ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #124

Jhin ARAM Mayhem Build & Best Augments

Jhin role and playstyle: baseline role is AD marksman, with a core identity built around burst damage. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include slow control. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. 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.

Jhin Jhin the Virtuoso Mage / Marksman
TierT4
Rank#124
Win Rate47.86%
Pick Rate1.21%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate52.16%
Pick Rate15.92%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

Win Rate60.92%
Pick Rate9.97%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate56.68%
Pick Rate5.15%

Situational itemstop 12

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

57.30%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

55.88%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

56.07%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

56.03%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

57.66%
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.

54.30%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

54.62%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

60.07%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

61.11%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

56.25%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

57.50%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

43.15%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

56.68%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

56.68%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

56.25%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

56.25%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

56.25%
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.

62.32%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

62.32%

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate53.30%
Pick Rate17.16%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate51.90%
Pick Rate11.24%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

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

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

Win Rate50.85%
Pick Rate7.85%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

53.77%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

53.68%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

54.90%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

53.08%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

54.12%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

53.47%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

54.72%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

53.82%
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.

55.39%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

50.79%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

55.03%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

49.71%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

54.81%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.81%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

54.81%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.11%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

53.11%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

57.72%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

57.72%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

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

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

Win Rate51.47%
Pick Rate20.45%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

Win Rate49.20%
Pick Rate12.64%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

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

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

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

Win Rate53.50%
Pick Rate5.92%

Situational itemstop 12

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

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

51.98%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

51.16%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

51.17%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

51.40%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

51.77%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

51.56%
Stormrazor Stormrazor Stormrazor
Total Price
3,200
Price
700

+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.

53.28%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

48.26%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

53.03%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

50.14%
Phantom Dancer Phantom Dancer Phantom Dancer
Total Price
2,650
Price
950

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

49.54%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.37%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

51.81%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

51.81%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

51.81%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.38%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

50.38%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

51.89%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
53.14%
Pick Rate
7.22%
Games
2,610

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT153.14%7.22%2,610
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
51.51%
Pick Rate
6.15%
Games
2,221

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

View augment details
GoldT151.51%6.15%2,221
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.04%
Pick Rate
9.74%
Games
3,519

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
PrismaticT151.04%9.74%3,519
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.44%
Pick Rate
10.18%
Games
3,678

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
PrismaticT150.44%10.18%3,678
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
49.91%
Pick Rate
19.48%
Games
7,042

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
GoldT149.91%19.48%7,042
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
49.51%
Pick Rate
8.11%
Games
2,931

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
GoldT149.51%8.11%2,931
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
49.31%
Pick Rate
5.03%
Games
1,817

Gain 15% omnivamp .

View augment details
SilverT149.31%5.03%1,817
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
49.07%
Pick Rate
5.79%
Games
2,091

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

View augment details
GoldT149.07%5.79%2,091
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
49.05%
Pick Rate
7.73%
Games
2,793

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

View augment details
GoldT149.05%7.73%2,793
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.77%
Pick Rate
6.66%
Games
2,407

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
GoldT148.77%6.66%2,407
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
48.44%
Pick Rate
11.90%
Games
4,300

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
GoldT148.44%11.90%4,300
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
48.23%
Pick Rate
18.55%
Games
6,703

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT148.23%18.55%6,703
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
48.23%
Pick Rate
6.80%
Games
2,457

Grants 60% bonus attack speed .

View augment details
SilverT148.23%6.80%2,457
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
48.12%
Pick Rate
12.93%
Games
4,672

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
SilverT148.12%12.93%4,672
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
47.99%
Pick Rate
6.14%
Games
2,219

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

View augment details
SilverT147.99%6.14%2,219
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
47.90%
Pick Rate
4.74%
Games
1,712

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
SilverT147.90%4.74%1,712
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.49%
Pick Rate
6.12%
Games
2,213

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
GoldT147.49%6.12%2,213
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.91%
Pick Rate
11.09%
Games
4,008

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT146.91%11.09%4,008
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
46.83%
Pick Rate
7.47%
Games
2,699

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
GoldT146.83%7.47%2,699
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
46.82%
Pick Rate
8.17%
Games
2,952

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

View augment details
GoldT146.82%8.17%2,952
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
46.70%
Pick Rate
9.06%
Games
3,276

Grants 18% armor penetration and magic penetration .

View augment details
GoldT146.70%9.06%3,276
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
46.66%
Pick Rate
13.69%
Games
4,949

Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance .

View augment details
GoldT146.66%13.69%4,949
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.86%
Pick Rate
8.46%
Games
3,057

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
PrismaticT145.86%8.46%3,057
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
45.58%
Pick Rate
7.17%
Games
2,591

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

View augment details
SilverT145.58%7.17%2,591
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
45.34%
Pick Rate
8.48%
Games
3,066

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT145.34%8.48%3,066
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.22%
Pick Rate
5.91%
Games
2,136

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
PrismaticT145.22%5.91%2,136
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
44.34%
Pick Rate
4.86%
Games
1,757

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
GoldT144.34%4.86%1,757
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
57.43%
Pick Rate
3.44%
Games
1,245

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT257.43%3.44%1,245
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
54.34%
Pick Rate
1.50%
Games
541

Gain 2 Stat Anvils .

View augment details
SilverT254.34%1.50%541
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.22%
Pick Rate
2.46%
Games
889

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

View augment details
PrismaticT254.22%2.46%889
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.75%
Pick Rate
2.77%
Games
1,001

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

View augment details
SilverT253.75%2.77%1,001
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
53.51%
Pick Rate
3.43%
Games
1,241

Gain 1750 upon acquiring this augment.

View augment details
GoldT253.51%3.43%1,241
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
52.35%
Pick Rate
3.01%
Games
1,087

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

View augment details
GoldT252.35%3.01%1,087
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.03%
Pick Rate
1.48%
Games
535

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

View augment details
PrismaticT251.03%1.48%535
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
49.86%
Pick Rate
3.85%
Games
1,390

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
SilverT249.86%3.85%1,390
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.79%
Pick Rate
1.98%
Games
717

Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions.

View augment details
PrismaticT249.79%1.98%717
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
49.53%
Pick Rate
3.56%
Games
1,288

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
SilverT249.53%3.56%1,288
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
49.53%
Pick Rate
2.63%
Games
951

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
GoldT249.53%2.63%951
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
48.75%
Pick Rate
3.64%
Games
1,315

Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health .

View augment details
SilverT248.75%3.64%1,315
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
48.72%
Pick Rate
1.84%
Games
665

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

View augment details
SilverT248.72%1.84%665
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
48.65%
Pick Rate
1.74%
Games
629

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT248.65%1.74%629
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
48.59%
Pick Rate
1.66%
Games
601

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
GoldT248.59%1.66%601
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
48.28%
Pick Rate
4.36%
Games
1,574

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
SilverT248.28%4.36%1,574
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
48.25%
Pick Rate
3.08%
Games
1,113

Increases attack damage by 20% .

View augment details
SilverT248.25%3.08%1,113
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.18%
Pick Rate
2.82%
Games
1,019

Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT248.18%2.82%1,019
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
48.05%
Pick Rate
4.40%
Games
1,590

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

View augment details
SilverT248.05%4.40%1,590
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
47.76%
Pick Rate
4.14%
Games
1,495

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

View augment details
GoldT247.76%4.14%1,495
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
47.75%
Pick Rate
4.48%
Games
1,619

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

View augment details
SilverT247.75%4.48%1,619
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
47.47%
Pick Rate
1.47%
Games
533

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
GoldT247.47%1.47%533
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.97%
Pick Rate
2.65%
Games
958

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

View augment details
PrismaticT246.97%2.65%958
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.81%
Pick Rate
2.17%
Games
784

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
PrismaticT246.81%2.17%784
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.71%
Pick Rate
1.72%
Games
623

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
PrismaticT246.71%1.72%623
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
46.50%
Pick Rate
2.49%
Games
901

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
GoldT246.50%2.49%901
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
46.34%
Pick Rate
2.61%
Games
943

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
GoldT246.34%2.61%943
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
46.23%
Pick Rate
3.45%
Games
1,248

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

View augment details
SilverT246.23%3.45%1,248
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
45.39%
Pick Rate
3.24%
Games
1,172

Grants 50% critical strike chance .

View augment details
GoldT245.39%3.24%1,172
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.05%
Pick Rate
2.43%
Games
879

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

View augment details
PrismaticT245.05%2.43%879
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.77%
Pick Rate
2.46%
Games
889

Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely.

View augment details
PrismaticT244.77%2.46%889
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
44.75%
Pick Rate
2.00%
Games
724

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
GoldT244.75%2.00%724
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
44.58%
Pick Rate
3.06%
Games
1,106

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
GoldT244.58%3.06%1,106
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
42.53%
Pick Rate
3.52%
Games
1,272

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
GoldT242.53%3.52%1,272
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.18%
Pick Rate
1.88%
Games
678

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

View augment details
PrismaticT242.18%1.88%678
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
41.99%
Pick Rate
2.19%
Games
793

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT241.99%2.19%793
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.57%
Pick Rate
0.55%
Games
198

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
PrismaticT356.57%0.55%198
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
54.98%
Pick Rate
0.81%
Games
291

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT354.98%0.81%291
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.64%
Pick Rate
0.81%
Games
291

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
PrismaticT354.64%0.81%291
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
53.61%
Pick Rate
0.54%
Games
194

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

View augment details
SilverT353.61%0.54%194
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.81%
Pick Rate
0.64%
Games
231

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
PrismaticT352.81%0.64%231
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
52.30%
Pick Rate
1.26%
Games
457

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

View augment details
GoldT352.30%1.26%457
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.92%
Pick Rate
1.08%
Games
391

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
PrismaticT351.92%1.08%391
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.64%
Pick Rate
0.76%
Games
275

Grants 3 random Dragon Souls .

View augment details
PrismaticT351.64%0.76%275
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.42%
Pick Rate
0.97%
Games
352

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
PrismaticT351.42%0.97%352
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
50.76%
Pick Rate
0.73%
Games
264

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
SilverT350.76%0.73%264
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
0.63%
Games
228

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

View augment details
SilverT350.00%0.63%228
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
0.61%
Games
220

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

View augment details
SilverT350.00%0.61%220
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
49.82%
Pick Rate
0.79%
Games
285

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
SilverT349.82%0.79%285
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.74%
Pick Rate
1.43%
Games
517

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
PrismaticT348.74%1.43%517
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
48.12%
Pick Rate
0.66%
Games
239

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
GoldT348.12%0.66%239
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
48.07%
Pick Rate
1.15%
Games
414

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

View augment details
SilverT348.07%1.15%414
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
47.85%
Pick Rate
1.35%
Games
489

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
SilverT347.85%1.35%489
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.73%
Pick Rate
0.61%
Games
220

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

View augment details
GoldT347.73%0.61%220
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
47.64%
Pick Rate
1.12%
Games
403

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT347.64%1.12%403
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.47%
Pick Rate
0.55%
Games
198

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
GoldT347.47%0.55%198
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
46.23%
Pick Rate
0.88%
Games
318

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

View augment details
GoldT346.23%0.88%318
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
46.08%
Pick Rate
0.60%
Games
217

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

View augment details
GoldT346.08%0.60%217
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.03%
Pick Rate
0.66%
Games
239

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
PrismaticT346.03%0.66%239
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.73%
Pick Rate
0.65%
Games
234

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
PrismaticT345.73%0.65%234
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
45.71%
Pick Rate
0.97%
Games
350

Grants 60 ability haste .

View augment details
GoldT345.71%0.97%350
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
45.64%
Pick Rate
0.79%
Games
287

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT345.64%0.79%287
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.62%
Pick Rate
0.92%
Games
331

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

View augment details
PrismaticT345.62%0.92%331
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
45.49%
Pick Rate
0.68%
Games
244

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
GoldT345.49%0.68%244
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.42%
Pick Rate
0.76%
Games
273

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
SilverT345.42%0.76%273
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
45.34%
Pick Rate
0.65%
Games
236

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
GoldT345.34%0.65%236
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.33%
Pick Rate
1.36%
Games
492

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
PrismaticT345.33%1.36%492
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
45.12%
Pick Rate
1.42%
Games
512

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
GoldT345.12%1.42%512
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
44.84%
Pick Rate
0.78%
Games
281

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

View augment details
GoldT344.84%0.78%281
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.63%
Pick Rate
0.82%
Games
298

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

View augment details
PrismaticT344.63%0.82%298
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
43.61%
Pick Rate
1.32%
Games
477

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
GoldT343.61%1.32%477
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
43.44%
Pick Rate
0.61%
Games
221

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
GoldT343.44%0.61%221
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
43.04%
Pick Rate
0.66%
Games
237

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
GoldT343.04%0.66%237
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
42.70%
Pick Rate
0.76%
Games
274

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

View augment details
GoldT342.70%0.76%274
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
38.76%
Pick Rate
0.58%
Games
209

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
GoldT338.76%0.58%209
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
50.79%
Pick Rate
0.35%
Games
126

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
SilverT450.79%0.35%126
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.28%
Games
100

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
PrismaticT450.00%0.28%100
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.25%
Games
90

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
PrismaticT450.00%0.25%90
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.25%
Pick Rate
0.37%
Games
134

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
PrismaticT449.25%0.37%134
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.15%
Pick Rate
0.49%
Games
177

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
PrismaticT449.15%0.49%177
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.98%
Pick Rate
0.27%
Games
98

你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间

View augment details
PrismaticT448.98%0.27%98
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.78%
Pick Rate
0.23%
Games
82

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
PrismaticT448.78%0.23%82
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
47.88%
Pick Rate
0.46%
Games
165

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

View augment details
GoldT447.88%0.46%165
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
47.65%
Pick Rate
0.47%
Games
170

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

View augment details
GoldT447.65%0.47%170
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
47.62%
Pick Rate
0.29%
Games
105

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

View augment details
GoldT447.62%0.29%105
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
47.62%
Pick Rate
0.29%
Games
105

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

View augment details
SilverT447.62%0.29%105
Hand of Baron Hand of Baron Hand of Baron Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.97%
Pick Rate
0.18%
Games
66

Gain a modified Hand of Baron , which only grants 25% increased adaptive force and greatly empowers nearby allied minions .

View augment details
PrismaticT446.97%0.18%66
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.53%
Pick Rate
0.28%
Games
101

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
PrismaticT446.53%0.28%101
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
46.15%
Pick Rate
0.32%
Games
117

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
SilverT446.15%0.32%117
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
45.98%
Pick Rate
0.48%
Games
174

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
GoldT445.98%0.48%174
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.95%
Pick Rate
0.31%
Games
111

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
PrismaticT445.95%0.31%111
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
45.56%
Pick Rate
0.25%
Games
90

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

View augment details
GoldT445.56%0.25%90
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.00%
Pick Rate
0.22%
Games
80

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
PrismaticT445.00%0.22%80
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
44.94%
Pick Rate
0.25%
Games
89

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
GoldT444.94%0.25%89
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
44.54%
Pick Rate
0.33%
Games
119

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
SilverT444.54%0.33%119
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
44.32%
Pick Rate
0.24%
Games
88

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
SilverT444.32%0.24%88
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.20%
Pick Rate
0.47%
Games
169

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
PrismaticT443.20%0.47%169
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
42.94%
Pick Rate
0.49%
Games
177

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
GoldT442.94%0.49%177
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
42.42%
Pick Rate
0.37%
Games
132

Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed .

View augment details
SilverT442.42%0.37%132
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.14%
Pick Rate
0.39%
Games
140

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
PrismaticT442.14%0.39%140
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
41.86%
Pick Rate
0.48%
Games
172

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
GoldT441.86%0.48%172
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.86%
Pick Rate
0.36%
Games
129

Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target).

View augment details
PrismaticT441.86%0.36%129
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
40.22%
Pick Rate
0.50%
Games
179

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

View augment details
GoldT440.22%0.50%179
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.88%
Pick Rate
0.48%
Games
173

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
PrismaticT439.88%0.48%173
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
39.60%
Pick Rate
0.28%
Games
101

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
GoldT439.60%0.28%101
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
39.06%
Pick Rate
0.18%
Games
64

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
SilverT439.06%0.18%64
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
38.04%
Pick Rate
0.25%
Games
92

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
GoldT438.04%0.25%92
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.00%
Pick Rate
0.17%
Games
60

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

View augment details
PrismaticT545.00%0.17%60
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.33%
Pick Rate
0.17%
Games
60

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

View augment details
PrismaticT543.33%0.17%60
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
43.14%
Pick Rate
0.14%
Games
51

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
SilverT543.14%0.14%51

Jhin Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

R > Q > W > E

RWQE

R > W > Q > E (Heavy Crowd Control or Execute Augments)

RQEW

R > Q > E > W (Trap or Zone Augments)

RQWE

Start Q for the early poke and last-hit assistance.

Jhin Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Jhin counters these champions in ARAM: Mayhem.

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

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

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

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

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. 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

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

Read counter details

Countered By

5

Jhin 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

Vi Vi Vi T3
Tier
T3
Rank
#98
Win Rate
49.02%
Pick Rate
0.36%

Vi is a straightforward bruiser-diver who starts fights by punching a path into the enemy backline. Her identity is simple: charge in, lock onto a priority target, and force the enemy team to answer you. She is best for players who want clear engage tools, strong follow-up, and a champion that rewards decisive timing more than fancy spacing. Her signature pattern is to look for a clean angle, commit onto a carry or exposed squishy, and let her team collapse while the target is pinned down. In ARAM: Mayhem, fights break open faster and augments can make engages much more explosive, so Vi has to pick her moments carefully. Go too early and you get burned down in the middle of the enemy team; wait for a target to step forward, a key defensive tool to be used, or your own team to be close enough, and Vi turns one good punch into a full fight win. View champion guide

Nocturne Nocturne Nocturne T3
Tier
T3
Rank
#106
Win Rate
49.66%
Pick Rate
0.27%

Nocturne the Eternal Nightmare Nocturne is a dive-focused assassin who wants one clean target, not a long front-to-back fight. His signature pattern is simple: wait for a squishy enemy to step too far forward, cut their vision with his ultimate, then commit hard before their team can react. In ARAM: Mayhem, Nocturne plays more like a chaos punish pick than a patient side-lane hunter. Everyone is packed into one lane, fights start often, and augments can make engages happen from weird angles. That helps him find targets, but it also means bad dives get punished instantly. Look for enemy carries who have already used their escape, cleanse tool, or peel support. Go in when your team can follow, not just because you can reach someone. A good Nocturne makes the backline panic; a rushed Nocturne becomes the first body on the floor. View champion guide

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

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

Read counter details

Jhin Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

Tristana Tristana Tristana T2
Tier
T2
Rank
#43
Win Rate
52.31%
Pick Rate
0.94%

Tristana is a scaling marksman who plays like a reset-hunting skirmisher. She pressures towers and clustered enemies with explosive damage, then looks for a clean jump in once someone is low enough to finish. Her signature pattern is simple: hit safely, stack damage on a priority target, and use her jump as either the commit button or the escape plan. In ARAM: Mayhem, Tristana gets more chances to brawl, but she also gets punished faster for jumping at the wrong time. The narrow lane makes her splash damage and cleanup strong, especially when allies start fights for her. Stay patient early in a fight, let enemy crowd control get used, then jump forward only when a kill or reset is realistic. If the enemy team has heavy engage, play like a backline carry first and save the big hero jump for the cleanup. View champion guide

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

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

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

Synergy Mechanism: Sion provides the massive knockups and body-blocking that Jhin needs to land his full kit. When Sion hits a Decimating Smash or Soul Fury knockup, enemies are grouped tightly and stationary, creating the perfect bounce conditions for Dancing Grenade. Combo: Sion engages with R or charges Q. As enemies cluster, Jhin places a Captive Audience trap directly on the knocked-up pile. He then fires Dancing Grenade into the cluster for guaranteed bounces, finishing with Curtain Call as they try to scatter. Best Scenario: Narrow ARAM bridges where Sion’s ultimate cannot be sidestepped. Jhin gets free damage on a suppressed wave. Enemy Answer: Mobile carries like Ezreal or Tristana can dash out of Sion’s Q charge before the knockup lands, dodging the follow-up. Failure Risk: If Sion misses his engagement tools, he dies in the middle of the enemy team. Jhin is then left without a frontline to hide behind, forcing him to use his W defensively or die. Recovery: Jhin must save his own W root to peel for himself or the backline while Sion resurrects. He should play far back, using W to snare anyone who dives the remaining teammates.

Morgana – The Black Shield and Binding Lock

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. View champion guide

Ashe Ashe Ashe T2
Tier
T2
Rank
#24
Win Rate
51.83%
Pick Rate
1.23%

Ashe is a utility marksman who wins fights by slowing targets, checking space, and setting up picks before the brawl fully starts. Her basic pattern is simple: keep enemies tagged with Frost, punish anyone who steps too far forward, and use her long-range engage to start clean fights for your team. In ARAM: Mayhem, Ashe is less about quiet lane control and more about constant teamfight value. The single-lane map makes her poke, vision control, and slows easy to apply, but it also means divers and hard engage reach her faster. Play her like a backline caller: soften enemies, create catches, follow allied crowd control, and reposition early whenever the fight turns messy. View champion guide

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

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

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

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Synergy Mechanism: Morgana solves Jhin’s two biggest weaknesses: his vulnerability to crowd control and his reliance on enemies standing still. Black Shield lets Jhin channel his ultimate or stand his ground for the fourth shot without being interrupted. Her Dark Binding holds targets still for Jhin’s Dancing Grenade and Captive Audience. Combo: Morgana lands a long-range Q. Jhin immediately follows with a W root to extend the disable chain. He drops a trap at their feet and autos until the fourth shot execute. Best Scenario: Against poke or pick comps that rely on single-target CC like Ashe or Lux. The Shield allows Jhin to play aggressively forward for a fourth-shot reset. Enemy Answer: Heavy AoE magic damage burst from champions like Brand or Vel’Koz can break the Shield instantly and leave Jhin exposed. Failure Risk: If Morgana uses Shield selfishly or misses her bindings, Jhin has no safety net. He gets collapsed on easily because he lacks mobility. Recovery: Jhin should instantly flash or Galeforce if his W is down. He cannot win a close-range duel without the trap setup, so creating distance is the only priority.

Orianna – The Ball Delivery System

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

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

Talon Talon Talon T3
Tier
T3
Rank
#86
Win Rate
49.81%
Pick Rate
0.44%

Talon the Blade's Shadow Talon is a physical burst assassin who wants to appear from an angle, kill a fragile target fast, and leave before the enemy team can lock him down. His signature pattern is simple: look for a softened carry, enter from fog or terrain, dump damage in a short window, then use his mobility and stealth timing to escape or reposition. In ARAM: Mayhem, Talon plays more like a high-speed pick threat than a slow flanker. Fights start often, targets are usually grouped, and random power spikes can make both his burst and his risk much sharper. He is easy to understand but punishing to mistime: go in after key crowd control is used, not when the whole enemy team is still waiting to peel. View champion guide

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Synergy Mechanism: Orianna’s Command: Shockwave groups enemies perfectly for Jhin’s area-of-effect damage. The ball provides zone control that forces enemies into Jhin’s trap placements or Curtain Call lines. Combo: Orianna places the ball on an engage ally or herself, then ults to pull enemies into a cluster. Jhin activates Curtain Call immediately; the enemies are slowed by the first shots, making it impossible for them to escape the subsequent high-damage rounds. Best Scenario: Teamfights where the enemy tries to dive the backline. Orianna’s ult punishes the collapse, and Jhin cleans up low-health targets. Enemy Answer: Fast assassins like Zed or Talon can bypass the ball zone and delete Jhin before the Shockwave goes off. Failure Risk: Orianna mistimes the ult, whiffing the pull. Jhin then wastes his ultimate on targets that simply walk sideways out of the line of fire. Recovery: Jhin stops channeling his ultimate early if targets escape. He saves the remaining shots for a re-engage or uses the movement speed from his passive to reposition.

Thresh – The Lantern Safety Net

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Synergy Mechanism: Thresh offers a unique combination of catch potential and rescue utility. Death Sentence and Flay create pick opportunities, while Dark Passage allows Jhin to play much more aggressively than usual, knowing he has an escape button. Combo: Thresh lands a hook on a squishy target. He pulls in, flays, and boxes. Jhin chains his W onto the hooked target, drops a trap, and executes with the fourth shot. If the enemy team collapses, Jhin clicks the Lantern to safety. Best Scenario: Against immobile enemy compositions where a single pick leads to a tower push or ace. Enemy Answer: Enemies can stand between Jhin and the Lantern to block the click, or dash to Thresh’s location to follow up the escape. Failure Risk: Thresh goes too deep and dies, leaving Jhin without a Lantern. Jhin is often too slow to outrun the retaliation without it. Recovery: Jhin uses his W to root the nearest threat and runs. He must track his own cooldowns; if W is down, he has to flash immediately.

Yasuo – The Windwall and Airborne Combo

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

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Nidalee Nidalee Nidalee T5
Tier
T5
Rank
#154
Win Rate
46.11%
Pick Rate
0.67%

Nidalee the Bestial Huntress Nidalee is a hybrid poke-assassin who dominates mid-range fights by weaving between a human form that throws spears and a cougar form that executes wounded targets. Her entire gameplay loop revolves around one mechanic: landing a Javelin Toss. When she hits a spear at long range, the damage scales massively, and the target gets marked for her cougar form to pounce on with enhanced damage. In ARAM: Mayhem, she is a lane bully on steroids. The single-lane format means she always has vision of her targets, and the constant teamfighting gives her endless opportunities to chunk enemies before going in for the kill. She plays as a siege specialist who transitions into a finisher. Early on, you stay back in human form, chucking spears and laying traps to control the health relics and bushes. Once an enemy drops to half health or eats a max-range spear, you swap to cougar form and dive in with W-Q-E combos to delete them. The Mayhem environment accelerates this pattern. Faster gold and ability haste let her reach her one-shot power spike much earlier than on Summoner's Rift. She doesn't have to farm for twenty minutes to become scary; she starts dangerous and gets worse. What changes in Mayhem is her consistency and the pressure on her mana pool. In normal ARAM, Nidalee often runs dry if she spams spears. Here, the increased resource generation or specific augments often smooth out that weakness, letting her fish for picks constantly. She also benefits from the chaotic movement. Enemies are dodging skillshots from four other champions, which makes landing a single decisive spear much easier. The downside is her fragility. If she misses her combo or gets caught by hard engage, she pops instantly. She has no real escape tool once she commits to cougar form, so every all-in is a calculated risk. View champion guide

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

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

Synergy Mechanism: Yasuo’s Windwall blocks the enemy projectiles that usually force Jhin off his fourth shot or interrupt his ultimate. Yasuo also synergizes with Jhin’s W root and any knockups from other teammates to activate Last Breath. Combo: Jhin roots a target with W. Yasuo dashes through minions to the rooted target, knocks them up with a stacked Q, and ults. Jhin places a trap under the airborne target and finishes with a fourth shot as they land. Best Scenario: Against heavy projectile poke comps (e.g., Nidalee, Ezreal). Windwall creates a safe zone for Jhin to operate freely. Enemy Answer: Flanking champions or mages with ground-targeted abilities that ignore Windwall. Failure Risk: Yasuo dives too aggressively and dies instantly. This leaves Jhin exposed to the enemy frontline with no windwall protection. Recovery: Jhin falls back to the nearest tower or trap cluster. He should not try to save a dead Yasuo; he focuses on peeling with W for the rest of the team. Required Team Functions

Jhin cannot function as the sole win condition in Mayhem if the team lacks specific utilities. He needs Hard Crowd Control to enable his grenade bounces and trap triggers; without it, his damage feels inconsistent. He requires a Frontline or Diver to absorb the initial burst and attention, allowing him time to stack his passive movement speed. Finally, he desperately needs Disengage or Peel because his fixed movement speed makes him an easy target for bruisers and assassins once his W is on cooldown. If the team provides these elements, Jhin transitions from a poke mage into an execution machine.

Jhin ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight TempoYou play as a patient artillery marksman, fishing with Q bounces and waiting for your fourth shot to execute low-health targets.The patient playstyle becomes a frantic rhythm game where you must burst divers quickly, as holding your fourth shot often means dying before firing.Fire your fourth shot immediately if you have a clean opportunity; do not wait for the perfect execute.
Skill PriorityYou max Q first for wave clear and poke damage, while using E mostly as a zoning tool or a reveal brush check.E increases significantly in value because the chaos of team fights means enemies constantly move through traps, especially with empowering augments.Consider putting a second point in E earlier than usual if your augments empower the ability.
Build FlexibilityYou build a standard core of Stormrazor, Rapid Firecannon, and Infinity Edge almost every game because the stats are consistent.Augments define your build path, potentially pushing you toward hybrid builds or pure AD caster focus, requiring you to adapt itemization.Read augment options and adapt your build; do not autopilot your itemization.
Snowball UseYou rarely take Snowball, preferring Flash and Ghost or Barrier because you do not want to be in melee range.Snowball is worth considering as an instant escape tool to reposition after a dive, rather than using it to engage enemies.Use Snowball to escape divers by targeting a minion behind your tower.
Teamfight SpacingYou fight at the edge of your range, kiting back and turning to fire while the enemy works to reach you.Engage augments and mobility remove your safety buffer, forcing you to stay closer to peel supports rather than max-ranging the fight.Stay near your peel supports; if you are caught alone, you die instantly.

Champion Analysis

Role / Current performance

Overview

Jhin the Virtuoso operates as a ranged burst ADC with crowd control utility in Hextech Mayhem, leveraging dramatically reduced cooldowns to unleash his deadly art at unprecedented frequency. His unique four-bullet ammunition mechanic defines his rhythmic gameplay pattern, making him one of the most explosive ranged ADCs in the mode. His passive, The Virtuoso, grants him an ammunition system where each reload contains only four shots. The first three deal normal damage, while the fourth always critically strikes and deals bonus execute damage. With drastically reduced cooldowns in Hextech Mayhem, Jhin cycles through reload-fire-reload sequences at a relentless pace, maintaining sustained damage output that would be impossible in standard modes. This rhythmic firing pattern creates natural windows of vulnerability during reloads but offers tremendous burst potential when the fourth shot aligns with low-health targets. Dancing Grenade serves as his primary damage tool in the dense teamfights of Hextech Mayhem, bouncing between multiple enemies and dealing devastating damage when targets cluster together. Deadly Flourish acts as his primary crowd control tool, rooting enemies who have been marked by his attacks or traps, enabling follow-up from teammates or securing kills on immobilized targets. Captive Audience places invisible lotus traps that zone enemies and provide vision, offering defensive utility and area control during extended fights. Curtain Call defines Jhin's strategic value as a long-range sniper. Four devastatingly long-range shots allow him to safely poke the enemy team from afar, with the fourth shot's execute effect often securing crucial kills on retreating enemies. This ultimate enables Jhin to contribute meaningfully to fights without committing to dangerous positioning, making him effective at both initiating poke wars and finishing wounded targets. Jhin's positioning balances safety with damage contribution. His reload mechanic forces deliberate timing decisions, while his long-range abilities allow him to operate from behind his frontline. The combination of burst damage, execute potential, and crowd control makes him valuable for both poke compositions and all-in teamfights. His traps provide zoning utility that can control chokepoints common in ARAM's single-lane format. The interplay between his fourth-shot execute, Dancing Grenade bounces, and Curtain Call finishers creates a cohesive damage pattern where each ability amplifies his kill-securing potential.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Jhin does not front-line, and in Mayhem's high-damage, short-cooldown environment, his role centers on setting the stage before fights begin. Use W to fish for roots on opponents clearing the wave, and follow a successful root immediately with E placed at their feet to catch them in the slow field, forcing a flash or free damage. Never open with Curtain Call to engage, as R functions as a finisher or zoning tool; starting with it allows enemies to dodge the slow shots and engage while the gun is empty. Save R for retreating enemies or priority targets caught in chokepoints. When enemies dive, E becomes a defensive anchor. Drop Captive Audience directly on yourself or your carry, as the Mayhem pace causes overextensions and the trap arm time feels faster in chaos. W also serves defensively; when assassins jump the backline, wait for support crowd control to land, then root from distance. Never trade auto-attacks with a Zed or Talon sitting on you. Create space, root, and let the team clean up. ARAM's single-lane format favors positioning near edges, by health relics or walls, rather than the wave's center. Standing center means eating every skillshot, while side positioning forces enemies to choose between dodging your W and dodging team poke. Use the wave as a shield, firing the fourth shot through dying minions to execute them and harass champions behind. The fourth shot's bounce damage is lethal in Mayhem, making execute angles a constant priority. Target priority favors squishy targets, but do not tunnel vision. Wounded tanks are valid since the fourth shot executes based on missing health. Prioritize anyone locked down by teammates; if Leona lands Solar Flare, W that target immediately to extend the crowd control chain. Never waste the reload on a full-health tank when a half-health mage is in range. Mark/Dash requires caution due to Jhin's fixed attack speed. Do not Snowball to start fights unless cleaning up a 1v1, as burst output cannot justify diving into five people. Use Snowball primarily for repositioning when flanked, or to chase low-health targets just outside fourth-shot range. Many Mayhem augments trigger on ability hits or crowd control, and Jhin excels here. Spam W on cooldown to trigger augment effects from safe distance, and place E in the enemy's inevitable path to trigger effects without exposing yourself. Jhin controls wave tempo through the push and pull rhythm. Push forward with the fourth shot ready, as the execute threat forces retreats. Pull back during the two-second reload window to reposition or drop E behind. When pushing towers, harass with W rather than diving without clear numbers advantage. If diving becomes necessary, wait for the fourth shot, have the team tank the turret, and dive only to fire that one shot. The movement speed burst from Whisper enables escape if the shot kills. When behind, Jhin becomes a stalling machine. Retreat to the tower, use W to clear waves from distance, and place E just in front of the tower to stop sieges or slow diving champions. R becomes purely for disengage, fired down the lane to slow approaching enemies and buy respawn time. Prioritize keeping the tower alive over risky hero plays.

Read full guide

Playstyle Guide

Playstyle / Team structure

Play guide

Jhin the Virtuoso operates around a deliberate rhythm centered on his fourth shot, which defines his entire trading pattern at every stage of the game. In the early stage, position near caster minions and never walk past the river brush. Fire three shots at the wave or a tank, then hold the fourth shot for a champion. If the enemy respects the damage, you zone them off the wave; if they ignore it, you chunk them for a third of their health. Use Dancing Grenade to last hit minions dying to your tower rather than spamming it for poke unless you have a clear shot at a rooted target. Place Captive Audience where enemy melee champions want to walk, as the slow sets up your fourth shot or a W snare. Use Snowball defensively to reposition when assassins or engage tanks jump on you, or offensively only when a low-health enemy is rooted by an ally and you have a clear escape path. Push the wave to force the enemy tower to shoot your minions, allowing you to poke safely. If ahead, hard shove and chip the tower with fourth shot bounces while looking for W snares. If behind, give up the wave, stay in experience range, and use W to last hit under tower without walking up for fourth shots when below half health. In the mid stage, Jhin shifts from lane bully to primary damage dealer and finisher. Position behind your frontline, roughly one screen width behind tanks or engage supports. If your team lacks a frontline, play near river brushes and use fog of war to hide your reload timing. Your poke becomes lethal, so fire three shots into the wave then look for a champion with the fourth. If you land a W root on a squishy target, immediately fire your ultimate Curtain Call, as the slow makes it easy to land all four shots. Do not use R to start a fight on a full-health target unless your team is ready to dive; save it for cleanup or pre-fight poke when enemies are retreating. Use Snowball to escape when enemies dash onto you, or to chase if the enemy backline is low. Adapt your aggression based on whether you have damage augments or utility augments. In the late stage, every fourth shot is a nuke and your movement speed on crit makes you slippery. Positioning is everything, so stay on the side of the fight where enemy threats are furthest away. Fire, move, reload, and fire again while using movement speed to kite backwards. Drop E traps in the path of chasing enemies to set up your fourth shot. Use Snowball for repositioning in teamfights, either to cut off enemy retreat when their frontline dies or to escape flanks. Push with your team using fast wave clear, saving your fourth shot for cannon minions or champions. Core principles for Jhin in Mayhem require always counting your shots and never wasting the fourth on a full-health tank when a squishy target is in range. Use W to follow up on ally crowd control, place E where enemies want to walk rather than where they stand, and treat R as a finisher and zoning tool rather than an opener. Snowball is your lifeline, so use it defensively without hesitation if you see enemy animations start or if you are unsure of your safety. Adapt your playstyle to your augments, playing for picks with damage augments or playing for your team with utility augments.

Read full guide

Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Jhin the Virtuoso transforms dramatically based on his early game fortunes, shifting from a zoning nuisance into a screen-wide executioner when ahead, or becoming sluggish and vulnerable when behind. When playing from ahead, Jhin's primary win condition shifts to tempo denial rather than simply farming minions. He should use his damage advantage to shove waves instantly with Dancing Grenade bounces, then walk up to the enemy tower line to dictate positioning. The movement speed from critical strikes allows him to kite around the enemy frontline while his team collapses. Augment choices influence his snowballing approach: execution or damage amplifies make Curtain Call a zone of death that should be started when fights break out, while utility or speed augments cover his lack of dash and enable aggressive forward play. The most common throw conditions when ahead involve overestimating Fourth Shot's range and stepping into hard engage abilities like Malphite R or Leona E, or holding Curtain Call too long waiting for the perfect quadra. Long death timers in Mayhem mean one greedy step can cost an inhibitor. Jhin should fire his ultimate immediately when three or more enemies are grouped and slightly chipped, as the pressure forces disengagement or heavy damage intake. When behind, Jhin's goal shifts from carrying to enabling and stalling. He cannot 1v1 enemy assassins or bruisers and should play directly on top of his most reliable teammate with crowd control or peel. His role becomes peeling for himself and his carry, using Deadly Flourish to root divers and saving Curtain Call for disengage by firing at his own feet rather than sniping across the map. Defensive or sustain augments enable a bait style where he stands forward near cover, survives the burst, then roots enemies for counter-attacks. Cooldown or utility augments become lifelines for more W roots and E traps, which should be spammed in chokepoints to stall pushes. Jhin reaches an unrecoverable state when the enemy has multiple divers who ignore slows and his team has zero peel. In this scenario, he should spread out slightly to avoid AOE engage, buy defensive items against specific damage sources, and sacrifice damage for survival. When defending the base, traps should be placed in a line parallel to the inhibitor rather than clustered, forcing enemies through multiple zones. He should use W to scout bushes before face-checking and look for flank angles with his ultimate to hit enemy backline during final pushes.

Read full guide

Champion Background

Lore / Identity / Text block

Background copy

Jhin the Virtuoso operates in Mayhem as a precision sniper whose power scales dramatically with the mode's accelerated pace. The increased gold and experience gains push him toward his four-shot power spikes far earlier than in normal ARAM, transforming his fourth shot from an occasional threat into a constant execute pressure. Jhin is not a machine-gun marksman; he is a tempo-based executioner who sets up kills with W, zones with E, and closes with R. Every ability serves a distinct purpose, and wasting any of them leaves him vulnerable during his fixed reload window. Whisper, Jhin's passive, defines his rhythm. He fires four shots before reloading, with the fourth shot guaranteed to critical strike and deal missing health damage. Attack speed and critical chance convert directly into attack damage, and all critical strikes grant him a burst of movement speed. In Mayhem's non-stop fighting, these movement speed bursts activate constantly, allowing aggressive kiting and repositioning. The fourth shot becomes a persistent execute threat rather than a rare occurrence. Players must track shot count carefully, saving the fourth round for low-health or priority targets. Wasting it on a full-health tank sacrifices massive pressure. The reload animation cannot be canceled, so players must commit to the rhythm and back off during the reload to avoid taking free damage. Enemies can see the ammo bar and will engage during reload windows when Jhin cannot auto-attack. Dancing Grenade serves as the primary wave clear and poke tool. The grenade bounces up to four times, gaining damage for each target killed during the bounce. In Mayhem's clustered fights, achieving the damage ramp becomes easier. Players should target low-health minions near enemy champions to start bounce chains, as the damage amplification only applies on kills. Throwing Q at a single full-health target with no bounces wastes the main trading tool. Deadly Flourish provides massive range as Jhin's primary setup tool. The ability roots targets who have taken recent damage from Jhin or his allies, making it essential to wait for marked targets. The projectile is narrow and blocked by minions, requiring clear sightlines. Missing W leaves Jhin with no catch or peel tool for several seconds. Captive Audience offers zone control through traps that arm after a short delay. The traps slow and deal damage over time, spawning automatically on champion kills. In Mayhem's messy teamfights, the lane can become a minefield. Players must predict enemy movement rather than react, as the arm delay prevents instant use against fast dashes. Curtain Call, Jhin's ultimate, fires four long-range shots with the first three slowing and the fourth dealing massive execute damage. The range allows contribution from across the lane or sniping runners under their tower. Jhin remains immobile while channeling, making positioning critical. Cancelling R early or missing all four shots wastes his biggest power spike, and channeling while an assassin is in range leaves him vulnerable.

Read full guide

Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Jhin the Virtuoso operates as a precision champion in ARAM: Mayhem, a mode designed for chaos with amplified damage, reduced cooldowns, and accelerated engages. This environment proves dangerous for a slow-moving, fixed-attack-speed marksman, where one bad reload cycle or a wasted Curtain Call can lose a teamfight instantly. Mechanical mistakes center on Jhin's unique rhythm. Panic-rolling during the reload window wastes precious time in a mode where fights are constant. Instead of dashing away with an empty chamber, Jhin should reload behind a wave or near a wall, using the downtime to reposition or cast Deadly Flourish for crowd control. Whiffing Deadly Flourish on cooldown burns high mana for poke that fails to root anyone. The correct approach requires holding W until a target is marked by basic attacks or traps, then following instantly. Wasting the fourth shot on a full-health tank deals negligible execute damage and loses the biggest trading tool. Jhin should hold the fourth shot to threaten squishy targets or fire it into the wave to generate movement speed for repositioning. Canceling Curtain Call early forfeits the massive slow and damage of the final shot. Jhin should commit to all four shots unless about to die to hard crowd control, as the final shot deals the most damage. Placing Captive Audience directly on an enemy fails because the trap arms too slowly. Instead, Jhin should place E where enemies want to go, cutting off paths rather than attempting direct hits. Decision mistakes often prove fatal. Using Snowball to engage into the enemy team leaves Jhin in the middle of five enemies with no escape, leading to instant death. Snowball should be used strictly for dodging or repositioning, never to go forward unless cleaning up a 1v1 at the end of a fight. Standing still while firing Curtain Call makes Jhin an easy target for hooks, bindings, or long-range artillery. The ultimate should be opened from the edge of range or near a wall, with slight angle adjustments between shots. Building pure damage without defensive utility results in getting deleted by a single combo from any assassin or mage. A defensive component early helps survive initial burst and continue firing. Ignoring the reload timer during a tower push loses precious seconds of damage. Jhin should fire three shots at the tower and save the fourth for the approaching enemy wave or champion. Refusing to use abilities to clear super minions allows towers to fall, and using Curtain Call on a super minion wave is worth the cooldown when the team lacks wave clear. Jhin in Mayhem requires rhythm management over raw mechanics, using the reload timer rather than fighting it and controlling the pace of the fight through proper positioning.

Read full guide

FAQ

Jhin

FAQ

Is Jhin strong in ARAM: Mayhem? He is a top-tier carry when he can space properly and land his fourth shots. The mode's chaos amplifies his execute damage and crowd control, but he dies instantly if divers get on top of him. You need to play around your team's peel and treat every fight like a staged performance. What is the most important mechanic to master? Managing your passive reload is everything. You want to have your fourth shot ready when a target gets low, so fire your first three shots into the wave or a tank before you look for an execute. Never waste your empowered shot on a full-health minion if a champion is in kill range. How should I use the W ability, Deadly Flourish? Use it to root enemies your teammates have already hit, not as your primary damage source. The root sets up your entire combo and lets you land the rest of your kit safely. If you shoot it at a fresh target, you will likely miss and waste the long cooldown.

Read full guide

Latest Guides

Latest Blog Guides

Blog articles