ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #52

Zed ARAM Mayhem Build & Best Augments

Zed role and playstyle: baseline role is AD mid-lane style, with a core identity built around burst damage. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include long-range poke, slow control, dash mobility. 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: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. 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.

Zed Zed the Master of Shadows Mage / Assassin
TierT3
Rank#52
Win Rate50.26%
Pick Rate0.75%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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 Rate47.85%
Pick Rate13.30%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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 Rate50.41%
Pick Rate5.49%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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.

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

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

Win Rate49.13%
Pick Rate4.74%

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.

48.38%
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.

47.65%
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.

49.10%
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.

46.36%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

47.55%
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.

48.53%
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.

49.40%
Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

50.11%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.20%
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 %.

46.92%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
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.

50.70%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

49.55%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

47.23%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.23%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

48.58%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

48.58%
The Brutalizer The Brutalizer The Brutalizer
Total Price
1,337
Price
212

+25 Attack Damage +10 Ability Haste 5 Lethality

46.57%

Core items

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

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

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.

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

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

Win Rate38.91%
Pick Rate30.02%
#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.

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.

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.

Win Rate42.63%
Pick Rate8.91%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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.

Win Rate33.03%
Pick Rate5.11%

Situational itemstop 12

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

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

41.09%
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.

41.30%
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.

38.92%
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.

42.12%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

41.86%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

45.80%
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.

35.95%
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.

47.84%
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.

42.29%
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.

38.18%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

37.50%
Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

43.38%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

39.72%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

39.72%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

46.75%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

46.75%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

43.20%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

43.20%

Core items

#1
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

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.

Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

Win Rate43.88%
Pick Rate6.40%
#2
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

Win Rate44.68%
Pick Rate5.18%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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.

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate49.06%
Pick Rate4.47%

Situational itemstop 12

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.

48.11%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

48.03%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

48.04%
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.

44.99%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
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.

48.87%
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.

49.87%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.26%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

49.24%
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.

49.75%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

57.65%
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 %.

42.75%
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.

54.55%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.34%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.34%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

46.29%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

46.29%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.93%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

50.93%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
56.40%
Pick Rate
7.98%
Games
1,805

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

View augment details
GoldT156.40%7.98%1,805
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.90%
Pick Rate
9.36%
Games
2,118

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
PrismaticT155.90%9.36%2,118
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.99%
Pick Rate
6.81%
Games
1,542

Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown).

View augment details
PrismaticT154.99%6.81%1,542
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.59%
Pick Rate
6.84%
Games
1,548

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
PrismaticT154.59%6.84%1,548
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.27%
Pick Rate
7.35%
Games
1,664

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
GoldT154.27%7.35%1,664
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
54.24%
Pick Rate
5.68%
Games
1,285

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
SilverT154.24%5.68%1,285
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
53.51%
Pick Rate
13.36%
Games
3,024

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

View augment details
GoldT153.51%13.36%3,024
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
53.42%
Pick Rate
23.58%
Games
5,337

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
GoldT153.42%23.58%5,337
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
53.19%
Pick Rate
6.24%
Games
1,412

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
SilverT153.19%6.24%1,412
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.09%
Pick Rate
7.87%
Games
1,780

Gain 15% omnivamp .

View augment details
SilverT153.09%7.87%1,780
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.00%
Pick Rate
11.18%
Games
2,531

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
PrismaticT152.00%11.18%2,531
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.47%
Pick Rate
13.69%
Games
3,099

Grants 18% armor penetration and magic penetration .

View augment details
GoldT151.47%13.69%3,099
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
50.88%
Pick Rate
5.52%
Games
1,248

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT150.88%5.52%1,248
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.60%
Pick Rate
13.54%
Games
3,065

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
GoldT150.60%13.54%3,065
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
50.58%
Pick Rate
7.23%
Games
1,637

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

View augment details
SilverT150.58%7.23%1,637
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
50.49%
Pick Rate
10.34%
Games
2,339

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

View augment details
SilverT150.49%10.34%2,339
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.41%
Pick Rate
7.04%
Games
1,593

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT150.41%7.04%1,593
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
50.20%
Pick Rate
12.99%
Games
2,940

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
SilverT150.20%12.99%2,940
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
49.96%
Pick Rate
16.43%
Games
3,717

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
GoldT149.96%16.43%3,717
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
49.61%
Pick Rate
23.33%
Games
5,279

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

View augment details
GoldT149.61%23.33%5,279
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
48.81%
Pick Rate
5.57%
Games
1,260

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.

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SilverT148.81%5.57%1,260
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
46.82%
Pick Rate
5.28%
Games
1,194

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
GoldT146.82%5.28%1,194
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
59.97%
Pick Rate
3.30%
Games
747

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
GoldT259.97%3.30%747
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
58.91%
Pick Rate
3.97%
Games
898

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

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GoldT258.91%3.97%898
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
58.90%
Pick Rate
3.20%
Games
725

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT258.90%3.20%725
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
58.35%
Pick Rate
2.83%
Games
641

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
SilverT258.35%2.83%641
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
57.72%
Pick Rate
3.18%
Games
719

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
GoldT257.72%3.18%719
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
57.36%
Pick Rate
4.38%
Games
992

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

View augment details
SilverT257.36%4.38%992
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
56.55%
Pick Rate
2.33%
Games
527

Gain 2 Stat Anvils .

View augment details
SilverT256.55%2.33%527
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.81%
Pick Rate
2.66%
Games
602

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

View augment details
PrismaticT255.81%2.66%602
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.61%
Pick Rate
1.89%
Games
428

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.

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PrismaticT255.61%1.89%428
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.52%
Pick Rate
2.84%
Games
643

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.

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PrismaticT255.52%2.84%643
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.45%
Pick Rate
1.94%
Games
440

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

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PrismaticT255.45%1.94%440
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.60%
Pick Rate
2.11%
Games
478

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

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PrismaticT254.60%2.11%478
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.48%
Pick Rate
2.61%
Games
591

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

View augment details
PrismaticT254.48%2.61%591
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
53.88%
Pick Rate
2.28%
Games
516

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
GoldT253.88%2.28%516
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.77%
Pick Rate
2.34%
Games
530

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.

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PrismaticT253.77%2.34%530
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
53.73%
Pick Rate
2.90%
Games
657

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
SilverT253.73%2.90%657
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
53.29%
Pick Rate
2.15%
Games
486

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.

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GoldT253.29%2.15%486
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
53.10%
Pick Rate
2.28%
Games
516

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 .

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GoldT253.10%2.28%516
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
52.47%
Pick Rate
1.97%
Games
446

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.

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GoldT252.47%1.97%446
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
52.35%
Pick Rate
1.88%
Games
426

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.]

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SilverT252.35%1.88%426
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
52.01%
Pick Rate
2.42%
Games
548

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

View augment details
GoldT252.01%2.42%548
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.99%
Pick Rate
2.45%
Games
554

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
GoldT251.99%2.45%554
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
51.75%
Pick Rate
2.02%
Games
458

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.

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GoldT251.75%2.02%458
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
51.52%
Pick Rate
1.90%
Games
429

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).

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SilverT251.52%1.90%429
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
51.04%
Pick Rate
4.03%
Games
913

Increases attack damage by 20% .

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SilverT251.04%4.03%913
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
50.98%
Pick Rate
1.80%
Games
408

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

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SilverT250.98%1.80%408
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
50.98%
Pick Rate
3.40%
Games
769

Gain 1750 upon acquiring this augment.

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GoldT250.98%3.40%769
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
50.66%
Pick Rate
3.71%
Games
839

Grants 60 ability haste .

View augment details
GoldT250.66%3.71%839
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.51%
Pick Rate
3.46%
Games
782

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.

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PrismaticT250.51%3.46%782
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
49.42%
Pick Rate
3.05%
Games
690

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

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GoldT249.42%3.05%690
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
49.21%
Pick Rate
2.52%
Games
571

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

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GoldT249.21%2.52%571
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
49.18%
Pick Rate
2.43%
Games
551

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.

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GoldT249.18%2.43%551
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
48.97%
Pick Rate
2.78%
Games
629

Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown).

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SilverT248.97%2.78%629
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.82%
Pick Rate
2.44%
Games
553

Grants 50% critical strike chance .

View augment details
GoldT248.82%2.44%553
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
48.04%
Pick Rate
2.59%
Games
587

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

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GoldT248.04%2.59%587
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
48.04%
Pick Rate
2.47%
Games
560

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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SilverT248.04%2.47%560
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.72%
Pick Rate
2.43%
Games
549

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.

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PrismaticT247.72%2.43%549
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
47.09%
Pick Rate
2.21%
Games
499

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

View augment details
SilverT247.09%2.21%499
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.85%
Pick Rate
2.31%
Games
523

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.

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PrismaticT246.85%2.31%523
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.36%
Pick Rate
2.13%
Games
481

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

View augment details
PrismaticT246.36%2.13%481
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
45.87%
Pick Rate
2.68%
Games
606

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

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GoldT245.87%2.68%606
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
44.40%
Pick Rate
2.25%
Games
509

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).

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GoldT244.40%2.25%509
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.76%
Pick Rate
1.48%
Games
336

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
PrismaticT354.76%1.48%336
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.40%
Pick Rate
0.91%
Games
206

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.

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PrismaticT353.40%0.91%206
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.85%
Pick Rate
1.47%
Games
333

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

View augment details
PrismaticT352.85%1.47%333
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
51.83%
Pick Rate
0.84%
Games
191

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
GoldT351.83%0.84%191
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.17%
Pick Rate
1.70%
Games
385

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

View augment details
PrismaticT351.17%1.70%385
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.15%
Pick Rate
0.77%
Games
174

Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion).

View augment details
PrismaticT351.15%0.77%174
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
50.86%
Pick Rate
1.29%
Games
291

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
GoldT350.86%1.29%291
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.56%
Pick Rate
0.79%
Games
178

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.

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PrismaticT350.56%0.79%178
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.38%
Pick Rate
1.15%
Games
260

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
PrismaticT350.38%1.15%260
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
50.18%
Pick Rate
1.24%
Games
281

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
SilverT350.18%1.24%281
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
49.74%
Pick Rate
0.84%
Games
191

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

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SilverT349.74%0.84%191
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
49.59%
Pick Rate
1.09%
Games
246

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
GoldT349.59%1.09%246
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
48.94%
Pick Rate
1.45%
Games
329

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

View augment details
GoldT348.94%1.45%329
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
48.66%
Pick Rate
1.15%
Games
261

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

View augment details
GoldT348.66%1.15%261
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
48.60%
Pick Rate
0.79%
Games
179

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT348.60%0.79%179
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
48.47%
Pick Rate
1.30%
Games
295

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
SilverT348.47%1.30%295
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
48.45%
Pick Rate
1.29%
Games
291

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

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GoldT348.45%1.29%291
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.98%
Pick Rate
0.76%
Games
173

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
PrismaticT347.98%0.76%173
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.81%
Pick Rate
1.21%
Games
274

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.

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PrismaticT347.81%1.21%274
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
46.70%
Pick Rate
0.87%
Games
197

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

View augment details
SilverT346.70%0.87%197
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
46.07%
Pick Rate
1.24%
Games
280

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT346.07%1.24%280
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.51%
Pick Rate
1.43%
Games
323

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT345.51%1.43%323
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
44.94%
Pick Rate
0.79%
Games
178

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT344.94%0.79%178
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
44.84%
Pick Rate
1.37%
Games
310

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
PrismaticT344.84%1.37%310
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
42.86%
Pick Rate
1.39%
Games
315

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

View augment details
GoldT342.86%1.39%315
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
42.05%
Pick Rate
0.86%
Games
195

Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown).

View augment details
GoldT342.05%0.86%195
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
41.23%
Pick Rate
0.93%
Games
211

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT341.23%0.93%211
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
63.53%
Pick Rate
0.38%
Games
85

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

View augment details
SilverT463.53%0.38%85
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
62.00%
Pick Rate
0.44%
Games
100

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
PrismaticT462.00%0.44%100
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.40%
Pick Rate
0.55%
Games
125

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
PrismaticT458.40%0.55%125
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.95%
Pick Rate
0.37%
Games
84

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
PrismaticT455.95%0.37%84
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.63%
Pick Rate
0.63%
Games
142

Grants 3 random Dragon Souls .

View augment details
PrismaticT455.63%0.63%142
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
54.55%
Pick Rate
0.53%
Games
121

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

View augment details
GoldT454.55%0.53%121
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
54.19%
Pick Rate
0.68%
Games
155

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
GoldT454.19%0.68%155
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
52.25%
Pick Rate
0.49%
Games
111

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
SilverT452.25%0.49%111
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.33%
Pick Rate
0.66%
Games
150

Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates.

View augment details
PrismaticT451.33%0.66%150
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.23%
Pick Rate
0.72%
Games
162

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
GoldT451.23%0.72%162
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.67%
Pick Rate
0.33%
Games
75

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
PrismaticT450.67%0.33%75
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.43%
Pick Rate
0.52%
Games
117

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
GoldT450.43%0.52%117
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
0.50%
Games
114

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT450.00%0.50%114
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
0.44%
Games
100

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
GoldT450.00%0.44%100
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
0.37%
Games
84

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
GoldT450.00%0.37%84
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.27%
Games
60

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
PrismaticT450.00%0.27%60
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
49.32%
Pick Rate
0.32%
Games
73

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

View augment details
SilverT449.32%0.32%73
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
49.30%
Pick Rate
0.31%
Games
71

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
SilverT449.30%0.31%71
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
47.56%
Pick Rate
0.36%
Games
82

Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage.

View augment details
SilverT447.56%0.36%82
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.30%
Pick Rate
0.33%
Games
74

Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed.

View augment details
PrismaticT447.30%0.33%74
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.59%
Pick Rate
0.39%
Games
88

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
PrismaticT446.59%0.39%88
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
46.32%
Pick Rate
0.42%
Games
95

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
SilverT446.32%0.42%95
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
45.57%
Pick Rate
0.70%
Games
158

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

View augment details
SilverT445.57%0.70%158
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
45.12%
Pick Rate
0.36%
Games
82

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
GoldT445.12%0.36%82
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
44.07%
Pick Rate
0.26%
Games
59

Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death).

View augment details
SilverT444.07%0.26%59
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
44.05%
Pick Rate
0.37%
Games
84

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

View augment details
SilverT444.05%0.37%84
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
43.82%
Pick Rate
0.39%
Games
89

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

View augment details
GoldT443.82%0.39%89
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.86%
Pick Rate
0.74%
Games
168

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
PrismaticT442.86%0.74%168
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
42.42%
Pick Rate
0.44%
Games
99

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
GoldT442.42%0.44%99
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
40.98%
Pick Rate
0.27%
Games
61

Grants 60% bonus attack speed .

View augment details
SilverT440.98%0.27%61
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
36.76%
Pick Rate
0.30%
Games
68

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
PrismaticT436.76%0.30%68
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
36.51%
Pick Rate
0.28%
Games
63

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
PrismaticT436.51%0.28%63
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
34.57%
Pick Rate
0.36%
Games
81

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
GoldT434.57%0.36%81
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.27%
Pick Rate
0.24%
Games
55

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

View augment details
PrismaticT547.27%0.24%55

Zed Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Max priority: R > Q > E > W.

RQEW

Take Q first, add E early for close-range trades and wave contact, then take W so your poke pattern actually has a shadow angle.

Zed Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Zed counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

Read counter details

Countered By

5

Zed is countered by these champions in ARAM: Mayhem.

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

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

Malzahar Malzahar Malzahar T1
Tier
T1
Rank
#17
Win Rate
53.30%
Pick Rate
0.91%

Malzahar is a control mage who wins fights by making one target miserable. He pushes waves with Void pressure, spreads damage over time, and punishes divers with reliable lockdown when they step too far forward. His pattern is simple: mark a target, let the Void do the work, then hold suppression for the enemy carry, assassin, or overconfident frontliner who gives your team a clean focus window.In ARAM: Mayhem, Malzahar is less about slow lane control and more about surviving the chaos long enough to choose the right victim. Fights start faster, engage angles are messier, and enemies have more ways to force contact, so your spell shield, spacing, and ultimate timing matter a lot. Play behind your frontline, keep waves and summons moving, and do not waste your lockdown on the first body you see unless killing that target actually wins the fight. View champion guide

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

Kayle Kayle Kayle T1
Tier
T1
Rank
#9
Win Rate
54.59%
Pick Rate
0.66%

Kayle is a scaling ranged carry who starts fragile and becomes a serious late-fight threat once she has time, levels, and items. Her pattern is simple: play safely early, take clean trades when enemies waste engage tools, then turn fights with sustained damage and her protective ultimate. She is not a front liner, so good positioning matters more than flashy mechanics. In ARAM: Mayhem, Kayle’s ceiling is high but the early game is less forgiving. Constant teamfights mean she cannot quietly farm forever, and aggressive teams will try to punish her before she comes online. Use teammates, minion waves, and Snowball pressure as shields until you reach your stronger form. Once the game opens up, Kayle rewards patient spacing: hit whoever steps too close, save your ultimate for the ally or self-cast that actually wins the fight, and let extended brawls turn into your damage window. View champion guide

Read counter details

Zed Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Leona Leona Leona T2
Tier
T2
Rank
#37
Win Rate
51.64%
Pick Rate
0.65%

Leona is a hard-engage tank who starts fights, locks one target in place, and gives her team a clear signal to go in. Her basic pattern is simple: find an angle, land the engage, chain her stun and ultimate, then stand in front while allies finish the target. In ARAM: Mayhem, Leona’s job gets even more direct. Fights happen often, damage comes fast, and augments can make both teams much harder to predict. She shines when your team can follow her first move, but she is punished if she dives too early or picks a target her allies cannot reach. Play her like a trigger, not a solo carry: wait for a real opening, force the fight, then keep the enemy backline or diver under control. 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

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

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

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

Hard engage tanks: Malphite, Amumu, Leona, Nautilus

These champions start fights in a way Zed loves: the enemy backline has to react before Zed shows his full hand. When a tank locks down multiple targets or forces a carry to stand still, Zed gets a safer window to place shadows, land his burst, and choose whether to finish or snap back.

Viego Viego Viego T3
Tier
T3
Rank
#100
Win Rate
50.00%
Pick Rate
0.40%

Viego is a reset-driven melee skirmisher who looks for one cracked target and turns that takedown into a full fight takeover. He is not a simple frontliner; he wants to enter after someone is already low, claim a possession, use the stolen body for tempo, then return to his own kit to keep chasing.In ARAM: Mayhem, Viego gets more chances to snowball because fights happen constantly and damaged enemies are often within reach. The tradeoff is that he is punished hard if he dives first into crowd control or grabs a bad possession with no exit. Play him like a cleanup carry: wait for cooldowns, follow engage, secure the first reset, then decide quickly whether the stolen champion helps you continue or whether you should reposition before the next burst hits. View champion guide

Pyke Pyke Pyke T3
Tier
T3
Rank
#122
Win Rate
48.56%
Pick Rate
0.71%

Pyke the Bloodharbor Ripper Pyke is a support assassin designed to execute low-health targets and share the gold with his teammates. He plays as a lane bully who fishes for picks with Bone Skewer (Q) and sets up kills with Ghostwater Dive (W). His entire identity revolves around his ultimate, Death from Below (R), which executes enemies and grants bonus gold to the last ally to assist. In ARAM: Mayhem, he is a relentless kill-stealer who turns every skirmish into a gold fountain for his team. Mayhem accelerates his already aggressive playstyle. The mode's increased gold generation and constant fighting mean Pyke hits his power spikes faster and finds more execute opportunities. He thrives in the chaos, slipping in and out of combat with his camouflage and mobility. The single-lane format forces enemies to cluster, making his Phantom Undertow (E) stun easier to land on multiple targets. He is not a traditional healer or shielder; he keeps his allies alive by killing the enemy first and sharing the wealth. View champion guide

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

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

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

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

Reset and cleanup divers: Pyke, Viego, Kha'Zix, Katarina

Zed is excellent at putting one enemy into lethal range. Reset champions turn that single pick into a full fight win. They also punish enemies who clump to protect the marked target, because the first death creates chaos and opens the next one.

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

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

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

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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Jayce Jayce Jayce T5
Tier
T5
Rank
#143
Win Rate
46.60%
Pick Rate
0.79%

Jayce the Defender of Tomorrow Jayce is a ranged AD caster who dominates lanes through poke, disengage, and burst. He swaps between a ranged Mercury Cannon for harassment and a melee Mercury Hammer for all-ins. In ARAM: Mayhem, his already strong poke becomes oppressive, and his disengage tools shine against constant engage attempts. He plays as a mid-range bully. You sit on the edge of fights, chunking targets with Shock Blast through Acceleration Gates, then swapping to hammer form to execute or peel. The play pattern is simple: poke until they're low, then dive. If they dive you, knock them back and reposition. Mayhem's faster pacing and increased resource generation let him spam abilities more freely. Gate cooldowns come up faster, letting him maintain speed buffs and damage amplification nearly permanently. His burst window is shorter, and his disengage is more reliable when fights start instantly and often. He fits best in poke or siege comps. He struggles against hard engage if he misses his knockback or gets burst down before swapping forms. Positioning matters more than mechanics—stay at max range, use Gate to zone or speed up allies, and only go melee when you have a clean kill or need to peel. View champion guide

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

Long-range poke and siege: Jayce, Varus, Xerath, Lux, Ziggs

Poke champions lower the health bar before Zed has to risk his body. That changes his job from “one-shot through every defensive layer” to “finish the target after they have already been softened.” They also force enemies to dodge in predictable lines, which gives Zed better shadow angles.

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Milio Milio Milio T2
Tier
T2
Rank
#64
Win Rate
51.34%
Pick Rate
0.40%

Milio is a backline enchanter who wins fights by keeping carries safe, extending their threat range, and turning messy trades into survivable ones. His signature pattern is simple: stay behind the damage dealers, shield or heal before the burst lands, then use his defensive tools to let allies keep hitting instead of backing away. In ARAM: Mayhem, Milio is less about quiet lane support and more about fast reaction in constant brawls. Augments and nonstop teamfights make good positioning matter even more: if he is caught first, the fight can collapse, but if he survives the opening engage, his team gets much harder to finish off. Pick him when your side has strong carries that want time, space, and a second chance in every fight. View champion guide

Karma Karma Karma T4
Tier
T4
Rank
#120
Win Rate
47.92%
Pick Rate
0.70%

Karma the Enlightened One Karma is an offensive support mage who defines games through poke, disengage, and burst shielding. She sits in the backline, charging her Mantra to decide when a fight turns. Her identity is simple: land Qs, empower the right ability, and keep her team healthy while chipping away at the enemy. In ARAM: Mayhem, she becomes a relentless spam engine. The mode's accelerated gold and experience let her hit her cooldown reduction cap quickly, turning her from a tempo mage into a constant pressure source. She does not one-shot tanks, but she makes sieging impossible for the enemy and surviving easy for her team. Core Identity and Role She functions primarily as a poke and disengage support. Unlike pure enchanters who heal, Karma prevents damage with shields and speed bursts. Unlike burst mages, she relies on sustained damage and crowd control over time rather than a single rotation. She fits best on compositions that want to kite backward or siege towers without diving. Her signature pattern is the Mantra Q. She activates her ultimate, fires an empowered Inner Flame, and creates a wide explosion that slows and deals heavy area damage. This creates a zone the enemy cannot walk through. If they force the issue, she uses Mantra E to shield her whole team and grant a massive movement speed burst, repositioning everyone instantly. What Changes in Mayhem Mayhem speeds up her entire game plan. In standard ARAM, Karma often struggles with mana early or feels weak if she falls behind on gold. Here, she reaches her power spikes faster and stays relevant longer. The increased ability haste available in the mode means her Mantra cooldown drops rapidly, letting her empower abilities in almost every skirmish. Constant Mantra access: She empowers abilities much more often, making her burst shielding or poke available for every engagement. Enhanced disengage: The mode favors aggressive engages, but her Mantra E shuts down dives harder when she has the haste to cast it repeatedly. Sustained poke pressure: She forces enemies off objectives or towers faster because she never runs out of resources to throw. She excels at keeping her team at full health while forcing the enemy to recall. Her weakness remains her lack of hard crowd control and low durability if caught. If the enemy has unstopabble engages or long-range burst, she has to play further back and rely on her empowered shields to recover. In Mayhem, her ability to dictate pacing makes her a consistent and reliable pick for players who prefer positioning over mechanical execution. 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

Protective enchanters and anti-dive supports: Lulu, Karma, Janna, Milio

Zed does not need a babysitter to start damage, but he benefits a lot from protection after the commit. Shields, speed, disengage, and anti-burst tools let him survive the punish window when he appears near his target or returns to a shadow with enemies waiting.

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. 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

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Azir Azir Azir T4
Tier
T4
Rank
#144
Win Rate
47.58%
Pick Rate
0.41%

Azir is a control mage who turns the battlefield into his personal kingdom. He fights from behind a wall of sand soldiers, zoning enemies with sustained damage and territorial control rather than burst. His identity revolves around positioning: he wants enemies to fight where he decides. In ARAM: Mayhem, Azir thrives because the single-lane format forces constant fights. He can set up his soldier zones once and force the enemy team to either engage through them or concede ground. The mode's accelerated pace and frequent gold income let him reach his late-game power spike faster than on Summoner's Rift, where he often struggles through a weak early game. His signature pattern is simple: place soldiers, auto-attack from behind them, and shuffle enemies with his ultimate when they overextend. In Mayhem, the faster ability rotations and enhanced resources mean he keeps soldiers up more consistently and pokes harder. He becomes a sustained damage turret that's hard to approach without eating constant sand-spear shots. View champion guide

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. View champion guide

Zone control mages: Orianna, Viktor, Anivia, Azir, Veigar

Zone mages make the enemy choose between bad positions. If they spread out, Zed finds an isolated carry. If they clump, the mage controls the choke and punishes the group. This gives Zed cleaner target selection and reduces the chance that five players instantly collapse on him.

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. 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

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

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

Milio Milio Milio T2
Tier
T2
Rank
#64
Win Rate
51.34%
Pick Rate
0.40%

Milio is a backline enchanter who wins fights by keeping carries safe, extending their threat range, and turning messy trades into survivable ones. His signature pattern is simple: stay behind the damage dealers, shield or heal before the burst lands, then use his defensive tools to let allies keep hitting instead of backing away. In ARAM: Mayhem, Milio is less about quiet lane support and more about fast reaction in constant brawls. Augments and nonstop teamfights make good positioning matter even more: if he is caught first, the fight can collapse, but if he survives the opening engage, his team gets much harder to finish off. Pick him when your side has strong carries that want time, space, and a second chance in every fight. View champion guide

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

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

Synergy mechanism: These champions start fights in a way Zed loves: the enemy backline has to react before Zed shows his full hand. When a tank locks down multiple targets or forces a carry to stand still, Zed gets a safer window to place shadows, land his burst, and choose whether to finish or snap back. Combo: Let the tank walk up first and threaten the engage. Once the enemy carry uses movement, cleanse-style tools, or a major peel spell, Zed follows with his mark and shadow damage. If the tank hits more than one target, Zed should usually pick the squishiest target that cannot be protected immediately, not the closest target. Best scenario: This is strongest when your team can fight front-to-back for a few seconds before Zed commits. The tank absorbs the first wave of spells, the enemy support panics, and Zed enters after the key answer is already spent. In narrow ARAM fights, one good engage can also trap the enemy team near Zed’s shadow angles. Enemy answer: The enemy will try to hold peel for Zed instead of using it on the tank. Good supports will wait for his re-entry, shield the marked target, or turn on Zed when he appears. Failure risk and recovery: If Zed dives at the same time as a missed engage, he becomes the only real target and dies before his damage matters. Recover by playing one fight slower: throw safe poke, let the tank bait cooldowns again, and only commit when the enemy backline has already moved or split. 2. Reset and cleanup divers: Pyke, Viego, Kha'Zix, Katarina Synergy mechanism: Zed is excellent at putting one enemy into lethal range. Reset champions turn that single pick into a full fight win. They also punish enemies who clump to protect the marked target, because the first death creates chaos and opens the next one. Combo: Zed should usually mark the priority carry or the lowest-mobility damage dealer. The reset teammate hovers just outside the first burst window, then enters when the target is forced low or when the support uses their save. If the target survives with a defensive tool, the reset champion can swap to the exposed support or secondary carry while Zed exits. Best scenario: This pairing shines when the enemy has one clear carry and several fragile champions around them. Zed forces that carry to retreat, Pyke or Viego threatens the execute or possession angle, and the enemy team loses formation. Even if Zed does not get the kill, the reset champion often gets the first body. Enemy answer: The enemy should group tightly behind peel, deny low-health chase angles, and avoid giving staggered deaths. They can also bait Zed’s mark on a target with stasis, shield stacking, or heavy damage reduction, then punish both divers for overcommitting. Failure risk and recovery: Double assassin teams can run out of damage if the first target lives. If that happens, stop diving the protected carry every fight. Use Zed’s poke and shadows to chunk side targets, then let the reset champion start on whoever is actually killable. 3. Long-range poke and siege: Jayce, Varus, Xerath, Lux, Ziggs Synergy mechanism: Poke champions lower the health bar before Zed has to risk his body. That changes his job from “one-shot through every defensive layer” to “finish the target after they have already been softened.” They also force enemies to dodge in predictable lines, which gives Zed better shadow angles. Combo: Hold Zed’s full commit until a poke spell lands or forces a defensive response. If Varus or Lux roots a target, Zed can immediately layer burst before the enemy support has clean spacing. If Jayce, Xerath, or Ziggs chunks a carry, Zed should threaten from the side so the target cannot simply walk backward in a straight line. Best scenario: This is best when your team controls the middle of the lane and the enemy has to walk through skillshots to reach you. Zed can sit just outside hard engage range, throw shadow poke, and punish anyone who steps forward while low. The poke team also helps him avoid bad all-ins into full-health bruisers. Enemy answer: The enemy will look for one decisive engage before poke stacks up. They may also hide behind minions, use sustain, or send a tank forward to eat skillshots while saving crowd control for Zed. Failure risk and recovery: If the poke misses, Zed may feel forced to create the fight alone. That is usually a trap. Reset the wave, keep shadow poke short, and wait for the next landed spell. Zed is much better as the second hit after poke than as the only engage tool on a pure siege team. 4. Protective enchanters and anti-dive supports: Lulu, Karma, Janna, Milio Synergy mechanism: Zed does not need a babysitter to start damage, but he benefits a lot from protection after the commit. Shields, speed, disengage, and anti-burst tools let him survive the punish window when he appears near his target or returns to a shadow with enemies waiting. Combo: The support should not spend every shield before Zed enters. Save one key defensive spell for the moment he takes return damage or gets tagged by crowd control. Zed can then mark, burst, and either continue if the target is isolated or snap back while the support blocks the counter-engage. Best scenario: This is strongest against enemy teams with assassins, bruisers, or instant retaliation. Zed can play aggressively into the backline knowing his own backline will not collapse the moment he leaves. Enchanter speed also helps him reposition for shadow poke before the main fight starts. Enemy answer: Smart enemies will ignore the shielded Zed and hit the enchanter, or they will wait until the support spell is used on someone else before forcing the fight. They can also chain crowd control so Zed cannot use his exit cleanly. Failure risk and recovery: If the support follows Zed too far forward, both can die together. The recovery is simple: Zed dives alone, the enchanter stays with the carries, and protection is used only when Zed returns into friendly space or when the enemy counter-dives. 5. Zone control mages: Orianna, Viktor, Anivia, Azir, Veigar Synergy mechanism: Zone mages make the enemy choose between bad positions. If they spread out, Zed finds an isolated carry. If they clump, the mage controls the choke and punishes the group. This gives Zed cleaner target selection and reduces the chance that five players instantly collapse on him. Combo: Let the mage place their zone first around the wave, turret area, or choke. Zed then shadows from an angle that cuts off the carry’s escape route rather than diving straight through the front line. If the enemy steps around the zone, Zed punishes the side path. If they stand inside it, the mage deals the heavy area damage while Zed finishes the priority target. Best scenario: This setup is excellent when the enemy has immobile carries who need teammates nearby to feel safe. Veigar-style cages, Anivia walls, Viktor zones, Azir soldiers, or Orianna ball pressure can split the fight long enough for Zed to isolate one target. Enemy answer: The enemy should force before the zone is established or wait until Zed’s shadow threat is down. Mobile champions can also dodge the mage zone and bait Zed into chasing too deep. Failure risk and recovery: If Zed dives before the zone lands, he removes the whole point of the pairing. Recover by playing around space instead of kills: threaten flank angles, let the mage control the lane, and only commit when the enemy carry has already been pushed away from their peel.

What Zed needs most from a team: one reliable way to start or stop a fight, enough ranged damage to make enemies enter fights below full health, and at least one ally who can punish the enemy for overcommitting onto him. He struggles most when every teammate is also waiting for someone else to go first, or when the team has no sustained damage after his first burst. Give him setup, give him a second threat, and he becomes much harder to peel cleanly.

Zed ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and Fight JobZed is mostly a finisher and side-angle threat who waits for low-health targets or missed enemy peel before committing to a fight.Zed becomes a tempo assassin who pressures enemy formation repeatedly, forcing backline attention rather than only deleting one carry.Stop waiting for perfect one-shots; create pressure and force defensive reactions throughout the fight.
Shadow DisciplineZed gets value by placing W forward for poke through minions, then backing off without needing to commit further.Treat shadow as a fight resource first and poke tool second, saving W for spacing or dodge angles when enemy engage is ready.Never waste W on low-value poke during posturing; you need it for real kill windows.
Tempo and PacingZed spends long stretches farming energy-neutral poke, clearing waves, and waiting for enemies to misstep before engaging.Fights restart quickly and compress quiet windows, so Zed must arrive with shadow available and targets already pressured.Enter after major peel is used, not just when enemies are almost dead.
Augment InfluenceSuccess mostly depends on whether Zed has enough damage and whether enemies have enough crowd control to stop him.Augments determine whether Zed becomes a burst diver, repeat skirmisher, or cleanup threat, changing build and playstyle significantly.Let augments decide your role; adapt items and runes to support what they enable.
Snowball UsageSnowball gives an extra engage angle, but many Zed players prefer W and R to avoid getting dragged into instant death.Snowball becomes more valuable for joining fast fights from unexpected angles or following targets after they escape.Use Snowball as a bridge with an exit plan, not a suicide button into ready enemies.
Target SelectionZed typically ults the lowest-health target to secure a clean kill and escape before counter-engage arrives.Targets can have augments, shields, or teammates ready to punish, so kill the target that wins the fight instead.Prioritize fight-winning targets, not just low-health ones; respect enemy defensive tools.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Zed the Master of Shadows functions as a melee assassin with extraordinary burst damage and exceptional mobility. His role centers on eliminating high-priority targets through precise shadow manipulation before escaping to safety. Zed's passive, Contempt for the Weak, deals bonus magic damage to low-health targets, giving him excellent cleanup potential when enemies are already weakened. This makes him particularly effective at finishing off targets that have been softened by teammate poke or burst. Zed's Q, Razor Shuriken, serves as his primary damage tool, throwing shuriken that deal physical damage for poke and supplementary damage during all-ins. His W, Living Shadow, is his most critical ability, creating a shadow clone at a target location that mimics all of Zed's abilities. Strategic shadow placement maximizes both damage output and mobility options, allowing Zed to extend his threat range significantly beyond what a typical melee assassin could achieve. His E, Shadow Slash, deals AoE physical damage around Zed for supplementary damage and wave clear potential. Zed's ultimate, Death Mark, defines his assassination pattern. He becomes untargetable and teleports behind a target while creating a shadow clone. After a delay, all ability damage dealt by Zed and his shadows during this window is duplicated as bonus damage. In Hextech Mayhem, Zed uses his ultimate to reach enemy carries, combo with Q and E for devastating burst, then return to safety using his shadow swap mechanic. This pattern allows him to dive into the enemy backline, secure kills, and escape without committing to extended fights where his squishy nature becomes a liability. Zed's shadow mechanics and burst damage make him one of the most lethal assassins in Hextech Mayhem. His strategic value lies in his ability to create pressure through poke with Razor Shuriken while always threatening a decisive engage onto vulnerable targets. The combination of untargetability on his ultimate and shadow swapping gives him tools to navigate the chaotic single-lane environment where escape routes are limited. Players must balance aggressive shadow usage for damage with maintaining escape options, as overcommitting without a swap available leaves Zed vulnerable to crowd control and counter-burst in the confined ARAM space.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Zed wins Mayhem fights by creating short, unfair windows on single targets and leaving before the enemy team can answer. He should not be played like a front-to-back bruiser. In the narrow ARAM lane, every shadow placed must serve a clear purpose: threatening a kill, forcing space, or preparing an exit. Using shadows only for poke leaves Zed easy to punish when the real fight starts. Engage should start from fog, side angles, or after key crowd control is gone. Zed should look for the second engage rather than always the first, letting tanks or crowd control users draw defensive spells before marking, bursting, and retreating. Opening on a full-health protected carry with peel untouched is a mistake; bait displacement, stuns, exhaust-style effects, and instant shielding with shadow poke first. Shadow placement should cut off retreat paths, taking advantage of how enemies in a single lane usually run backward in a straight line. Engaging when the enemy wave is thin is critical, as large minion waves block skillshots and give enemies cover to kite around. Zed excels at punishing overcommits. When enemy assassins, fighters, or Snowball divers land inside his team, he should mark and burst them while they are separated from support, then use shadows to exit before teammates collapse. Holding mobility when enemy engage is obvious allows Zed to dodge the first engage and punish the missed attempt. A whiffed hook, dash, knockup, or major defensive spell often presents a better opportunity than a low-health target. Before going in, Zed must decide his exit. If the only escape is killing the target fast, the play is usually bad unless the target is alone. Swapping forward should only happen when it secures a kill, dodges a dangerous spell, or places Zed behind cover. If burst fails, leaving immediately is better than auto-attacking in the middle of five champions. The health relic area serves as a reset zone when controlled, but diving past enemy-controlled relic territory risks being cut off from healing and safe shadow returns. Standing slightly off-center forces skillshots to choose between Zed, the wave, or teammates. Stacking with other backline threats invites one engage to catch both. Brush control should be used carefully to threaten sudden shadow angles without becoming predictable. Target priority means killing what can actually die, not always the enemy carry. Deleting the champion holding the fight together often enables the whole team to advance. Snowball works best when it lands after enemies have already moved, and taking the second cast instantly is not always correct. Augment trigger windows require playing around build spikes, committing only when damage layers cleanly. When ahead, pushing waves fast enough to threaten tower without standing alone is key. When behind, Zed's job becomes threat management through safe shadow chips and protecting shutdowns rather than forcing hero plays. The clean Zed pattern remains consistent: threaten from an angle, make one enemy panic, punish the wasted answer, then leave.

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Playstyle Guide

Playstyle / Team structure

Play guide

Zed approaches Mayhem fights with a game plan that evolves across three distinct phases. During levels 1 through 6, survival and building a kill window take priority. Start slightly behind the front line or beside ranged champions, using side brush and the outer edge of the minion wave to threaten without walking into early crowd control. The early trading pattern is short and repeatable: wait for enemies to last-hit, overstep, or clump near minions, then throw a shadow trade and pull back. Do not chase every shuriken hit. If enemies hold key crowd control, use shadows to poke from a safer line rather than swapping forward. Snowball serves as a threat tool first, not a button that must always be taken. Landing it on a tank standing in front of five players should not be reactivated unless the team is already engaging, because Zed dies quickly when arriving alone. Early augments should support one clear job: safer poke, faster burst access, or better escape after committing. Controlled pushing is preferred over reckless wave clearing, thinning the wave enough to avoid being trapped under tower while saving tools for enemies walking into poke range. When ahead, move with the wave and pressure beside the enemy tower without diving first unless Snowball, shadow, and team follow-up are ready. When behind, stop taking front-angle trades, farm with abilities, and save escapes for enemy engage. The goal before level 6 is entering ultimate fights with health, room to move, and knowledge of which targets have burned Flash-like movement, untargetability, shields, or peel. From levels 7 through 11, Zed transitions to picking targets and breaking fights open before collapsing. Position on the flank pocket rather than deep behind enemies or directly in the middle lane, creating an angle where shadows threaten carries while the body remains close enough to retreat. Light shadow poke chips carries, then a pause forces enemies to throw crowd control at shadow locations or step forward to punish cooldowns. If they waste answers, the next trade becomes an all-in. Snowball provides a second entry path, landing on carries to threaten without spending the main gap close, or on nearby minions to reposition for a cleaner ultimate angle. Augments should match the fight state: damage when carries are isolated or missing defensive tools, mobility after drawing spells for exit, and defensive options for the moment after committing when enemies turn. Push when the team has numbers, health advantage, or enemy wave clear is dead. Stall when lacking vision of engage angles or key tools are down. When ahead, stop coin-flipping into the tank line and instead hold side space, making carries choose between clearing waves and respecting burst. When behind, shift value to cleanup and cooldown punishment, entering after shields, exhaust effects, hard crowd control, or dashes are used. After every mid-game fight, decide quickly: push tower if enemies are dead or too low, reset the wave if the team is hurt, or retreat if escape tools are down. From levels 12 onward, Zed plays the assassination threat rather than being the first body in. Late game deaths decide the map, so position patiently near a side angle with a clear retreat path through the team. Do not waste full combos on targets that cannot die. Use poke to test reactions, trading in waves: poke, reset position, watch enemy response, then commit only when the target is killable or the fight has split. Late Snowball is a commitment check requiring three conditions: team can follow, the target can be killed or forced out, and exit is possible after the mark.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Zed the Master of Shadows excels at punishing enemy mispositioning, but his effectiveness depends heavily on recognizing whether he is ahead or behind and adjusting his approach accordingly. When ahead, Zed should focus on converting leads into forced deaths rather than attempting to prove he can win alone. His snowball potential peaks when enemy carries give up space before fights begin, particularly when they walk past their frontline, waste defensive abilities on minion waves, or move into narrow angles without vision support. The key to maintaining a lead is always having a clear exit strategy prepared before committing, as the kill is only valuable if Zed can escape before enemy crowd control arrives. Ahead Zed players must resist several common throw patterns. Spending every shadow and mobility tool to finish low-value targets often leads to shutdowns. Using his ultimate on the easiest target instead of the real carry can allow enemy damage dealers to free-cast. Taking Snowball as a panic button rather than a calculated threat can result in unrecoverable dives. After securing a kill, Zed should reset, reassess health bars, and re-enter only if conditions remain favorable, as greedy second dives frequently donate shutdown gold back to the enemy. When behind, Zed must abandon the fed assassin mindset and instead focus on making fights messy enough that enemy carries cannot advance freely. His priorities shift to poke, cooldown bait, wave control, and low-risk finishes. Dying first while behind costs his team both damage and threat presence, allowing enemies to push without fear. Behind Zed should use shadows from safer angles to chip at waves and champions simultaneously, bait defensive responses without committing, and punish enemies who overchase after winning trades. Behind Zed players must avoid several unrecoverable situations. Being the first body caught by enemy crowd control removes his threat presence entirely. Chasing low-health targets through multiple enemy control zones usually ends in death with no recovery option. Repeatedly diving protected carries who survive his burst pattern hands over free kills. The comeback pattern requires identifying enemy punish tools, softening the fight with safe poke, taking the shortest kill path from side angles, and stabilizing after a pick rather than chasing into the next spawn cycle. Whether ahead or behind, the fundamental rule remains consistent: commit only when the punish window is known, and always maintain a recovery plan before pressing forward.

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Champion Background

Lore / Identity / Text block

Background copy

Zed the Master of Shadows operates in ARAM: Mayhem as a precision assassin whose entire kit revolves around shadow manipulation, burst timing, and disciplined target selection. His passive, Contempt for the Weak, functions as an execute mechanic that rewards patience rather than aggression. It triggers bonus damage against low-health targets, making it a finisher rather than an opener. In the fast-paced Mayhem environment where health bars fluctuate rapidly, Zed must watch for enemies who have already expended shields, heals, dashes, or cleanse effects before stepping in for the passive proc. Forcing a basic attack on a target who is not sufficiently weakened or controlled creates a punish window that can leave Zed vulnerable in the middle of the lane. Razor Shuriken serves as Zed's primary ranged damage tool, with threat scaling dramatically when multiple shuriken lines from Zed and his shadows overlap on the same target. The ability demands setup and prediction, requiring Zed to aim at where enemies must move rather than where they currently stand. A single shuriken provides poke, while double or triple shuriken pressure forces enemies to retreat, spend sustain, or misposition into follow-up engage. Missing Q removes most immediate kill pressure, forcing Zed to back off and reposition rather than swapping forward into an enemy who knows his burst is unavailable. Living Shadow represents Zed's most critical ability in Mayhem, functioning simultaneously as his weapon and insurance. The shadow copies his basic damaging spells and enables repositioning through swapping. Proper shadow placement creates crossfire angles with Q, making sidestepping harder for opponents while keeping Zed outside engage range. A wasted shadow creates the clearest punish window Zed offers, as opponents can step forward, force retreats, or engage his team while he cannot threaten a fast counterkill. Shadow Slash provides close-range area damage around Zed and his shadows, rewarding shadow positioning over raw reaction speed. It sets up Q by pressuring movement and punishing enemies who stand near shadow zones. The ability also serves a defensive purpose, allowing Zed to peel for allies by dropping a shadow near them and slashing divers before looking for a reset angle. Death Mark is Zed's commitment tool, making him untargetable during cast and applying delayed burst based on damage dealt during the mark window. Target selection is paramount: Zed should prioritize carries whose defensive tools are depleted and whose teams cannot instantly peel, rather than simply ulting the first reachable champion. A failed ultimate places Zed in enemy formation without his biggest threat, making it worse than a missed poke spell. After a failed mark, Zed must swap out and reset rather than chasing, which typically turns one mistake into a death timer. Throughout all phases, Zed rewards disciplined timing and punishes impatience, making him dangerous when he chooses the moment and fragile when he begs for one more hit.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Zed in ARAM punishes sloppy hands and sloppy choices very quickly. You can look useless if you throw shadows for poke with no plan, and you can throw a winning fight by ulting the wrong target at the wrong time. Use this checklist when a fight feels messy: fix the mechanical error first, then clean up the decision that put you there. Mechanical mistakes often start with throwing shadow and shurikens at max range with no angle, just because the enemy team is grouped. Your damage gets body-blocked, reduced by bad spacing, or wasted into tanks, and your shadow is gone when someone walks at you. Cast from an angle where your shadow and Zed threaten the same target from different lines, especially when a carry has already used a dash or defensive spell. If you missed the poke, back up and wait for your shadow before stepping into threat range again. Swapping to a shadow instantly after casting it, without checking enemy crowd control or where the frontline is moving, means you arrive in the middle of the enemy team and get stunned, rooted, exhausted, or bursted before you can finish the kill. Treat the swap as a commit, not a reflex. Watch for the key disable first, then swap when the enemy carry is separated or when your team can follow the pressure. Using Death Mark as your opener every time allows the target to keep their defensive tools for your burst, the enemy team to save protection for the mark, and you may land in a predictable spot. Start with poke, shadow pressure, or ally crowd control when possible, then ult after the target has spent mobility or shielding. Missing shurikens because you aim where the target is standing instead of where they must move causes your combo to lose most of its threat. Aim after you see the dodge direction, or cast when the target is slowed, trapped against terrain, walking through minions, or forced by allied crowd control. Forgetting where your shadows are during a fight means you lose your escape route, recast to the wrong position, or fail to stack damage. Before committing, know which shadow is your damage angle and which one is your exit. Taking Snowball in and pressing every button immediately, regardless of enemy reaction, causes you to land into prepared peel, your burst hits shields or invulnerability, and you have no spacing tool left. Use Snowball as a threat extender or dodge tool, not only as a launch button. Spamming abilities into the wave and then fighting with no energy or no key spell ready shows yourself as harmless right when the enemy carry walks up. Clear only what you need and save enough resources for a punish combo. Overchasing after the mark pops or after a low-health enemy escapes moves you past your shadows, past your team, and into a respawn trade that gives away pressure. Decision mistakes include choosing the tank as your main target because they are closest. You spend your burst into high durability while the enemy carries freely hit your team. Pressure tanks with poke only when it is free, but save your real commit for the backline damage dealer, exposed enchanter, or low-health mage. Diving first when your team has no way to follow makes you the engage tool instead of the finisher, and Zed is much easier to punish when every enemy spell is still available. Let allied engage, poke, or crowd control start the fight unless the enemy carry is clearly isolated.

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FAQ

Zed

FAQ

Is Zed a good pick in ARAM: Mayhem? Yes, if your team can create enough distraction for him to enter fights without eating every crowd control spell first. Play him as a finisher and backline threat, not as a front-to-back bruiser. The tradeoff is that bad engages get punished hard because Zed usually has to spend shadows or ultimate access to deal real damage. What is Zed trying to do in most Mayhem fights? Zed wants to pressure carries, force defensive cooldowns, and clean up low-health targets after the first wave of spells has landed. Wait for enemies to use key crowd control, then enter from an angle with shadow pressure instead of walking straight down the lane. If you go first, you may create space, but you also risk dying before your damage converts into a kill. Should I poke or all-in with Zed? Poke when the enemy team is grouped tightly and still has shields, heals, or hard crowd control ready. All-in when a target is already chipped, separated, or has just used their main escape. The tradeoff is energy and shadow commitment: poke keeps you safer, while all-ins give kill pressure but leave fewer tools for getting out.

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