ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #6

Jinx ARAM Mayhem Build & Best Augments

Jinx role and playstyle: baseline role is AD marksman, with a core identity built around burst damage, late-game burst. 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 AoE pressure, 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.

Jinx Jinx the Loose Cannon Mage / Marksman
TierT1
Rank#6
Win Rate54.66%
Pick Rate1.18%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

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.

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.

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.

Win Rate44.02%
Pick Rate14.06%
#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.

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.

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.

Win Rate51.82%
Pick Rate10.47%
#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.

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.

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 Rate50.98%
Pick Rate7.79%

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.

46.14%
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.

46.32%
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.

47.27%
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.

47.16%
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.

49.58%
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.

43.96%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

43.73%
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.

48.44%
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 %.

44.00%
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.

49.50%
Opportunity Opportunity Opportunity
Total Price
2,700
Price
475

+55 Attack Damage 18 LethalityPreparationAfter being out of combat with Champions for 8 seconds gain Lethality. This Lethality lasts for 3 seconds after dealing damage to champions.ExtractionWhen a champion that you damaged within 3 seconds dies, gain 200 decaying Move Speed for 1.5 seconds.

51.61%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

42.80%

Starting items

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.

47.63%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.63%
The Brutalizer The Brutalizer The Brutalizer
Total Price
1,337
Price
212

+25 Attack Damage +10 Ability Haste 5 Lethality

46.51%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

48.44%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

48.44%
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.

48.44%

Core items

#1
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

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

+25% Attack Speed +45 Move Speed

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate54.90%
Pick Rate16.25%
#2
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate55.45%
Pick Rate9.09%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate51.16%
Pick Rate7.00%

Situational itemstop 12

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

+25% Attack Speed +45 Move Speed

53.61%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

55.16%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

54.22%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

53.92%
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.

53.40%
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.

51.50%
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.

55.46%
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.

50.68%
Hexoptics C44 Hexoptics C44 Hexoptics C44
Total Price
2,800
Price
275

+55 Attack Damage +25% Critical Strike Chance Magnification Deal up to 10% increased damage with Attacks, based on how far away the enemy is (max damage at 500 range). Arcane Aim When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 8 seconds.

58.57%
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.

48.75%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

51.05%
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.

56.84%

Starting items

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

+40 Attack Damage

54.70%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

54.99%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.99%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

51.86%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

51.86%

Core items

#1
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

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

+25% Attack Speed +45 Move Speed

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate53.53%
Pick Rate13.70%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate51.92%
Pick Rate7.29%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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.

Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

Win Rate53.94%
Pick Rate5.91%

Situational itemstop 12

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

+25% Attack Speed +45 Move Speed

54.35%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

54.06%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

53.06%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

55.45%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

53.25%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

55.70%
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.

54.38%
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.

53.01%
Phantom Dancer Phantom Dancer Phantom Dancer
Total Price
2,650
Price
950

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

54.50%
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.

52.12%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

53.57%
Hexoptics C44 Hexoptics C44 Hexoptics C44
Total Price
2,800
Price
275

+55 Attack Damage +25% Critical Strike Chance Magnification Deal up to 10% increased damage with Attacks, based on how far away the enemy is (max damage at 500 range). Arcane Aim When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 8 seconds.

59.76%

Starting items

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

+40 Attack Damage

54.06%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

53.66%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

53.66%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

54.41%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.41%

Core items

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

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate54.75%
Pick Rate20.41%
#2
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate50.84%
Pick Rate8.59%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate50.84%
Pick Rate5.72%

Situational itemstop 12

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

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

55.37%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

55.67%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

54.08%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

56.29%
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.

51.09%
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.

49.38%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

52.68%
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.

51.84%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

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

50.03%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

66.03%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

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

53.68%
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.

54.00%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

57.55%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

57.55%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

54.78%
Hearthbound Axe Hearthbound Axe Hearthbound Axe
Total Price
1,200
Price
250

+20 Attack Damage +20% Attack Speed

54.78%
Hearthbound Axe Hearthbound Axe Hearthbound Axe
Total Price
1,200
Price
250

+20 Attack Damage +20% Attack Speed

52.42%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
60.37%
Pick Rate
6.76%
Games
2,160

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
GoldT160.37%6.76%2,160
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
59.51%
Pick Rate
28.61%
Games
9,138

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
GoldT159.51%28.61%9,138
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
57.99%
Pick Rate
10.58%
Games
3,378

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

View augment details
GoldT157.99%10.58%3,378
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.52%
Pick Rate
12.96%
Games
4,138

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

View augment details
PrismaticT157.52%12.96%4,138
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
56.88%
Pick Rate
8.14%
Games
2,600

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
PrismaticT156.88%8.14%2,600
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
55.16%
Pick Rate
17.12%
Games
5,468

Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit.

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GoldT155.16%17.12%5,468
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.14%
Pick Rate
13.58%
Games
4,338

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
PrismaticT155.14%13.58%4,338
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
54.97%
Pick Rate
21.28%
Games
6,797

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT154.97%21.28%6,797
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.96%
Pick Rate
11.71%
Games
3,741

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT154.96%11.71%3,741
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
54.74%
Pick Rate
18.15%
Games
5,795

Grants 60% bonus attack speed .

View augment details
SilverT154.74%18.15%5,795
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
54.63%
Pick Rate
7.75%
Games
2,475

Gain 15% omnivamp .

View augment details
SilverT154.63%7.75%2,475
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.42%
Pick Rate
14.06%
Games
4,489

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.

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PrismaticT154.42%14.06%4,489
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
54.26%
Pick Rate
13.89%
Games
4,436

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
SilverT154.26%13.89%4,436
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
53.86%
Pick Rate
10.05%
Games
3,210

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
GoldT153.86%10.05%3,210
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
53.76%
Pick Rate
21.67%
Games
6,922

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
GoldT153.76%21.67%6,922
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
53.14%
Pick Rate
19.72%
Games
6,297

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

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SilverT153.14%19.72%6,297
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
52.53%
Pick Rate
11.20%
Games
3,577

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

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GoldT152.53%11.20%3,577
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
52.50%
Pick Rate
10.28%
Games
3,282

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT152.50%10.28%3,282
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
52.35%
Pick Rate
8.46%
Games
2,703

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
SilverT152.35%8.46%2,703
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
52.16%
Pick Rate
7.02%
Games
2,243

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
GoldT152.16%7.02%2,243
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.99%
Pick Rate
6.68%
Games
2,133

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT151.99%6.68%2,133
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
49.33%
Pick Rate
9.63%
Games
3,077

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
GoldT149.33%9.63%3,077
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
60.16%
Pick Rate
1.60%
Games
512

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
GoldT260.16%1.60%512
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.81%
Pick Rate
0.97%
Games
311

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
PrismaticT259.81%0.97%311
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.67%
Pick Rate
1.73%
Games
553

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

View augment details
PrismaticT259.67%1.73%553
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
59.67%
Pick Rate
4.55%
Games
1,453

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

View augment details
GoldT259.67%4.55%1,453
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
59.20%
Pick Rate
2.28%
Games
728

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

View augment details
SilverT259.20%2.28%728
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
58.68%
Pick Rate
0.76%
Games
242

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
SilverT258.68%0.76%242
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.65%
Pick Rate
1.07%
Games
341

Gain 2 Stat Anvils .

View augment details
SilverT258.65%1.07%341
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.33%
Pick Rate
0.83%
Games
264

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
PrismaticT258.33%0.83%264
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
57.76%
Pick Rate
1.96%
Games
625

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

View augment details
GoldT257.76%1.96%625
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
57.49%
Pick Rate
2.07%
Games
661

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

View augment details
SilverT257.49%2.07%661
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
56.53%
Pick Rate
1.17%
Games
375

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT256.53%1.17%375
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
56.06%
Pick Rate
1.58%
Games
503

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
GoldT256.06%1.58%503
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
55.97%
Pick Rate
4.07%
Games
1,299

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

View augment details
GoldT255.97%4.07%1,299
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
54.77%
Pick Rate
1.77%
Games
566

Increases attack damage by 20% .

View augment details
SilverT254.77%1.77%566
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
54.24%
Pick Rate
1.22%
Games
389

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

View augment details
SilverT254.24%1.22%389
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.08%
Pick Rate
1.53%
Games
490

Gain 1750 upon acquiring this augment.

View augment details
GoldT254.08%1.53%490
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
53.83%
Pick Rate
1.27%
Games
405

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
SilverT253.83%1.27%405
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
53.65%
Pick Rate
1.37%
Games
438

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
GoldT253.65%1.37%438
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.55%
Pick Rate
3.49%
Games
1,113

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
GoldT253.55%3.49%1,113
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
53.05%
Pick Rate
4.26%
Games
1,359

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

View augment details
GoldT253.05%4.26%1,359
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.60%
Pick Rate
0.96%
Games
308

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

View augment details
PrismaticT252.60%0.96%308
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
52.51%
Pick Rate
0.94%
Games
299

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
SilverT252.51%0.94%299
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
52.27%
Pick Rate
0.96%
Games
308

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
SilverT252.27%0.96%308
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
51.81%
Pick Rate
1.56%
Games
498

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
SilverT251.81%1.56%498
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
51.40%
Pick Rate
1.91%
Games
609

Grants 50% critical strike chance .

View augment details
GoldT251.40%1.91%609
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
51.35%
Pick Rate
0.93%
Games
296

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

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SilverT251.35%0.93%296
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
50.69%
Pick Rate
5.25%
Games
1,677

Grants 18% armor penetration and magic penetration .

View augment details
GoldT250.69%5.25%1,677
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
50.07%
Pick Rate
4.75%
Games
1,516

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
GoldT250.07%4.75%1,516
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.80%
Pick Rate
2.38%
Games
759

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

View augment details
PrismaticT249.80%2.38%759
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
49.65%
Pick Rate
1.34%
Games
429

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
GoldT249.65%1.34%429
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.43%
Pick Rate
0.83%
Games
265

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
PrismaticT249.43%0.83%265
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
49.02%
Pick Rate
1.43%
Games
457

Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%.

View augment details
GoldT249.02%1.43%457
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
47.96%
Pick Rate
1.00%
Games
319

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
GoldT247.96%1.00%319
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.90%
Pick Rate
0.97%
Games
309

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
PrismaticT247.90%0.97%309
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
46.48%
Pick Rate
0.89%
Games
284

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
GoldT246.48%0.89%284
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.01%
Pick Rate
0.82%
Games
263

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
PrismaticT246.01%0.82%263
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.18%
Pick Rate
1.24%
Games
396

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

View augment details
PrismaticT243.18%1.24%396
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
39.56%
Pick Rate
1.01%
Games
321

Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage .

View augment details
GoldT239.56%1.01%321
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.03%
Pick Rate
0.53%
Games
169

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
PrismaticT355.03%0.53%169
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
54.79%
Pick Rate
0.46%
Games
146

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
GoldT354.79%0.46%146
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
53.57%
Pick Rate
0.53%
Games
168

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

View augment details
GoldT353.57%0.53%168
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.99%
Pick Rate
0.37%
Games
117

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
PrismaticT352.99%0.37%117
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
52.88%
Pick Rate
0.65%
Games
208

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT352.88%0.65%208
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
52.71%
Pick Rate
0.64%
Games
203

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

View augment details
SilverT352.71%0.64%203
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
52.66%
Pick Rate
0.53%
Games
169

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

View augment details
GoldT352.66%0.53%169
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
51.72%
Pick Rate
0.45%
Games
145

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

View augment details
GoldT351.72%0.45%145
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
51.22%
Pick Rate
0.39%
Games
123

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
SilverT351.22%0.39%123
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.06%
Pick Rate
0.44%
Games
141

Grants 3 random Dragon Souls .

View augment details
PrismaticT351.06%0.44%141
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
50.98%
Pick Rate
0.32%
Games
102

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
SilverT350.98%0.32%102
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
50.53%
Pick Rate
0.30%
Games
95

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
SilverT350.53%0.30%95
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
0.35%
Games
112

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

View augment details
GoldT350.00%0.35%112
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
50.00%
Pick Rate
0.29%
Games
92

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

View augment details
SilverT350.00%0.29%92
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.28%
Pick Rate
0.43%
Games
138

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

View augment details
SilverT349.28%0.43%138
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
48.76%
Pick Rate
0.63%
Games
201

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

View augment details
SilverT348.76%0.63%201
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
48.48%
Pick Rate
0.52%
Games
165

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

View augment details
GoldT348.48%0.52%165
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
48.42%
Pick Rate
0.30%
Games
95

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
GoldT348.42%0.30%95
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
48.21%
Pick Rate
0.35%
Games
112

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

View augment details
SilverT348.21%0.35%112
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.03%
Pick Rate
0.40%
Games
127

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
PrismaticT348.03%0.40%127
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
47.39%
Pick Rate
0.66%
Games
211

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

View augment details
SilverT347.39%0.66%211
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
46.94%
Pick Rate
0.31%
Games
98

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
GoldT346.94%0.31%98
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.75%
Pick Rate
0.48%
Games
154

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
PrismaticT346.75%0.48%154
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.08%
Pick Rate
0.32%
Games
102

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
PrismaticT346.08%0.32%102
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.51%
Pick Rate
0.52%
Games
167

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
PrismaticT345.51%0.52%167
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.00%
Pick Rate
0.38%
Games
120

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

View augment details
PrismaticT345.00%0.38%120
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
44.90%
Pick Rate
0.31%
Games
98

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT344.90%0.31%98
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
44.81%
Pick Rate
0.48%
Games
154

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT344.81%0.48%154
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
43.22%
Pick Rate
0.37%
Games
118

Grants 60 ability haste .

View augment details
GoldT343.22%0.37%118
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
43.08%
Pick Rate
0.41%
Games
130

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

View augment details
SilverT343.08%0.41%130
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
42.86%
Pick Rate
0.33%
Games
105

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
GoldT342.86%0.33%105
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
42.11%
Pick Rate
0.30%
Games
95

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
GoldT342.11%0.30%95
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
41.84%
Pick Rate
0.31%
Games
98

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
SilverT341.84%0.31%98
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
41.60%
Pick Rate
0.39%
Games
125

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
GoldT341.60%0.39%125
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
41.40%
Pick Rate
0.49%
Games
157

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

View augment details
GoldT341.40%0.49%157
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
41.30%
Pick Rate
0.29%
Games
92

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
GoldT341.30%0.29%92
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
40.41%
Pick Rate
0.46%
Games
146

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
GoldT340.41%0.46%146
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
38.58%
Pick Rate
0.40%
Games
127

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

View augment details
GoldT338.58%0.40%127
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
37.61%
Pick Rate
0.37%
Games
117

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

View augment details
PrismaticT337.61%0.37%117
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
65.63%
Pick Rate
0.20%
Games
64

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

View augment details
PrismaticT465.63%0.20%64
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
60.56%
Pick Rate
0.22%
Games
71

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
PrismaticT460.56%0.22%71
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
55.88%
Pick Rate
0.21%
Games
68

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
GoldT455.88%0.21%68
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
55.77%
Pick Rate
0.16%
Games
52

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
SilverT455.77%0.16%52
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
50.62%
Pick Rate
0.25%
Games
81

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
GoldT450.62%0.25%81
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
49.21%
Pick Rate
0.20%
Games
63

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

View augment details
GoldT449.21%0.20%63
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
49.02%
Pick Rate
0.16%
Games
51

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
GoldT449.02%0.16%51
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
46.48%
Pick Rate
0.22%
Games
71

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
GoldT446.48%0.22%71
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.30%
Pick Rate
0.17%
Games
54

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
PrismaticT446.30%0.17%54
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.44%
Pick Rate
0.20%
Games
63

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
PrismaticT444.44%0.20%63
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.84%
Pick Rate
0.23%
Games
73

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
PrismaticT443.84%0.23%73
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.37%
Pick Rate
0.26%
Games
83

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
PrismaticT443.37%0.26%83
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.14%
Pick Rate
0.16%
Games
51

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
PrismaticT443.14%0.16%51
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
42.86%
Pick Rate
0.18%
Games
56

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
GoldT442.86%0.18%56
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
41.77%
Pick Rate
0.25%
Games
79

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
GoldT441.77%0.25%79
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.25%
Pick Rate
0.25%
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
PrismaticT441.25%0.25%80

Jinx Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal priority: R > Q > W > E.

RWQE

Poke, ability haste, or spell-damage leaning augments: R > W > Q > E, only if you cannot auto safely.

RQEW

Trap, zone-control, or crowd-control reward augments: R > Q > E > W, or R > E > Q > W only in extreme cases.

REQW

Trap, zone-control, or crowd-control reward augments: R > Q > E > W, or R > E > Q > W only in extreme cases.

Jinx Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Jinx counters these champions in ARAM: Mayhem.

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

Cho'Gath Cho'Gath Cho'Gath T4
Tier
T4
Rank
#108
Win Rate
47.84%
Pick Rate
0.86%

Cho'Gath is a front-line tank and control mage who turns messy fights into easy picks. He looks for a knock-up, follows with silence, then walks in to threaten a heavy execute with Feast. If enemies ignore him, he becomes a huge wall for his carries. If they clump, he punishes them hard. In ARAM: Mayhem, Cho'Gath likes the constant teamfighting because his basic job is simple: hold space, catch overextended targets, and soak pressure while his team cleans up. Augments can push him toward being harder to kill, more disruptive, or more damage-focused, but the core pattern stays the same. Land crowd control first, commit when the target cannot kite, and do not waste your engage into champions ready to dash away or punish your slow approach. View champion guide

Illaoi Illaoi Illaoi T3
Tier
T3
Rank
#88
Win Rate
50.31%
Pick Rate
0.47%

Illaoi is a bruiser who wins fights by making enemies stand in the worst possible place. She wants close-range brawls, narrow chokes, and opponents who panic after getting tagged. Her signature pattern is simple: threaten with spirit pressure, force the enemy team to choose between backing off or fighting near her tentacles, then punish anyone who commits too deep. In ARAM: Mayhem, Illaoi is less about slow lane control and more about explosive front-to-back scrapping. Constant grouping gives her more chances to hit multiple targets, but it also means she gets punished fast if she walks in without setup. Play around terrain, let enemies come into your zone, and use Snowball or allied engage to turn a small catch into a full brawl. View champion guide

Nasus Nasus Nasus T4
Tier
T4
Rank
#114
Win Rate
47.89%
Pick Rate
0.37%

Nasus the Curator of the Sands Nasus is a scaling juggernaut who turns time into a win condition. His entire identity revolves around Siphoning Strike—stacking permanent damage on every last-hit until a single Q deletes health bars. In standard modes, he suffers from a weak early game and gets kited endlessly. ARAM: Mayhem fixes both problems. The single-lane format guarantees constant minion waves. You never run out of stacks. The Mayhem pacing means you hit your power spikes faster, and the mode's specific augments give Nasus tools he never gets on Summoner's Rift: gap-close, crowd control reduction, and enough sustain to walk through poke. Play him as a mid-range bully who transitions into a raid boss. You don't chase kills early—you chase stacks. Once the damage ramps up, you force fights on your terms, wither priority targets, and take objectives in seconds. View champion guide

Yorick Yorick Yorick T4
Tier
T4
Rank
#146
Win Rate
47.81%
Pick Rate
0.17%

Yorick – Shepherd of Souls Yorick is a juggernaut who wins by outlasting opponents and overwhelming them with his army of the dead. His core identity revolves around raising ghouls from enemy deaths and using the Maiden of the Mist to siege objectives. In standard modes, he is a split-push specialist who thrives in isolated 1v1s. In ARAM: Mayhem, he transforms into a teamfight menace where the constant stream of deaths fuels his passive endlessly. The signature pattern is simple: hit your E, let your ghouls do the work. Yorick's ghouls deal consistent damage and block skillshots for your team, creating chaos in the narrow ARAM lane. The Maiden adds sustained DPS that forces enemies to either focus her or take massive damage over time. This makes Yorick excellent at grinding down enemy health bars during extended fights. What changes in Mayhem is the pace and frequency of his power spikes. Fights happen constantly, meaning your passive grave generation is always active. You will have ghouls up for nearly every engagement rather than needing to set them up over time. The faster gold income also lets you reach your core tank items earlier, making you a frontline threat that refuses to die while your pets chip away at the enemy team. View champion guide

Read counter details

Countered By

5

Jinx is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

Hecarim Hecarim Hecarim T2
Tier
T2
Rank
#51
Win Rate
51.43%
Pick Rate
0.39%

Hecarim is a fast melee diver who turns movement into threat. He wants to hit from an angle, crash into the backline, and keep fighting while enemies are displaced or forced to run. His basic pattern is simple: build speed, commit hard, sweep through targets, then use the chaos to either finish a carry or pull back before the enemy team can focus him down. In ARAM: Mayhem, Hecarim gets more chances to start fights because the map is narrow and teams group constantly. That also means bad engages get punished fast. Look for moments when an enemy carry steps too far forward, your team can follow, or Snowball gives you a clean entry. If you charge in alone with no backup, Hecarim can disappear before his sustain and disruption matter. Pick Hecarim when your team needs an aggressive frontliner who can force action instead of waiting forever. He is easiest to play when you track enemy crowd control, enter from the side, and keep moving after the first hit. In Mayhem, his best games feel relentless: one good engage breaks the formation, and Hecarim runs the fight down before the enemy team can reset. View champion guide

Read counter details

Jinx Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Amumu

Amumu gives Jinx the cleanest version of what she wants: enemies held together long enough for rockets, Flame Chompers, and long-range follow-up to matter. He also stands in the space Jinx cannot afford to enter herself.

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

Thresh

Thresh gives Jinx two things she badly needs: pick setup and an emergency exit. His hook and flay create punish windows, while lantern gives Jinx a way to survive after overstepping for rockets or a reset chase.

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

Orianna

Orianna turns Jinx’s frontline into a delivery system and gives her a safer fight shape. The ball zones enemies away from Jinx, shields the champion who is standing in front, and punishes clumped targets that try to rush through the lane.

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Lulu

Lulu is one of the best pure enablers for Jinx because she protects against the exact moment Jinx usually dies: the first enemy dive. She adds shields, speed, disruption, and a defensive ultimate that lets Jinx keep attacking instead of instantly retreating.

Maokai Maokai Maokai T2
Tier
T2
Rank
#50
Win Rate
51.87%
Pick Rate
0.71%

Maokai is a durable engage tank and zone-control pick who wins fights by making the enemy walk through bad terrain. He is easy to understand: throw saplings into bushes or choke points, punish anyone who steps too close, then start fights with reliable crowd control when your team is ready to follow. In ARAM: Mayhem, Maokai’s value comes from how messy and fast fights become. The single lane gives him natural choke points, and augments can push him toward harder frontline play, more annoying poke control, or stronger teamfight disruption. He is best when he plays patiently before the fight, controls space first, then commits once an enemy is trapped or separated. If he dives too early without follow-up, he can get burned down; if he waits for the right angle, he turns chaotic brawls into very simple catches. View champion guide

Maokai

Maokai gives Jinx brush control, engage threat, and a front-to-back fight that is easy for her to read. His roots and area control make it harder for enemies to sprint straight at Jinx, and his presence discourages blind Snowball follow-ups.

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

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

Maokai Maokai Maokai T2
Tier
T2
Rank
#50
Win Rate
51.87%
Pick Rate
0.71%

Maokai is a durable engage tank and zone-control pick who wins fights by making the enemy walk through bad terrain. He is easy to understand: throw saplings into bushes or choke points, punish anyone who steps too close, then start fights with reliable crowd control when your team is ready to follow. In ARAM: Mayhem, Maokai’s value comes from how messy and fast fights become. The single lane gives him natural choke points, and augments can push him toward harder frontline play, more annoying poke control, or stronger teamfight disruption. He is best when he plays patiently before the fight, controls space first, then commits once an enemy is trapped or separated. If he dives too early without follow-up, he can get burned down; if he waits for the right angle, he turns chaotic brawls into very simple catches. View champion guide

Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. 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

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. 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: Amumu gives Jinx the cleanest version of what she wants: enemies held together long enough for rockets, Flame Chompers, and long-range follow-up to matter. He also stands in the space Jinx cannot afford to enter herself. Combo: Let Amumu threaten with Snowball or bandage engage first. As soon as he commits and enemies are forced to clump or turn, Jinx places Flame Chompers slightly behind the main target instead of directly under them, cutting off their retreat. She then fires rockets into the grouped fight and looks for the first takedown to start chasing with movement speed. Best scenario: This pairing shines into short-range teams that must walk forward together. If the enemy carries are standing behind one tank, Amumu can pin the front line while Jinx burns through it safely, then switches targets as soon as the first reset opens the fight. Enemy answer: Smart enemies will spread before Amumu can engage, hold disengage for his entry, or bait him into diving beyond Jinx’s rocket range. They may also flank Jinx while everyone watches the mummy. Failure risk and recovery: If Amumu misses or goes too deep, Jinx should not chase to “save” the engage. She should clear the wave, drop Chompers through the nearest approach path, and wait for the next controlled fight. The recovery plan is simple: reset the lane state, force enemies to walk through minions, and only fire aggressively when Amumu is again close enough to punish a dive. 2. Thresh Synergy mechanism: Thresh gives Jinx two things she badly needs: pick setup and an emergency exit. His hook and flay create punish windows, while lantern gives Jinx a way to survive after overstepping for rockets or a reset chase. Combo: Thresh lands hook or forces movement with flay, then Jinx places Flame Chompers along the pulled target’s escape route. If the target is already trapped between Thresh and Jinx, she uses minigun for focused damage; if multiple enemies are trying to peel, rockets are safer. When divers commit onto Jinx, Thresh holds lantern until after the first enemy gap close, not before, so the enemy wastes their entry. Best scenario: This duo is strongest when the enemy has one or two champions who must dive in a straight line. Thresh can interrupt the first engage, Jinx kites backward, and the counter-kill often gives her the reset she needs to turn defense into a full chase. Enemy answer: Enemies can body-block hooks, pressure Thresh so he cannot stand near Jinx, or save displacement for the lantern path. Long-range poke also makes the lane awkward if Jinx and Thresh are both too low to contest space. Failure risk and recovery: The main failure is Jinx treating lantern as permission to play recklessly. If Thresh uses lantern early or misses hook, Jinx should immediately swap to safer rocket spacing, stop walking past her frontline, and use Chompers defensively. Recovery comes from playing around Thresh’s next hook angle rather than forcing raw auto attacks into enemy engage range. 3. Orianna Synergy mechanism: Orianna turns Jinx’s frontline into a delivery system and gives her a safer fight shape. The ball zones enemies away from Jinx, shields the champion who is standing in front, and punishes clumped targets that try to rush through the lane. Combo: Orianna places the ball on an engager or tank, then waits for enemies to step into the same narrow area. When the pull or zoning spell lands, Jinx fires rockets into the group and drops Flame Chompers where displaced enemies are likely to exit. If one target survives low, Jinx can finish with long-range damage while Orianna slows the enemy’s counter-engage. Best scenario: This is excellent into teams that rely on walking together behind one durable champion. Orianna punishes the stack, and Jinx converts the grouped health bars into reset pressure. It also works well when Jinx’s team does not have a hard all-in every fight, because Orianna can hold space until the enemy makes the first move. Enemy answer: The enemy will try to spread around the ball, bait Orianna’s major spell before committing, or attack from multiple angles so Jinx cannot kite in one clean direction. Assassins may ignore the ball and aim directly for Jinx. Failure risk and recovery: If Orianna spends her control too early, Jinx should not keep firing from a fixed spot. She needs to reposition behind the healthiest ally, use rockets only when safe, and save Chompers for the first diver who crosses the frontline. The recovery is to slow the fight down until the ball is back in a threatening position. 4. Lulu Synergy mechanism: Lulu is one of the best pure enablers for Jinx because she protects against the exact moment Jinx usually dies: the first enemy dive. She adds shields, speed, disruption, and a defensive ultimate that lets Jinx keep attacking instead of instantly retreating. Combo: Jinx plays just behind the frontline and pokes with rockets. When an enemy bruiser or assassin commits, Lulu shields or speeds Jinx, disrupts the diver, and Jinx drops Flame Chompers between herself and the threat. If the diver is stopped, Jinx switches to focused fire and looks for the takedown; if the enemy team keeps chasing, Lulu’s extra protection buys enough time for Jinx to kite through the lane. Best scenario: Lulu is best when Jinx is the clear main carry and the enemy team has predictable dive. If the fight starts with enemies spending movement tools on Jinx, Lulu turns that engage into a trap, and one failed dive can give Jinx the first reset she needs. Enemy answer: Enemies can poke Lulu down before the all-in, force her defensive tools onto another teammate, or engage from two sides so Jinx cannot be protected by one set of peel. Hard displacement can also separate Jinx from Lulu before the protection lands. Failure risk and recovery: The risk is becoming too passive. If Lulu and Jinx only back up, the enemy gets free space and eventually finds a better engage. The recovery is to use Lulu’s protection to take short, controlled trades: fire rockets when shielded, step back before the enemy answer, and repeat until someone is low enough for Jinx to finish safely. 5. Maokai Synergy mechanism: Maokai gives Jinx brush control, engage threat, and a front-to-back fight that is easy for her to read. His roots and area control make it harder for enemies to sprint straight at Jinx, and his presence discourages blind Snowball follow-ups. Combo: Maokai checks or controls brush first so Jinx can stand at rocket range without guessing where the engage will come from. When he catches a target, Jinx places Flame Chompers to extend the punish path and fires rockets if other enemies move in to help. If Maokai starts a wider engage, Jinx follows the nearest locked target first instead of walking past the frontline for a backline shot. Best scenario: This pairing is strongest in messy ARAM standoffs where brush decides the fight. Maokai removes a lot of the ambush threat, and Jinx can use the extra vision and zone control to chip safely until a root turns into a kill. Enemy answer: The enemy can clear saplings or refuse brush fights, then force in open lane with poke or long-range engage. They can also wait for Maokai to use his control on the frontline before sending a diver at Jinx. Failure risk and recovery: If Maokai engages from too far away, Jinx may arrive late and lose the damage window. She should not burn movement forward unless the target is already controlled and her team is close enough to follow. If the engage fails, she backs behind Maokai, uses Chompers as a wall, and returns to wave control until another brush or root setup appears.

Best Jinx drafts keep the fight in front of her. One engage tank, one peel tool, and one source of area control usually does more for her than extra damage. If teammates can stop the first diver and hold enemies in rocket range, Jinx becomes the finisher. If they cannot, she has to play slower: clear waves, save Chompers for defense, and wait for the enemy to waste their engage before chasing resets.

Jinx ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight TempoShe often wins by surviving the first engage, getting one takedown, then using her passive momentum to clean up with rockets.She must respect extra burst, mobility, and augment spikes; one bad step can erase the entire plan before she fires enough rockets.Do not play like you are guaranteed a long fight; secure the first takedown to unlock your passive immediately.
Minigun vs RocketsYou can often swap to minigun once the enemy frontline steps too far forward without major risk.Swapping to minigun needs a clear reason, like the diver being controlled, or you give enemies a punish window.Stay on rockets until the enemy's access to you is blocked; shortening your spacing is often fatal.
Trap UsageJinx can toss Flame Chompers under a stunned target for simple chain control follow-up.Better play is placing them between yourself and the diver; drop them too late and they may not save you.Use traps defensively to protect your next step rather than purely for offensive crowd control follow-up.
Ultimate PriorityPlayers often save Super Mega Death Rocket for cross-map snipes on low-health targets.Use it to secure the first takedown when a reset will unlock your passive and let you reposition.A clean reset is better than a missed long-range dream shot; use ultimate to start reset chains.
Teamfight SpacingSpacing is usually about staying behind tanks and outside obvious engage range.Must account for Snowball recasts, augment mobility, and flank-like angles created inside a single-lane map.Stand where the second engage cannot reach you; wait for follow-up tools before walking forward.

Champion Analysis

Role / Current performance

Overview

Jinx the Loose Cannon serves as the primary physical damage carry in Hextech Mayhem, a mode where her unmatched sustained damage and devastating team fight potential make her a dominant force. Her passive ability, Get Excited!, triggers upon scoring a takedown or destroying a tower, granting massive movement speed and attack speed bonuses. In the chaotic environment of Hextech Mayhem, this passive enables her to snowball through consecutive kills with terrifying efficiency, turning a single advantage into a full team wipe. Her Q, Switcheroo!, toggles between two weapons: Pow-Pow for fast attack speed and lower damage, and Fishbones the Rocket Launcher for slower attacks with higher damage and area-of-effect splash. In Hextech Mayhem, Fishbones is typically preferred for its AoE poke, allowing her to harass multiple enemies from a safe distance. Her W, Zap!, is her primary crowd control tool, slowing and revealing enemies, which helps her land follow-up attacks or peel for herself. Her E, Flame Chompers!, places traps that root enemies who walk over them, providing extremely effective zone control in the mode’s narrow corridors. These traps can block pathways, force enemies to walk around, or catch them off guard during engagements. Her ultimate, Super Mega Death Rocket!, is a global-range missile that deals more damage the farther it travels. In Hextech Mayhem’s long straight lanes, this ability’s range advantage is maximized, frequently allowing her to secure kills on low-health enemies from across the map. Jinx’s positioning as a backline damage dealer is crucial; she must stay behind her team while using Fishbones for poke and Flame Chompers to control space. Her strategic value peaks in late-game team fights, where her sustained damage and ability to chain kills through Get Excited! can single-handedly decide the outcome. She is the undisputed queen of late-game team fights in Hextech Mayhem, but she requires careful positioning and awareness to avoid being caught out, as she lacks inherent escape tools beyond the speed from her passive. Her identity revolves around chaos and destruction, and her kit is designed to punish clustered enemies and capitalize on the mode’s chaotic skirmishes. Overall, Jinx offers both consistent poke and monstrous all-in potential, making her a high-priority carry who can turn the tide with a single well-timed ultimate or a chain of passive procs.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Play Jinx the Loose Cannon as a reset carry who enters fights second, not first. Let your team’s tank, bruiser, or Snowball user force the initial engage and soak enemy crowd control. Once that threat is spent, step forward with rockets, secure the first takedown, and use the resulting speed to chase, reposition, or clean up. Start fights by controlling space: fire rockets from range to hit frontline while threatening splash onto clustered carries, and keep moving sideways to avoid trading into poke. Use Zap only when an enemy is already slowed, trapped, or pathing linearly, as a raw Zap is easy to dodge and leaves you vulnerable. Place Flame Chompers where the enemy wants to go—behind a diving bruiser to cut off retreat, or in front of yourself when an assassin commits. Do not Snowball in as your engage; use it to finish a low target after defensive tools are burned, or to reposition defensively. When counter-engaging, hold traps for the second diver if your frontline has the first one controlled. Switch to the slower minigun only when a diver is rooted or stuck in your face and you can stand still without being collapsed on. Kite backward in short steps, firing after each move, and immediately punish any peel your tank provides. For escape, keep one side of the lane open before stepping up, and drop traps preemptively as enemy dashes or Snowballs begin, not after they land. Do not chase a reset into fogged brush unless your team can follow; use the speed to reload position instead. If marked by a Snowball, drift back to make the enemy arrive deeper, then trap between them and your escape. Stand off-center in the lane to avoid area spells and use the minion wave as cover against hooks but not against splash damage. Against clumped enemies under tower, rockets are your main pressure—hit the nearest safe target and let splash threaten the backline. For target priority, always take the first safe kill, even if it is a low frontline champion, because one reset leads to better targets later. Switch focus when defensive cooldowns are wasted, do not tunnel a tank if a softer target enters splash range, and use your ultimate as a finisher on low or locked enemies, not as poke. Coordinate damage for the first kill window if your augment rewards takedowns; if it rewards repeated attacks, start stacking on the safest target before the all-in. Push wave with rockets after enemies lose health or cooldowns, and pull back if your traps are down and your frontline is behind you. Dive only after the first enemy is controlled, never through fresh respawns. When behind, lower ambition—focus on safe wave clear, traps that stop dives, and one defended push that buys time for better angles. Protect your shutdown like an objective; your death usually loses tower or fight setup. The best Jinx games feel controlled before they look explosive, and skipping the setup to sprint forward early turns you into a stationary carry with no escape plan.

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Playstyle Guide

Playstyle / Team structure

Play guide

Jinx the Loose Cannon’s playstyle in Mayhem revolves around earning space early, playing for the first reset in the mid game, and protecting her carry window into the late game. During levels 1 through 6, Jinx must stay behind the first real frontliner, slightly off-center, so a single engage tool or Snowball follow-up does not catch multiple carries. Her poke rhythm uses rockets when enemies are grouped or last-hitting, chipping multiple targets to set up her team’s engage, and she swaps to minigun only after a melee champion has used its gap closer. Aggressive Snowball use is not recommended early unless the target is isolated and low with team follow; instead, Snowball is better used defensively to threaten divers. Early augments should prioritize safe damage uptime—range, attack speed, basic-attack payoff, movement after damage, or defensive spacing—rather than flashy engage options. The push or stall choice depends on team composition: push when your team has stronger poke or a tank to shield the wave, stall when the enemy has long-range hooks or fast dive. When ahead, Jinx takes the nearest safe target and structure pressure without chasing; when behind, she conserves health, farms safely, and forces fights under turret. At levels 7 through 11, Jinx begins to feel like a real carry but must respect angles, standing behind the engage champion when starting fights and behind the peel champion against divers. The trade rhythm becomes poke, wait, then commit—firing rockets into grouped enemies, using her long-range skillshot on slowed or trapped targets, and switching to sustained fire only when a target cannot immediately reach her. Mid-game Snowball is still not a default engage; it is used to follow a confirmed collapse, reposition after a fight breaks open, or threaten a low-health backliner. By this stage, augment choices should reflect whether the game is about front-to-back damage or survival against dive, valuing defensive or mobility augments when facing champions who can appear on top of her. Push hard after winning a fight or forcing enemies low, stall if frontline or support cooldowns are missing. Ahead plan focuses on keeping the enemy pinned under structure without splitting; behind plan turns enemy confidence into a throw by thinning waves and saving the finisher for committed targets. In late levels 12 and beyond, every step matters because one reset chain can decide the map. Jinx positions to hit the nearest target without being the nearest herself, accepting tank hits first when assassins are present. She opens fights with rockets, forces health bars down, and waits for an enemy overstep before committing to sustained fire. Late Snowball is mainly a cleanup, dodge, or reposition tool; holding it can be better than throwing against dive teams. Augment decisions reinforce the existing win condition—stacking tools that keep attacks flowing and reward takedowns in front-to-back fights, or contributing burst from safe range if the team wins by catching a priority target. Push only after losing a key enemy or burning their engage; stall when death timers or tempo would let the opponent end off one bad fight. When ahead late, play boring, hit the closest safe target, and accelerate immediately after the first kill. When behind, avoid miracle flanks; stay with the team, punish overextending divers, and convert one defensive fight into wave control before pushing for structures. Jinx wins Mayhem fights by turning one enemy mistake into a wipe, and the entire plan is to ensure that mistake is never her own.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Jinx the Loose Cannon's strength lies in her devastating cleanup potential once she secures a reset, but that power is conditional on surviving the first dangerous moment of every fight. When ahead, Jinx is not about proving she can hit harder; the goal is to make every enemy engage cost them the fight while keeping her reset threat alive. She must stand far enough forward to hit the wave and front line, but not so far that a single Snowball, hook, or flank angle reaches her before her team can answer. Using a lead means controlling space, not starting coin-flip fights: switching between long-range rockets for safe poke and faster attacks only when the front line holds the threat, staying behind minions and traps against missing engage champions, and never chasing a low-health carry past the front line. Turning one kill into a clean fight requires repositioning sideways first before chasing, finishing kills only when the path is clear, and taking structures or resets instead of diving through exhausts and spawn timers. Augments should prioritize survival, spacing, and consistency over overkill to protect the lead. The ahead-state throw is avoided by never face-checking side brush, not stacking with other carries against area engage, holding defensive tools for the first engage, and not chasing past the next wave when enemy respawns are close. When behind, Jinx is not useless but cannot play like the main character. Her job is to preserve health, catch waves, punish overextensions, and survive long enough for one reset fight. She stabilizes by thinning waves from behind the front line, standing diagonally behind the safest ally, and giving ground rather than forcing desperate all-ins. She looks for enemy mistakes instead of heroic openings: answering when a carry oversteps after missing a key spell, hitting an overextended tank to trigger counter-engage, and committing damage only when a teammate lands crowd control without crossing the enemy threat line. Augments patch the reason she is behind—defensive options against assassins, sustain against poke, consistent front-to-back damage if the team lacks engage, or finishing power if peel is already strong. Unrecoverable fights while behind include defending a doomed tower from melee range, starting fights without a frontline, chasing a low-health enemy through fog or behind the wave, stacking with other carries against area engage, and panic-firing every tool at the first diver. Whether ahead or behind, Jinx’s fight rule stays the same: survive the first dangerous moment, then punish whoever is still in range, with the understanding that one clean reset can change the whole lane only if she is alive when it happens.

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Champion Background

Lore / Identity / Text block

Background copy

Jinx the Loose Cannon’s identity in ARAM: Mayhem revolves entirely around her passive, Get Excited!, which grants a massive tempo spike after a champion takedown or structure destruction. This transforms her from a disciplined backline carry into a fight-ending cleanup monster. The core strategic challenge is surviving the opening engagement with enough health to be present when the first enemy falls; once passive triggers, Jinx gains movement speed and reset pressure that allows her to chain kills with rockets, chase down retreating foes, or kite backward if enemy dive tools remain. The common mistake is sprinting forward after a reset while enemy engage is still available, wasting her main win condition—the second and third kills after the first. Jinx’s Q, Switcheroo, is her central damage tool and requires constant form selection. Rockets are default for lane control, wave clear, and punishing clustered enemies, while minigun is reserved for single-target sustained damage against committed tanks or divers who cannot walk away. The punishment for poor form choice is not a cooldown but leaving a diver alive too long or stepping into engage range with minigun. W, Zap, is her safest pick tool and poke option, best used after teammates apply crowd control or when enemies walk through predictable lane space. Missing W removes her best slow and gives opponents confidence to advance. E, Flame Chompers, functions primarily as self-peel against the constant engage angles in Mayhem; throwing traps randomly for poke often leaves her helpless against divers, Snowball users, or speed-boosted bruisers. Wasting E is often fatal because once traps are gone, enemies can dive with far less risk. R, Super Mega Death Rocket, provides global execute pressure and is most impactful when used to secure kills that activate passive and swing the fight, rather than held for a perfect cross-map snipe. A missed R removes her strongest long-range finisher and the tempo needed to snowball the next kill. Enemies beat Jinx by killing her before the first reset, forcing her to waste range on tanks, saving gap closers until she gets excited, or disengaging immediately after losing one member. Overall, Jinx’s success in Mayhem depends on disciplined positioning before a takedown, deliberate choice between rockets and minigun, conservative use of traps for defense, and opportunistic ultimate use to start the reset chain.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Jinx wins Mayhem fights when she stays alive long enough to turn one takedown into a full reset chase. Most bad Jinx games come from forcing the first kill herself, standing in the wrong place while excited, or wasting defensive tools before the enemy commits. Mechanical mistakes include standing still with rockets on while trading against skillshots or hard engage; the correct habit is to stutter-step between attacks and change angles after every few autos, especially when enemy hooks, stuns, or long-range poke are ready. Using minigun range to hit frontline before the fight is stable steps into engage range and gives divers an opening; rockets should be used when enemies are grouped or threatening engage, switching to minigun only when the target is isolated, controlled, or walking away. Throwing Flame Chompers directly on a fast-moving enemy who has not committed yet lets them walk around or dash past, wasting the best self-peel tool; Chompers should be placed where the enemy wants to go—behind a diving bruiser, in a narrow path, on your own retreat line, or under an ally’s crowd control. Firing Zap as soon as it is available loses a strong slow and scouting tool; cast Zap when the target is last-hitting, funneled by minions, slowed, crowd controlled, or forced to move in a straight line. Using Super Mega Death Rocket at the start of a full-health brawl often fails to secure a takedown and removes the best finisher before resets can begin; hold it for low-health targets, fleeing enemies, or a stacked fight where one confirmed kill triggers the clean-up window. Chasing during Jinx’s excitement buff in a straight line through enemy traps, slows, or remaining crowd control converts a won skirmish into a shutdown; instead, use the movement boost to sidestep first, then chase from a safer angle. Ignoring minion waves when using rockets near low-health enemies wastes splash opportunities and can push yourself into a bad line; use the wave as damage delivery but back away once the wave is gone. Holding Flash or defensive movement until after crowd control lands usually means death; Flash the engage spell, not the damage after it, especially against hooks, knockups, long-range stuns, and divers. Decision mistakes include treating Jinx like the primary engage because Mayhem fights are chaotic, which gets her focused first and loses the cleanup threat; let tanks, poke, or crowd control start the fight. Building or choosing augments only for maximum damage against reliable dive leaves her unable to survive the deciding fight; value survivability, movement, peel synergy, or safer damage uptime when assassins or bruisers are the main threat. Walking up to hit the enemy backline while their frontline is still healthy crosses the protection line and invites collapse; play front-to-back unless a low-health carry is already trapped or crowd controlled. Taking Snowball or aggressive movement in without checking who can punish the landing spot arrives inside the enemy team as an immobile marksman; use aggressive follow-up only when the landing area is already controlled or enemy crowd control is spent. Fighting when your frontline is dead or resetting just because you have range leaves no body blocking; clear waves from maximum safe range and give ground until allies regroup. Ignoring enemy item and augment threats that change how close you can stand leads to incorrect positioning; recheck threats after each shop and augment round, moving your default position farther back if a diver suddenly has better access.

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FAQ

Jinx

FAQ

Is Jinx a safe blind pick in ARAM: Mayhem? Yes, if your team can keep fights in front of her. Pick Jinx when you have at least one champion who can start or stop engages, then play behind that body and convert the first takedown into a reset chain. The tradeoff is that she is much weaker when the enemy has multiple divers and your team has no reliable peel. Should I use rockets or minigun most of the time? Use rockets when enemies are grouped, hiding behind the wave, or you need to hit from safer range. Swap to minigun when a bruiser, tank, or objective-like frontline target is already in your face and you can stand still for a moment. Rockets cost more commitment over time, while minigun asks you to play closer and risks getting caught. How do I survive against assassins and divers? Hold Flame Chompers until the diver actually commits, not when they are just walking forward. Place them on your own retreat path or between you and the diver, then kite sideways instead of running in a straight line. If you throw them early, the enemy can wait them out and punish you while your best self-peel is gone.

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