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Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
Situational itemstop 12
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
49.43%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.99%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
47.55%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
49.61%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
51.54%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.06%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
48.31%- Total Price
- 3,300
- Price
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
54.19%- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
49.21%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
50.86%- Total Price
- 3,300
- Price
- 750
+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.
40.73%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
51.45%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
50.17%- Total Price
- 400
- Price
- 400
+150 Health
50.17%- Total Price
- 250
- Price
- 250
+5 Ability Haste
52.07%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.20%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
Situational itemstop 12
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
54.16%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
53.37%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
53.33%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.63%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
51.20%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
53.71%- Total Price
- 3,300
- Price
- 750
+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.
54.75%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
55.88%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
53.76%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
52.82%- Total Price
- 3,300
- Price
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
57.27%- Total Price
- 3,200
- Price
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
51.41%Starting items
- Total Price
- 250
- Price
- 250
+5 Ability Haste
55.49%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
55.30%- Total Price
- 900
- Price
- 550
+15 Attack Damage 7% Life Steal
49.60%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,300
- Price
- 750
+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
Situational itemstop 12
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
53.43%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
53.29%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.05%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
57.14%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
60.28%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
52.03%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.75%- Total Price
- 3,300
- Price
- 750
+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.
47.65%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
48.76%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
54.66%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
52.41%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
57.41%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
55.41%- Total Price
- 250
- Price
- 250
+5 Ability Haste
61.02%- Total Price
- 900
- Price
- 550
+15 Attack Damage 7% Life Steal
49.35%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,300
- Price
- 750
+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
Situational itemstop 12
Starting items
- Total Price
- 250
- Price
- 250
+5 Ability Haste
52.69%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.37%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 55.05% | 4.44% | 376 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 52.52% | 5.62% | 476 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 51.87% | 7.57% | 642 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T1 | 51.80% | 4.92% | 417 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 49.55% | 6.55% | 555 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T1 | 49.36% | 4.64% | 393 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 49.23% | 3.83% | 325 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 49.18% | 5.76% | 488 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T1 | 49.05% | 6.23% | 528 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 48.56% | 7.39% | 626 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 48.36% | 5.39% | 457 |
Gain 15% omnivamp . View augment details | Silver | T1 | 48.22% | 8.95% | 759 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 48.10% | 5.59% | 474 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T1 | 47.67% | 8.34% | 707 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 47.56% | 7.49% | 635 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 47.31% | 14.02% | 1,188 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 47.30% | 8.75% | 742 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T1 | 47.19% | 9.25% | 784 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 47.02% | 6.15% | 521 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T1 | 47.01% | 4.74% | 402 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 46.54% | 4.94% | 419 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 46.30% | 9.56% | 810 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 46.15% | 5.37% | 455 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T1 | 45.83% | 4.81% | 408 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T1 | 45.80% | 5.20% | 441 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T1 | 45.71% | 5.37% | 455 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T1 | 45.22% | 5.06% | 429 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T1 | 44.70% | 7.13% | 604 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 44.36% | 4.60% | 390 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T1 | 43.80% | 4.66% | 395 |
Grants 20% heal and shield power . View augment details | Silver | T1 | 43.50% | 4.45% | 377 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T1 | 43.22% | 4.61% | 391 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 41.57% | 4.20% | 356 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 60.77% | 2.14% | 181 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 57.49% | 1.97% | 167 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 56.21% | 1.81% | 153 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T2 | 55.95% | 1.98% | 168 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T2 | 55.56% | 2.02% | 171 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 54.97% | 2.25% | 191 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T2 | 54.86% | 2.06% | 175 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 53.52% | 3.02% | 256 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T2 | 53.31% | 3.03% | 257 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T2 | 52.88% | 2.45% | 208 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 52.53% | 2.34% | 198 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 52.16% | 3.28% | 278 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T2 | 51.41% | 2.94% | 249 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.30% | 1.82% | 154 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 50.18% | 3.36% | 285 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T2 | 49.75% | 2.37% | 201 |
Grants 60 ability haste . View augment details | Gold | T2 | 49.41% | 2.01% | 170 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 49.18% | 2.16% | 183 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 49.13% | 2.04% | 173 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 48.76% | 2.37% | 201 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 48.75% | 1.89% | 160 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T2 | 48.68% | 2.23% | 189 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T2 | 48.54% | 2.82% | 239 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T2 | 48.31% | 2.78% | 236 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T2 | 47.21% | 2.32% | 197 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T2 | 47.12% | 2.45% | 208 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 46.30% | 3.03% | 257 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T2 | 46.25% | 1.89% | 160 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T2 | 46.05% | 1.79% | 152 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 45.59% | 3.08% | 261 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 45.11% | 2.17% | 184 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T2 | 43.87% | 1.83% | 155 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T2 | 43.71% | 3.37% | 286 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T2 | 41.38% | 2.39% | 203 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 61.40% | 1.34% | 114 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T3 | 58.33% | 1.42% | 120 |
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T3 | 55.86% | 1.71% | 145 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 54.76% | 1.49% | 126 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T3 | 54.55% | 1.17% | 99 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T3 | 52.94% | 1.40% | 119 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 52.83% | 1.25% | 106 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T3 | 52.31% | 1.53% | 130 |
Increases attack damage by 20% . View augment details | Silver | T3 | 52.17% | 1.36% | 115 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 52.17% | 1.09% | 92 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 52.00% | 1.18% | 100 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T3 | 51.58% | 1.12% | 95 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T3 | 51.09% | 1.62% | 137 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 50.45% | 1.31% | 111 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 50.00% | 1.65% | 140 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 50.00% | 1.56% | 132 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T3 | 49.64% | 1.62% | 137 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 49.45% | 1.07% | 91 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T3 | 49.30% | 1.68% | 142 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T3 | 49.12% | 1.34% | 114 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 49.07% | 1.27% | 108 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 48.55% | 1.63% | 138 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 48.42% | 1.12% | 95 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 48.33% | 1.42% | 120 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 48.11% | 1.25% | 106 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T3 | 47.59% | 1.71% | 145 |
Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units. View augment details | Prismatic | T3 | 47.50% | 1.42% | 120 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T3 | 47.14% | 1.65% | 140 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T3 | 46.96% | 1.36% | 115 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T3 | 45.16% | 1.10% | 93 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T3 | 44.55% | 1.19% | 101 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 44.55% | 1.30% | 110 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T3 | 44.55% | 1.30% | 110 |
Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds. View augment details | Prismatic | T3 | 44.23% | 1.23% | 104 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 43.36% | 1.33% | 113 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T3 | 43.17% | 1.64% | 139 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T3 | 42.97% | 1.51% | 128 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T3 | 42.57% | 1.75% | 148 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T3 | 42.25% | 1.68% | 142 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T3 | 41.91% | 1.60% | 136 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 41.54% | 1.53% | 130 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 39.81% | 1.27% | 108 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T4 | 56.67% | 1.06% | 90 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T4 | 55.41% | 0.87% | 74 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T4 | 53.52% | 0.84% | 71 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T4 | 53.42% | 0.86% | 73 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 53.33% | 0.71% | 60 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T4 | 52.17% | 0.81% | 69 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T4 | 51.61% | 0.73% | 62 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T4 | 51.14% | 1.04% | 88 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T4 | 51.11% | 1.06% | 90 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 50.82% | 0.72% | 61 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 50.00% | 0.87% | 74 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T4 | 48.61% | 0.85% | 72 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T4 | 48.39% | 0.73% | 62 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 46.67% | 0.71% | 60 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 45.76% | 0.70% | 59 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 44.59% | 0.87% | 74 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 43.86% | 0.67% | 57 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T4 | 43.18% | 1.04% | 88 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T4 | 43.06% | 0.85% | 72 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T4 | 41.86% | 1.01% | 86 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T4 | 41.43% | 0.83% | 70 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T4 | 40.30% | 0.79% | 67 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T4 | 39.74% | 0.92% | 78 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T4 | 37.93% | 0.68% | 58 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T4 | 37.31% | 0.79% | 67 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T4 | 37.25% | 0.60% | 51 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T4 | 35.85% | 0.63% | 53 |
Warwick Skill Combos
Extracted from the skill order guide
R > W > Q > E (Condition: Heavy Attack-Speed or On-Hit Augments)
R > E > Q > W (Condition: Tank-Buster or Anti-Burst Augments)
Warwick Counters
Counters and threats extracted from the matchup guide
Counters
5Warwick counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Warwick is countered by these champions in ARAM: Mayhem.
Read counter detailsWarwick Team Comp Highlights
Partner patterns extracted from the team comp guide
Reliable Hard Crowd Control: Warwick’s own crowd control is conditional or requires him to channel. He needs teammates with point-and-click stuns or large knockups to hold targets still for his ultimate. Wave Clear and Poke: Warwick struggles to clear waves before closing the gap. Teammates who can thin the enemy wave allow him to look for flanks or Snowball engages without eating poke. Follow-Up Damage: If Warwick suppresses a high-value target, the rest of the team must burst that target down instantly. If the enemy survives the initial combo, Warwick often gets kited and dies. Top Synergy Pairings
Nami (High Value)
Nami (High Value)
Nami provides the crowd control and mobility Warwick lacks. Her Aqua Prison sets up guaranteed hits for Warwick’s ultimate, and her Tidecaller’s Blessing gives him the extra movement speed and slow needed to stick to slippery targets.
Lissandra (High Value)
Lissandra offers point-and-click lockdown that cannot miss. Her Frozen Tomb creates a perfect anchor point for Warwick to dive onto. The combination of her root and ultimate creates a kill zone where Warwick can freely drain.
Malphite (Strong Value)
Malphite provides the massive AOE knockup that Warwick needs to land a clean ultimate. In Mayhem, Malphite’s engage range is terrifying, and Warwick can chain his suppression on top of the knockup for a near-unavoidable kill setup.
Ziggs (Moderate Value)
Ziggs handles the wave clear and poke that Warwick hates. He softens the enemy team with long-range damage, forcing them low enough for Warwick’s blood hunt to activate. This gives Warwick the movement speed needed to engage without Snowball.
Jhin (Moderate Value)
Jhin provides the long-range setup and execute damage that complements Warwick’s brawling style. Jhin’s W roots targets hit by Warwick’s damage, and his fourth shot creates the low-health pressure that Warwick loves.
Warwick ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Tempo | Warwick plays as a drain tank and cleanup brawler who waits for enemies to drop low before using Blood Hunt speed to chase them down. | He must become an early initiator and dive disruptor who forces fights before enemies come online, as waiting means losing towers. | Stop waiting for cleanup; create pressure immediately or lose objectives. |
| Skill Usage Patterns | Players often hold Q to dodge key abilities or sustain through poke, waiting for the perfect moment to use it. | Higher burst and common healing reduction mean holding Q gets you killed; cycle it aggressively to keep your health stable. | Use Q proactively for sustain rather than saving it for clutch outplays. |
| Augment Influence | Build paths are predictable and consistent, with Warwick typically defaulting to a tanky bruiser playstyle every game. | Augments warp his identity completely; ability haste enables ultimate spam while defensive augments let him engage through crowd control. | Adapt your playstyle to match your augment rather than forcing default habits. |
| Snowball Commitment | A missed Snowball is survivable since the pace allows waiting for cooldowns to try again later. | Missed Snowballs lose waves, towers, or lives because enemies punish downtime instantly and death timers are short. | Treat Snowball as a commitment tool for real engages, not a poke check. |
| Teamfight Spacing | Warwick thrives in extended fights, bouncing between targets and healing off everyone while chasing low-health enemies. | Fights are too short and lethal for spreading damage; commit to one target and avoid chasing past enemy towers. | Pick one target your team can collapse on rather than chasing across the map. |
Champion Analysis
Role / Current performance
Warwick the Uncaged Wrath of Zaun serves as a frontline fighter in Hextech Mayhem, combining tracking capabilities with exceptional self-sustain to become one of the hardest champions to kill in the mode. His drastically reduced cooldowns amplify his natural healing and execute mechanics, allowing him to thrive in extended engagements where other fighters would fall. His core identity revolves around sustained combat, enemy pursuit, and battlefield control through fear and suppression. His passive, Eternal Hunger, provides massive life steal at low health, enabling rapid regeneration even when reduced to critical health thresholds. This mechanic creates a dynamic where Warwick becomes increasingly dangerous the longer a fight continues, as he can recover from near-death situations through aggressive play rather than retreat. His Q ability, Jaws of the Beast, functions as his primary damage and healing tool, dealing damage while restoring health with each cast. The reduced cooldowns in Hextech Mayhem allow for frequent casting, resulting in incredible sustain that makes him exceptionally difficult to eliminate in prolonged skirmishes. Warwick's W ability, Blood Hunt, tracks low-health enemies and grants massive movement speed bonuses, making it an excellent tool for chasing down fleeing opponents and securing kills on retreating targets. This tracking mechanic reinforces his role as a pursuit specialist who can hunt enemies across the map. His E ability, Primal Howl, provides damage reduction and fears nearby enemies when fully charged, offering utility for both absorbing incoming damage and disrupting enemy formations. This combination of durability and crowd control enhances his frontline presence. His ultimate, Infinite Duress, is a dash that suppresses a target, allowing him to lock down enemy carries and coordinate kills with teammates. This suppression ability gives Warwick significant pick potential and makes him a threat to high-value targets. Warwick's strategic value in Hextech Mayhem centers on his ability to initiate fights, absorb damage through self-healing, and pursue enemies who attempt to escape. His damage reduction and fear mechanics provide team utility beyond raw damage output, while his suppression ultimate creates opportunities for coordinated team plays. Attack speed and health-focused builds maximize his sustained combat effectiveness and execute efficiency, reinforcing his role as a durable frontline presence who excels in extended fights. His combination of tracking, healing, and crowd control makes him particularly effective at hunting isolated targets and sustaining through heavy damage in the chaotic environment of Hextech Mayhem.
Core Tips
Long-form tips / Play pattern
Warwick the Uncaged Wrath of Zaun thrives in ARAM: Mayhem by exploiting enemies who drop below half health. The moment a squishy target hits that threshold, Warwick should activate W and path directly toward them, using the movement speed burst to close gaps without burning his ultimate. Infinite Duress should be saved for high-value targets or to dodge critical crowd control, aiming for enemy carries standing furthest forward. Against peel supports like Braum or Alistar, bait their interrupt abilities before committing. When counter-engaging, hold Fear for the moment an assassin or diver commits, releasing it the instant they land to buy teammates time to reposition. The ultimate also serves as a powerful counter-engage tool, suppressing enemies mid-flight against telegraphed engages like Malphite or Zac, though Warwick must avoid charging into the enemy team alone while his team retreats. Escaping proves harder than engaging for Warwick. Once his ultimate ends, he remains vulnerable in enemy territory. When fights turn sour, immediately seek low-health minions or champions to auto-attack, as his passive healing and attack speed surge when he is low himself. Kite toward tower while auto-attacking anything reachable, using Fear's damage reduction to survive burst and scatter pursuers. In Mayhem's shortened cooldowns, Fear may be ready again by the time safety is reached. Flash should be reserved for certain death situations, as Warwick's speed usually outruns most chasers if he survives initial burst. The single-lane format benefits Warwick, forcing fights into tight corridors where enemies have fewer angles to dodge his ultimate. Position near side brushes or just behind the frontline, close enough to threaten suppress but far enough to avoid poke. Use side alcoves to break line of sight and heal up. When pushing, hug the wave and use Jaws of the Beast to lunge through minions as stepping stones. Lateral ultimates from fog of war prove harder to react to than straight-line charges. Target priority focuses on whoever deals the most damage and sits below half health, ignoring tanky frontline unless they are the only ones in range. Damage falls off against high-armor targets, and sustain gets cut by anti-heal. Secondary targets include peel supports and low-health bruisers. Suppressing a Lulu or Janna removes their peel tools and enables team follow-up. Always check enemy items, as rushing Executioner's Calling weakens healing and forces a disruptor playstyle rather than drain tank. Mark/Dash is essential for bypassing poke and gap-closers. Save Snowball for when enemies overextend or drop low, not for harassment. The ideal combo hits Snowball, dashes in, and immediately casts R, guaranteeing the ultimate lands before targets can flash. Snowball also reaches low-health targets retreating that W speed cannot catch. When behind, Warwick shifts from carry to setup tool, looking for picks with ultimate from brush and peeling for carries with Fear rather than attempting desperate 1v5 dives.
Read full guidePlaystyle Guide
Playstyle / Team structure
Warwick the Uncaged Wrath of Zaun approaches Mayhem fights as a sustain-driven brawler who excels at isolated targets and extended trades where his passive healing can outpace incoming damage. In the early game, he should start positioned near his front line without committing to the first wave until he sees enemy engage tools. He looks for quick auto-attacks on minions to sustain, then threatens isolated frontliners with Jaws of the Beast held as a follow-stun or heal. Snowball serves as a gap-closer on overextended squishies, but he should decide instantly whether to pop it for the engage or hold it to bait crucial cooldowns, as sometimes the threat of engage alone forces enemies to retreat and gives his team space. Wave management depends on team composition. If his team has strong poke, Warwick helps shove to tower and looks for dive angles with his ultimate. When outranged, he lets the wave come closer to his tower where a Snowball connect becomes a death sentence under his own turret. Upon hitting level 6, he seeks a clean Infinite Duress angle, but must avoid forcing bad ultimates since a missed R in Mayhem leaves him vulnerable for a long window. Mid-game positioning shifts to side angles where Warwick thrives on flanking or waiting for frontlines to turn their backs. As enemies group tighter and isolation becomes harder, his job becomes applying Blood Hunt pressure on low-health targets to force recalls or deaths. He uses movement speed to fake engages, running at enemies to force flashes or cooldowns before backing off. Trading rhythm centers on burst windows, looking for Snowball onto backliners followed by R if they are isolated or their peel is down. Augment choice influences playstyle: damage or healing augments enable aggressive 1-for-1 trades, while utility or tank augments call for peeling for carries and using Q to interrupt dashes or suppress key threats. Late-game Warwick functions as a pick tool and disruption engine, positioning on flanks or in fog of war. Enemies will watch for his R, requiring patience until a squishy target steps out of position or their frontline burns peel. A successful R onto a high-value target often decides the fight instantly. Snowball becomes a setup tool rather than pure gap-close, used to force reactions while holding R for the moment enemies commit. He uses Q to reposition mid-fight, healing off nearest targets while cooldowns reset, and his W passive provides chase potential on low-health enemies for cleanup after initial burst. Push or stall decisions remain situational based on numbers advantage. When ahead, he forces fights around objectives where enemies must cluster, giving him clear R targets. When behind, he plays for counter-engage, letting enemies dive before using R on their carry or Q to disrupt their flow. Warwick's late game centers on patience and one clean engage rather than constant skirmishing.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Warwick the Uncaged Wrath of Zaun excels when he recognizes his win conditions and adapts his playstyle based on game state. When ahead, identified by surviving the first all-in with over half health or holding a gold lead from kills, Warwick hits his power spike upon completing a damage item or gaining a duelist-style augment. His primary objective becomes forcing fights around Snowball rather than waiting for perfect engages. With a stat advantage, he should compress the game by targeting enemies with low burst damage or those who have burned crucial cooldowns. A key technique involves tagging with Snowball, dashing in, and casting Infinite Duress on a different target if the first flashes, forcing the enemy team to waste crowd control on a fed Warwick while his team cleans up. When ahead, Warwick should stop clearing minions and zone enemies off health relics, denying gold and forcing backs. He can target under-leveled or struggling enemies, using his W blood trail to track them and diving towers with E damage reduction ready. When enemy carries use their escape tools, Flash-Ult immediately turns small advantages into guaranteed kills. The most common throw pattern involves chasing the wrong target past towers or into the enemy jungle. Death timers in Mayhem are long enough that one bad chase can cost two towers. Warwick must also watch his E timer, as he becomes vulnerable during the brief window without damage reduction. Engaging a full team without E ready often results in getting burst down before lifesteal activates. When behind, Warwick shifts from carry to disruption. He cannot win 1v1s and should stop testing damage against bruisers. His focus turns to peeling and setup, using Infinite Duress as full suppression even with low damage. Trading his life for the enemy fed carry is a winning play. Against teams with multiple stuns, he must wait for crowd control to be committed before flanking. When forced to build tanky, he maxes E second, absorbs damage, and heals off minions during fights rather than targeting champions. During inhibitor tower sieges, he stalls by last-hitting minions under tower and uses crowd control defensively. Augment choices when behind must address weaknesses through defensive options like shields, resistances, or healing on ability hit. Cooldown reduction and tenacity augments are premium for increasing fight influence. Behind Warwick never initiates 5v5s, instead looking for picks on overextended enemies to create numbers advantages. Recovery relies on patience, waiting for enemy mistakes rather than forcing them, playing passively to soak experience, and using ultimate defensively until the game stabilizes.
Read full guideChampion Background
Lore / Identity / Text block
Warwick the Uncaged Wrath of Zaun defines himself in Mayhem ARAM as a stat-check brawler who excels in chaotic, sustained fights rather than burst assassinations. The accelerated gold and experience in this mode allow him to reach item spikes quickly, transforming him into a mid-game raid boss with exceptional survivability. His core identity revolves around being a drain tank who runs down enemies, locks them in place, and heals through incoming damage while teammates clean up fights. His passive, Eternal Hunger, serves as the foundation of his sustain strategy. Basic attacks deal bonus magic damage, and when Warwick drops below half health, this bonus increases while granting healing based on damage dealt. The lower his health drops, the stronger the healing becomes. In Mayhem where damage numbers are inflated, this passive turns near-death moments into sustain windows. Remaining in combat and continuing to auto-attack is essential, as running away at critical health wastes the passive's potential. Anti-heal from items like Executioner's Calling or Bramble Vest cuts this sustain in half, forcing more careful play against opponents with heavy healing reduction. Jaws of the Beast functions as his primary gap-closer and sustain tool. This point-and-click ability deals magic damage and heals based on damage dealt, with a hold mechanic that lets Warwick attach to targets through their dashes or blinks. This follow capability proves crucial against mobile champions. Using Q on full-health tanks with anti-heal wastes the ability, as does holding onto a target about to be executed by a teammate. Blood Hunt transforms Warwick into a cleanup monster. The passive automatically senses enemies below half health, granting attack and movement speed toward them. The active reveals the nearest enemy champion regardless of health and grants the same bonuses. However, the active reveals Warwick to enemies, alerting them to his approach. Using it when the nearest enemy sits under their tower becomes a suicide mission without his ultimate ready. Primal Howl provides damage reduction and an area-of-effect fear, serving as his defensive cooldown and crowd control setup. Timing is critical, as holding too long risks death before the fear triggers, while activating too early wastes the duration before reaching enemies. The fear sets up his entire combo but suffers against opponents with tenacity. Infinite Duress acts as his win condition, a skillshot ultimate that suppresses the first enemy champion hit while dealing damage and healing. The leap range scales with movement speed, making it massive in Mayhem. Missing this ability is devastating due to its long cooldown, and hard crowd control mid-leap cancels it entirely. Quicksilver Sash removes the suppression, so targeting champions with this item wastes the ultimate. His strategic value lies in bypassing frontlines to suppress priority carries while sustaining through the chaos of constant teamfights.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Warwick in ARAM: Mayhem lives and dies by his sustain windows, and the mode's accelerated gold and damage mean fights never truly stop. Success requires staying low-health just long enough to trigger healing, then resetting the fight's momentum. Most players throw by playing too safe or diving without an exit plan. Mechanical mistakes center on ability misuse. Holding Q to last-hit minions wastes Warwick's best sustain tool on low-value targets, leaving him without damage mitigation or healing for 4 to 6 seconds, enough time for enemy burst mages to kill him. Players should save Q for champion contact, using it to dash through enemies while dodging skill shots. Tapping Q instead of holding it causes Warwick to stop in place, a death sentence in Mayhem where standing still means eating full damage while enemies kite. The correct action is holding Q to dash behind the target, suppressing them briefly and repositioning. Activating E too early wastes the damage reduction window before enemy burst lands and loses the fear's disengage potential. Players should wait until taking heavy burst or crowd control before activating E. Ulting a full-health target from max range results in a short leap that often misses or lands Warwick in a bad spot, since R range scales with target missing health and movement speed. Decision mistakes involve poor tempo and positioning. Chasing low-health enemies into towers or fog of war is a trap, as Warwick's W passive speed feels amazing but enemy teams collapse fast in Mayhem. Players should use W speed to threaten rather than commit, forcing recalls and taking objectives instead. Playing passively at high health and backing frequently wastes Warwick's passive healing, which activates strongest at 30-40% health. Staying in the fight at lower health triggers sustain and makes him harder to kill. Engaging with Snowball into a full enemy team without a follow-up plan results in getting burst down before pressing R or E. Snowball should flank or reach isolated priority targets. Building full damage instead of tank and ability haste means dying instantly before healing, as Warwick's damage comes from Q, passive, and on-hit effects rather than critical strikes. Ignoring enemy crowd control and diving the same target repeatedly gets Warwick caught by stuns, roots, and knockups before he can heal. Players must track enemy cooldowns and engage after major crowd control is used. Warwick in Mayhem is about tempo: being in the fight, low enough to heal, but high enough to survive burst. Hit buttons correctly, respect enemy cooldowns, and Warwick becomes an unkillable drain tank that forces enemies to focus him or lose.
Read full guideFAQ
Warwick
Is Warwick good in ARAM: Mayhem? He is a strong early skirmisher who excels at punishing low-health targets, but he falls off if the enemy team stacks crowd control or anti-heal. You want to force fights early when your lifesteal gives you a massive advantage over squishier champions. Just be aware that games with heavy poke can make it hard to engage before you are too low to sustain through the damage. What is the best way to engage as Warwick? Use Snowball to close the gap, then follow up with your ultimate for a guaranteed lockdown on a priority target. If Snowball is down, look for enemies who are already below half health so your W passive gives you the movement speed boost to run them down. Never engage by walking up in a straight line against heavy poke comps, or you will get chipped down before you ever reach melee range. How do I use Warwick's ultimate effectively? Hold your ultimate for a moment when the enemy is isolated or has used their major crowd control abilities, ensuring you can land the suppression without getting interrupted. You can also use it defensively to pin a diver who tries to kill your carry, buying your team time to react. Be careful about ulting into a grouped enemy team, because you will often get burst down the moment the suppression ends.
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