the bonus projectile spread, kiting sideways or forward over old Q zones. If the spread is missed, back off until Worked Ground respawns and fish with single Qs for poke, but never commit to a full trade without the multi-hit ready. Using Weaver's Wall directly on top of an enemy or at point-blank range causes the wall to spawn underneath them without knocking up or blocking anything, wasting the ultimate entirely. The correct approach is casting R at a distance so the wall emerges in front of or behind the target, letting it fully form before they reach it or using it to cut off their escape path. If R is whiffed at close range, immediately use E on the wall to create a knock-up zone and salvage some zone control. Surfing on Weaver's Wall into the enemy team often results in getting hit by displacement, falling off mid-ride, and dying instantly. Players should only ride the wall when the path is clear of hard CC or use R purely as terrain creation without riding, as the high damage in Mayhem makes riding frequently a death sentence. Casting Unraveled Earth directly on an enemy who is standing still or walking freely spawns boulders that do not knock up or stun, allowing the enemy to simply walk out. E should be aimed where dashes will end or layered under teammate CC, used to zone off choke points or punish confirmed dashes. The E-W combo should only be used when an enemy is already in or near the E zone, as burning both abilities with no one in range leaves you vulnerable with no peel tools. Decision mistakes include using R to chase a single low-HP enemy across the map, which removes your best teamfight tool for a kill that might not happen. Save R for major teamfights, objective control, or to cut off enemy reinforcement paths, splitting their team in half rather than chasing one person. Holding E for the perfect combo and never casting it misses out on massive zone control and damage. In Mayhem ARAM, the tempo is too fast to wait for perfection, so use E liberally to zone choke points, cover retreats, or punish visible dashes. Standing on the frontline and trying to duel enemy divers or assassins gets you burst down before E or W can react, as Taliyah is a control mage, not a brawler. Position behind your frontline, use Q to poke and create Worked Ground, and save E and W for when enemies commit onto you or your carries. Using W purely for damage and pushing enemies to safety can save an enemy who should have died or push a diver onto your own backline, so direction matters more than damage. Ignoring Worked Ground management and spamming Q on cooldown without repositioning causes empowered Q zones to run out and damage to drop significantly. Track your Worked Ground, move to fresh ground before casting Q again, and never force a bad Q pattern just to press buttons. Taliyah's kit is all about setting the stage, and hitting your zones while controlling the space will let your team dominate the bridge.

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FAQ

Taliyah

FAQ

Is Taliyah strong in ARAM: Mayhem? She is a control mage who excels at zoning enemies and disrupting engages. Her wall creates massive terrain in a single-lane fight, which is more valuable here than on Summoner's Rift. She struggles against hard dive comps that can ignore her peel, but she dominates against immobile teams. What is the best playstyle for Taliyah in this mode? Play like a zone controller rather than a burst assassin. Use your Q to poke enemies off their wave and save your E to stop dashes. If enemies cannot engage on you, they slowly lose health to your sustained damage. Which skill do I max first? Max Q first for damage and lane control. Your Q is your primary damage source and waveclear tool. Put a second point in E at level 4 if the enemy team has multiple dashes, then finish maxing W for lower cooldowns on your displacement.

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