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Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
Situational itemstop 12
- Total Price
- 3,000
- 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.
46.20%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
44.76%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
47.65%- 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.
46.62%- 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.
42.40%- 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.
50.00%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
51.18%- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
47.28%- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
45.79%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.89%- 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.
48.37%- Total Price
- 3,100
- Price
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
49.66%Starting items
- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
47.04%- Total Price
- 350
- Price
- 350
+10 Attack Damage
50.00%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.00%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
53.60%Core items
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
Situational itemstop 12
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
50.72%- 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.
50.69%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
50.44%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
49.37%- 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.
52.15%- 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.
54.30%- 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.
51.35%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
56.43%- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
45.76%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.87%- 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.
45.28%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
56.74%- Total Price
- 1,200
- Price
- 250
+20 Attack Damage +20% Attack Speed
56.74%- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
51.68%- Total Price
- 1,200
- Price
- 250
+20 Attack Damage +20% Attack Speed
54.23%Core items
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,700
- Price
- 600
+75 Ability Power +25 Ability Haste Hypershot Dealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds. Focus When Hypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
Situational itemstop 12
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
45.95%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
45.26%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
46.85%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
48.36%- Total Price
- 2,700
- Price
- 600
+75 Ability Power +25 Ability Haste Hypershot Dealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds. Focus When Hypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.
45.99%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
44.19%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
47.57%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
40.91%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
45.83%- Total Price
- 2,800
- Price
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
41.45%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
45.35%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.18%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
50.18%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
46.91%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
44.85%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
44.85%Core items
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
Situational itemstop 12
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
50.45%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
48.39%- 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.
48.98%- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
48.52%- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
49.25%- 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.
50.57%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
52.06%- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
48.89%- 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.
48.97%- 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.
47.61%- 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.
49.14%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.70%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
50.06%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.06%- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
48.54%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
47.15%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 54.14% | 6.36% | 1,666 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 53.65% | 7.22% | 1,892 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T1 | 53.62% | 6.49% | 1,699 |
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 | Gold | T1 | 52.78% | 19.47% | 5,099 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 52.03% | 10.43% | 2,731 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 50.29% | 6.69% | 1,752 |
Gain 15% omnivamp . View augment details | Silver | T1 | 50.12% | 6.47% | 1,694 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T1 | 50.02% | 8.14% | 2,133 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 49.96% | 5.17% | 1,353 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T1 | 49.65% | 8.24% | 2,159 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T1 | 49.38% | 6.78% | 1,776 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 48.94% | 5.61% | 1,469 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T1 | 48.56% | 7.04% | 1,845 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 48.50% | 6.25% | 1,637 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T1 | 48.49% | 5.44% | 1,425 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T1 | 48.32% | 8.74% | 2,289 |
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 | Gold | T1 | 47.76% | 7.75% | 2,031 |
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 | Gold | T1 | 47.59% | 11.58% | 3,032 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 47.18% | 6.57% | 1,721 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 47.09% | 9.17% | 2,402 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 46.73% | 5.65% | 1,481 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 46.58% | 5.07% | 1,329 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T1 | 46.51% | 5.15% | 1,348 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T1 | 46.48% | 5.53% | 1,448 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 46.02% | 11.56% | 3,027 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 45.77% | 6.18% | 1,619 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 45.69% | 7.18% | 1,880 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T1 | 44.67% | 6.91% | 1,809 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T1 | 44.12% | 5.04% | 1,319 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 43.95% | 4.95% | 1,297 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T1 | 43.36% | 7.77% | 2,034 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 57.82% | 2.98% | 780 |
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 | Prismatic | T2 | 57.44% | 2.39% | 625 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 56.55% | 2.30% | 603 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 55.07% | 2.34% | 612 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 55.06% | 3.17% | 830 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T2 | 55.05% | 3.47% | 910 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 52.74% | 1.81% | 474 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 52.44% | 2.35% | 616 |
Increases attack damage by 20% . View augment details | Silver | T2 | 52.20% | 2.60% | 682 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T2 | 51.71% | 3.80% | 994 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 50.70% | 3.00% | 787 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 50.06% | 3.41% | 893 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 49.43% | 3.02% | 791 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T2 | 49.19% | 2.58% | 675 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T2 | 49.11% | 3.01% | 788 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 48.95% | 1.82% | 476 |
Grants 60 ability haste . View augment details | Gold | T2 | 48.84% | 1.98% | 518 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T2 | 48.68% | 1.87% | 491 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T2 | 48.32% | 3.86% | 1,012 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T2 | 47.21% | 2.88% | 754 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 47.07% | 2.41% | 631 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T2 | 46.88% | 4.15% | 1,088 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T2 | 46.00% | 2.43% | 637 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 45.23% | 4.36% | 1,143 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T2 | 45.02% | 2.53% | 662 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 44.34% | 2.39% | 627 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T2 | 44.01% | 2.84% | 743 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 43.97% | 3.61% | 946 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T2 | 43.65% | 3.58% | 937 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 42.63% | 2.90% | 760 |
Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely. View augment details | Prismatic | T2 | 42.50% | 2.93% | 767 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 41.14% | 2.07% | 542 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 54.52% | 1.35% | 354 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T3 | 54.43% | 1.51% | 395 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 53.11% | 0.92% | 241 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T3 | 52.71% | 0.99% | 258 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 52.44% | 1.33% | 349 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T3 | 51.93% | 1.38% | 362 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 51.28% | 1.49% | 390 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T3 | 51.00% | 1.33% | 349 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T3 | 49.49% | 1.49% | 390 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T3 | 49.14% | 0.67% | 175 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T3 | 48.26% | 1.10% | 288 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T3 | 48.18% | 1.05% | 274 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T3 | 48.13% | 1.43% | 374 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T3 | 48.04% | 1.17% | 306 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 47.62% | 0.72% | 189 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 47.58% | 1.03% | 269 |
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 | Silver | T3 | 47.42% | 1.63% | 426 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 46.91% | 1.05% | 275 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 46.59% | 0.67% | 176 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T3 | 46.48% | 1.25% | 327 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 45.73% | 0.76% | 199 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 44.36% | 1.05% | 275 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T3 | 44.16% | 1.34% | 351 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 43.82% | 0.96% | 251 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T3 | 43.68% | 1.00% | 261 |
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 | Prismatic | T3 | 43.15% | 0.75% | 197 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T3 | 42.86% | 0.72% | 189 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T3 | 41.88% | 0.73% | 191 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 41.49% | 0.72% | 188 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 40.91% | 1.01% | 264 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 40.46% | 1.50% | 393 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T3 | 40.34% | 1.58% | 414 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T3 | 35.40% | 1.05% | 274 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 58.23% | 0.60% | 158 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 57.29% | 0.37% | 96 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 55.75% | 0.66% | 174 |
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 | Silver | T4 | 53.33% | 0.34% | 90 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T4 | 52.90% | 0.59% | 155 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 51.88% | 0.51% | 133 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T4 | 51.32% | 0.29% | 76 |
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 | Prismatic | T4 | 50.64% | 0.60% | 156 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T4 | 50.57% | 0.33% | 87 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 50.46% | 0.42% | 109 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T4 | 50.00% | 0.43% | 112 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T4 | 49.28% | 0.53% | 138 |
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 | Silver | T4 | 49.28% | 0.53% | 138 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T4 | 48.55% | 0.53% | 138 |
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 | Prismatic | T4 | 48.45% | 0.61% | 161 |
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 | Gold | T4 | 47.83% | 0.61% | 161 |
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 | Prismatic | T4 | 47.06% | 0.32% | 85 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 46.77% | 0.47% | 124 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 46.43% | 0.32% | 84 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T4 | 46.10% | 0.59% | 154 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T4 | 46.05% | 0.29% | 76 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T4 | 45.93% | 0.66% | 172 |
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 | Silver | T4 | 45.83% | 0.27% | 72 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T4 | 45.51% | 0.60% | 156 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 45.12% | 0.31% | 82 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T4 | 44.44% | 0.62% | 162 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T4 | 43.90% | 0.31% | 82 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T4 | 43.56% | 0.39% | 101 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T4 | 43.02% | 0.66% | 172 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T4 | 41.88% | 0.61% | 160 |
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 | Prismatic | T4 | 41.86% | 0.33% | 86 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 41.67% | 0.46% | 120 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T4 | 41.60% | 0.48% | 125 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 41.58% | 0.39% | 101 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T4 | 40.56% | 0.55% | 143 |
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 | Gold | T4 | 40.00% | 0.65% | 170 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T4 | 40.00% | 0.46% | 120 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 39.10% | 0.60% | 156 |
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 | Prismatic | T4 | 38.20% | 0.34% | 89 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T4 | 34.86% | 0.42% | 109 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 32.74% | 0.43% | 113 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T5 | 56.72% | 0.26% | 67 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T5 | 55.22% | 0.26% | 67 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T5 | 50.00% | 0.24% | 64 |
你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间 View augment details | Prismatic | T5 | 48.44% | 0.24% | 64 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T5 | 44.64% | 0.21% | 56 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T5 | 43.08% | 0.25% | 65 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T5 | 42.19% | 0.24% | 64 |
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 | Prismatic | T5 | 41.07% | 0.21% | 56 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T5 | 40.74% | 0.21% | 54 |
Lucian Skill Combos
Extracted from the skill order guide
Q > W > E > R (Specific Augment Triggers)
Lucian Counters
Counters and threats extracted from the matchup guide
Counters
5Lucian counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Lucian is countered by these champions in ARAM: Mayhem.
Read counter detailsLucian ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Damage Role | Lucian operates as a mobile burst marksman relying on short, controlled trades. He plays like an AD caster using Q poke and chipping enemies down. | Poke loses value as enemies heal fast or return quickly. Lucian becomes a sustained damage engine and high-tempo skirmisher dashing almost on cooldown. | Abandon small poke trades; commit to sustained fighting and relentless chasing instead of chipping. |
| Ultimate Usage | The Culling is saved for perfect angles, used to fish for damage or zone enemies off choke points during teamfights. | Waiting for perfect ult angles means fights end before you fire. Use it to force splits or deal heavy damage while augments amplify output. | Fire 'good enough' ultimates immediately rather than hoarding for perfect setups. |
| Snowball Usage | Lucian rarely needs Snowball to engage; he holds it to close gaps after his own dash is unavailable during fights. | Using Snowball as an opener gets punished hard. Enemies have more escapes, so hold it as a follow-up tool after dumping your initial combo. | Never open with Snowball; use it to stick to fleeing enemies after your initial dash combo. |
| Build Flexibility | Builds lean into raw damage and armor penetration, expecting to kill targets before they can react effectively. | AoE and burst inflation make pure squishy builds risky. Defensive items like Guardian Angel or Maw are needed earlier; lifesteal gains value. | Adapt builds to augments and lobby damage; prioritize survival and sustain over pure damage. |
| Teamfight Spacing | Play at the edge of your range looking for safe damage, maintaining distance from enemy threats. | Playing back is unsafe due to gap-closers everywhere, but playing forward means death. Track enemy cooldowns to find windows to step up. | Use dash to bait cooldowns; step up only when key enemy engage tools are down. |
Champion Analysis
Role / Current performance
Lucian the Purifier functions as a high fire-rate ranged ADC in ARAM: Mayhem, distinguished by his exceptional attack speed and flexible mobility. His core identity centers on Lightslinger, his passive ability that fires two shots after each ability use. This mechanic defines his playstyle and serves as his primary damage engine, making frequent ability usage essential during teamfights to maximize fire rate and sustained damage output. His kit provides a well-rounded marksman toolkit adapted to the continuous fighting nature of ARAM. Piercing Light delivers piercing damage to enemies, while Ardent Blaze applies marks and grants movement speed, enhancing his kiting potential. Relentless Pursuit offers crucial mobility with a unique mechanic: the dash provides halved cooldown when used through walls, enabling creative repositioning and ability dodging. The Culling, his ultimate ability, channels sustained holy bullets in a direction, contributing significant area damage during extended teamfights. Strategically, Lucian rewards players who can weave abilities between auto-attacks to trigger his passive as often as possible. His E wall dash mechanic stands out as a key technique, allowing him to escape dangerous situations or reposition aggressively with greater frequency than standard dashes would permit. Proper use of The Culling during teamfights adds another layer of sustained damage to his already rapid output. However, players must manage his fragility and high mana costs carefully, as his lack of built-in sustain leaves him vulnerable to poke and burst. His kit demands precise mechanics to fully capitalize on his damage potential. Lucian's strengths include his high passive fire rate, flexible mobility through Relentless Pursuit, strong sustained damage from The Culling, and impressive single-target burst when played correctly. These attributes make him a formidable presence in ARAM's constant skirmishing environment. His weaknesses balance this power profile: he is fragile, struggles with mana consumption, requires precise mechanical execution to reach his potential, and possesses no natural sustain. These limitations mean positioning and resource management are critical to his success. Lucian the Purifier offers high rewards for mechanically skilled players who can maintain aggressive damage output while surviving long enough to deliver it.
Core Tips
Long-form tips / Play pattern
Lucian the Purifier functions as a bursty skirmisher in ARAM: Mayhem rather than a traditional marksman, relying on constant Q-Piercing Light poke through minions and taking full advantage of the mode's plentiful ability haste to keep his passive Lightslinger double-shot always available. The ideal trade pattern involves Q through a minion to hit a champion, auto-attacking twice, then using E-Relentless Pursuit forward to close the gap with two more autos, followed by W-Ardent Blaze to chase or disengage. Landing the W mark grants movement speed that allows Lucian to stick to targets longer than opponents expect. His ultimate, The Culling, should not be held for perfect moments but instead used to force enemies behind their tower, check bushes, or immediately unload onto crowd-controlled enemies who cannot strafe sideways in the narrow lane without flashing. Positioning near the side brushes forces enemies into difficult choices between dodging Q by moving toward Lucian's team or moving into side walls with no room. Standing in the lane center makes Lucian an easy target for enemy crowd control. Side angles create diagonal Q lines that clip enemies hiding behind their frontline. E cooldown must always be tracked, as dashing aggressively while E is down leaves Lucian vulnerable. He must space just outside enemy engage range, dancing in and out of the danger zone to deal damage. Mark/Dash, or Snowball, serves as Lucian's primary engage tool when his team lacks a hard engage tank and should never be wasted on poke. It should be saved for squishy targets who overextend or enemies who have used key cooldowns. Hitting Snowball on a tank like Ornn or Malphite is a trap that puts Lucian in range of their full combo. If Snowball cannot reach the backline, it should be held to dodge critical skillshots like Morgana or Lux bindings. Lucian's priority is killing the highest damage threat he can safely reach. Tanks should not receive his full rotation unless they are the last ones standing. He excels in 1v1 scenarios against isolated targets, using W for speed, auto-attacking while backpedaling, and E to dodge enemy abilities. Against assassins like Zed or Talon, E must be saved for their engage rather than used to harass. When retreating, Lucian can use fog of war in side brushes to bait enemies, turning to fight with a quick burst combo that can catch chasers off guard. Augments that trigger on ability casts or auto-attacks activate faster on Lucian than almost any other champion due to his passive. The rhythm of Q-auto-auto-W-auto-auto maximizes triggers for sustain and damage. When pushing waves, Lucian should hit both minions and champions with Q. Diving requires a healthy team and Snowball availability, using the dive combo and E-ing out before tower shots connect. When behind, Lucian shifts to a secondary damage dealer role, using E exclusively to reposition away from threats and building defensive or utility items earlier than usual to survive initial burst and clean up low-health enemies.
Read full guidePlaystyle Guide
Playstyle / Team structure
Lucian the Purifier establishes lane dominance immediately in Mayhem, leveraging the constant fighting to weave passive shots between nearly every action. Position near the front of your minion wave while staying just outside enemy skillshot range, threatening trades whenever opponents step up to farm or poke. The trading rhythm relies on E-Q-AA or W-AA patterns, using Piercing Light to poke through minions and hit champions behind them. When landing an Ardent Blaze mark, chase down targets for the bonus movement speed to deliver a full combo. Save Relentless Pursuit to dodge key crowd control or chase low-health targets after they burn their escape, rather than using it purely for damage. Snowball serves as the primary engage tool and should not be thrown randomly. Wait for enemies to miss major abilities before tagging them. Upon landing the mark, dash in with E, unload the combo, and use the Snowball dash to reposition or escape if the fight turns. Against heavy poke, use Snowball to force sidesteps and create space for your team. Push waves hard using Q and passive shots for relic health pickups and lane pressure. When ahead, freeze the wave before your tower to zone enemies off experience or dive with Snowball if your support has crowd control. When behind, focus on last-hitting under tower and use Q on caster minions to keep the wave manageable until reaching level 6 for The Culling's massive burst potential. During mid game, team fights become constant and positioning shifts to mid-range. Lucian operates close enough to dash in and out but far enough to avoid hooks or stuns, seeking angles where Q hits multiple targets. The trading rhythm accelerates with lower cooldowns, enabling extended trades. Kite the enemy frontline backward while firing passive shots, then look for an all-in once they are chunked or their cooldowns are down. Snowball becomes an execution tool or gap-closer for priority targets. Against half-health squishies, Snowball them, dash in with E, and fire the ultimate. Snowball can also dodge incoming burst by marking a minion and dashing to safety. Push with your team to take the first tower, grouping to siege when ahead or stalling under tower for picks when behind. In late game, every death matters. Position safely near your support or tank, melting the closest high-value target while dodging enemy cooldowns. Never dive the backline alone without a guaranteed kill and E available for escape. The poke rhythm shifts to sustained damage, applying pressure with Q and W whenever available. Use R to shred tanks or zone enemies from corridors. Mind E usage carefully, as dashing at the wrong time invites instant collapse. Snowball remains critical for catching enemies out, finishing fleeing targets, or serving as a pseudo-gap-closer to get in range for a full R channel. Push as a unit and avoid getting caught alone. When ahead, siege the inhibitor turret using R to clear waves or harass defenders. When behind, defend the inhibitor and look for counter-engage when enemies dive too deep, aiming to ace the enemy team and close out the match.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Lucian the Purifier hits his power spike early in ARAM: Mayhem, especially when securing strong augments like Relentless Pursuit or damage multipliers on the first roll. When ahead, recognizable by forcing enemies off the wave before the first turret plate falls, Lucian should not sit back and farm. He functions as a dive bomber rather than a scaling siege engine. Use the lead to shove the wave, reset his passive with the turret, and look for Snowball engagements onto squishy targets who step up to clear. With a gold lead, item spikes arrive faster, and a single E-auto-Q-auto combo can delete half a health bar. Force fights constantly, and when enemies lack key cooldowns like hooks or stuns, flash-E onto their backline and melt them before their frontline can react. The goal is creating chaos, killing a priority target, and using the reset to clean up. When holding a 1,000+ gold lead or tier-one augment advantage over enemy carries, shove the wave instantly and zone enemies off their health relics to deny healing and starve them out. This forces them to back with low HP, losing tower plates and map pressure. Augments change how leads are pressed. With Calculated Risk or similar low-HP-high-damage traits, play aggressively near the danger zone without crossing into getting caught, baiting abilities, dodging with E, and returning massive damage. With Lethal Tempo or attack speed augments, stop worrying about weaving abilities perfectly and machine-gun enemies with auto-attacks reset by the passive. Avoid diving too deep for kills that do not matter. Chasing kills under tier-two turrets leads to throwing leads. Dying 1-for-1 while the team is alive loses the lead. Stay with the team, force 5v4s, take objectives, and avoid giving shutdown bounties. When behind, Lucian feels awful due to short range and a dash that puts him in danger. Getting poked out before last-hitting signals being behind. Stop forcing all-ins, which leads to getting kited and dying. Switch from carry to setup mindset. Damage remains relevant if landing full combos, but Lucian cannot start fights. Play off team engage, waiting for tanks or supports to land stuns. Once enemies commit cooldowns, use E to dodge residual damage and unload combos on the nearest locked-down target. Do not tunnel vision on backline; if frontline is in your face, kill the frontline. Chipping down a tank beats dying instantly to peeling supports. When enemies have more completed items or the team is down a tower, hold Snowball strictly for disengage or following teammate engage, not starting fights. Prioritize items to shred whatever is in front. Defensive or utility augments like Phantom Dancer for shields or movement-based options help survive and dodge skill shots. Gunblade or spell-vamp augments provide sustain through poke. Do not double down on pure damage when getting one-shot. Avoid getting caught in side brushes or face-checking center, as long death timers mean one bad pick ends the game. Hug the tower, clear waves with R if needed, and wait for enemy mistakes. Patience is the only way Lucian gets back into a game where he is outranged and out-damaged.
Read full guideChampion Background
Lore / Identity / Text block
Lucian the Purifier is a marksman whose entire playstyle in ARAM: Mayhem revolves around weaving auto-attacks between every ability cast. His passive, Lightslinger, is the primary damage engine, causing his next two basic attacks to become double-shots after using any ability. In a mode where attack speed and ability haste are abundant, this mechanic dictates his rhythm: casting Q or W without immediately right-clicking twice wastes nearly half of his potential damage output. The second shot can be re-targeted by issuing a new attack command, allowing him to last-hit a minion with the first shot and harass a champion with the second. Piercing Light (Q) serves as his primary poke and wave-clear tool, firing a laser through all enemies in a line. With reduced cooldowns in Mayhem, it becomes spammable harass that can simultaneously thin minion waves and chip enemy champions hiding behind them. Ardent Blaze (W) fires a shot that explodes in a cross pattern, marking enemies. Damaging marked targets grants a burst of movement speed, making W essential for kiting the relentless engage attempts common in the mode. The speed boost is often more valuable than the damage, serving as both an engage and disengage tool. Relentless Pursuit (E) is a short dash that removes slows and partially refunds its cooldown if Lucian's passive attacks kill a target. This reset mechanic is central to his playstyle, allowing him to dash constantly when last-hitting properly. However, dashing forward without a plan is a death sentence, as hard crowd control stops him in his tracks and leaves him stranded. The Culling (R) unleashes a torrent of bullets in a direction, becoming a screen-wide threat in Mayhem. He can move and dash while firing, using it to execute low-health enemies, zone chokepoints, or clear waves instantly. Opponents will try to break his rhythm with hard crowd control, burning his passive windows or cancelling his ultimate, so he must wait for key enemy cooldowns before fully committing to a passive chain.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Lucian in ARAM: Mayhem plays faster and hits harder than standard ARAM, but the mode's chaos exposes bad habits quickly. You have the damage to delete squishies and shred tanks, yet one mistimed dash or poor angle turns you into a free kill. The most critical mechanical mistakes center on dash management. Wasting the dash to move forward when no enemies are in range leaves you with zero mobility for the next fight, allowing a reactive enemy to engage on you instantly while you cannot reposition or chase. Save E for dodging key skillshots or repositioning during a trade, and walk forward to close distance unless you are forcing a kill window. Dashing into multiple enemies to finish a low-HP target often results in getting burst down or chained by crowd control before you can output damage, trading 1-for-1 at best. Only dash in if you see the enemy's major cooldowns used and you have backup from your team. The Culling is Lucian's strongest teamfight tool, and canceling it early by right-clicking or casting another ability too fast loses a massive chunk of burst while putting the ability on cooldown without dealing full damage. Let the full channel fire unless you are about to die or the target is completely out of range. Using Q on minions when a champion is in range wastes your most reliable poke and damage tool, allowing the enemy champion to take no pressure and freely trade back. Target the champion directly, or line up Q so it hits the minion first and extends into them. Ignoring passive procs after abilities loses a huge portion of your damage output and causes you to run out of mana faster from spamming abilities without the free auto damage. Always fire two auto-attacks after every E, Q, or W. Decision mistakes often prove just as costly. Running straight at the enemy team in a narrow choke causes you to eat every skillshot, and Mayhem has more projectiles and area effects than normal ARAM. Use the side edges of the bridge when possible and engage from an angle where you can dodge laterally. Focusing the enemy tank while their backline is free wastes time and cooldowns on a target you cannot burst while their carries freely damage your team. Target the nearest squishy or high-damage threat, and if the tank blocks you, kite sideways and look for an angle on the backline. Using Snowball to engage without a follow-up plan leaves you deep in enemy territory with no escape after landing one auto. Only go in if your team is ready to follow or if the target is isolated and low. Overstaying in the front line after a kill gets you caught by respawn timers, as the enemy returns fresh while you are low. After a successful pick, shove the wave if safe, then back to reset your health and mana. Building pure damage with no survivability against heavy dive or burst results in getting one-shot before you can output your damage. Adapt your build with defensive items if the enemy has heavy magic burst or physical dive. Fighting without checking for major enemy cooldowns leads to getting hit by a game-changing ultimate or crowd control chain. Track key abilities and engage only after you see them used or when the enemy is out of position. Lucian rewards clean mechanics and smart positioning, and Mayhem amplifies both his strengths and his weaknesses.
Read full guideFAQ
Lucian
Is Lucian strong in ARAM: Mayhem? He is a top-tier carry because Mayhem's accelerated gold and experience let him hit his item spikes much earlier than normal. The mode's constant fighting means his passive double-shot is almost always active, giving him sustained damage that few marksmen can match. He excels when you play aggressive and use your mobility to weave in and out of fights. What is the best starting item for Lucian? Start with a Long Sword and health potions to maximize your early all-in potential. Lucian has a very strong level one if you land Piercing Light and auto-attack twice immediately after. You want to force early trades because your passive gives you more auto-attacks than your opponent expects. Which augment should I pick first? Prioritize augments that enhance your basic attacks or ability haste, such as ones that add on-hit effects or reduce cooldowns. Since Lucian resets his auto-attack timer after every ability, any augment that modifies basic attacks effectively doubles in value. Avoid augments that only boost ability power or crowd control duration, as they do not synergize with his kit.
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