ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #46

Ekko ARAM Mayhem Build & Best Augments

Ekko role and playstyle: baseline role is fighter, with a core identity built around burst damage. The kit should be evaluated around its main cooldowns and teamfight pattern. 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: Execution varies by matchup, but positioning and cooldown discipline remain important. 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.

Ekko Ekko the Boy Who Shattered Time Fighter / Mage / Assassin
TierT2
Rank#46
Win Rate52.09%
Pick Rate0.53%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Hextech Rocketbelt Hextech Rocketbelt Hextech Rocketbelt
Total Price
2,650
Price
300

+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

Win Rate45.60%
Pick Rate9.79%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Win Rate47.35%
Pick Rate6.42%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

Win Rate49.20%
Pick Rate5.98%

Situational itemstop 12

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

48.79%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

47.93%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

49.24%
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

49.46%
Hextech Rocketbelt Hextech Rocketbelt Hextech Rocketbelt
Total Price
2,650
Price
300

+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.

48.01%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

48.25%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

48.39%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

48.53%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

50.58%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.35%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

48.25%
Banshee's Veil Banshee's Veil Banshee's Veil
Total Price
3,000
Price
200

+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.

47.79%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

48.37%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

+45 Ability Power Revved Damaging a champion deals bonus magic damage.

48.37%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

48.53%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

48.53%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

44.99%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

+45 Ability Power Revved Damaging a champion deals bonus magic damage.

44.99%

Core items

#1
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

Win Rate52.74%
Pick Rate7.18%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

Win Rate54.67%
Pick Rate4.79%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

Win Rate53.88%
Pick Rate3.66%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

52.32%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.42%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

52.86%
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

50.00%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

53.37%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.

48.45%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

60.00%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

56.25%
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

54.62%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

52.89%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

57.52%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

43.58%

Starting items

Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.05%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.05%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.42%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

54.42%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.15%

Core items

#1
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Win Rate61.54%
Pick Rate32.73%
#2
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Win Rate54.78%
Pick Rate9.23%
#3
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

Win Rate58.84%
Pick Rate6.01%

Situational itemstop 12

Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

61.12%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

61.59%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

60.19%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

60.08%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

63.11%
Hextech Rocketbelt Hextech Rocketbelt Hextech Rocketbelt
Total Price
2,650
Price
300

+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.

68.72%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

62.95%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

66.23%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

57.06%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

58.67%
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

58.90%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

60.12%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

69.72%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

+45 Ability Power Revved Damaging a champion deals bonus magic damage.

69.72%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

62.39%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

62.39%
Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

61.28%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

61.28%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

61.28%

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

Win Rate47.15%
Pick Rate5.30%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

Win Rate50.60%
Pick Rate3.23%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

Win Rate51.09%
Pick Rate2.53%

Situational itemstop 12

Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

50.84%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

51.72%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.79%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

46.94%
Hextech Rocketbelt Hextech Rocketbelt Hextech Rocketbelt
Total Price
2,650
Price
300

+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.

47.69%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

53.85%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

54.39%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

44.47%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

49.45%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

48.39%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

49.82%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

47.80%

Starting items

Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

55.82%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

49.15%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

49.15%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.15%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

+45 Ability Power Revved Damaging a champion deals bonus magic damage.

50.15%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.23%
Pick Rate
4.85%
Games
772

Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap .

View augment details
PrismaticT160.23%4.85%772
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
56.62%
Pick Rate
4.99%
Games
793

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT156.62%4.99%793
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
55.93%
Pick Rate
7.79%
Games
1,239

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

View augment details
GoldT155.93%7.79%1,239
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.11%
Pick Rate
5.43%
Games
863

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
PrismaticT154.11%5.43%863
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.03%
Pick Rate
4.68%
Games
744

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
PrismaticT154.03%4.68%744
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
53.90%
Pick Rate
7.73%
Games
1,230

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

View augment details
GoldT153.90%7.73%1,230
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.86%
Pick Rate
4.32%
Games
687

Gain 15% omnivamp .

View augment details
SilverT153.86%4.32%687
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.27%
Pick Rate
17.20%
Games
2,735

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

View augment details
GoldT153.27%17.20%2,735
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
53.16%
Pick Rate
6.66%
Games
1,059

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
SilverT153.16%6.66%1,059
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.10%
Pick Rate
5.99%
Games
953

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
GoldT153.10%5.99%953
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
53.05%
Pick Rate
5.36%
Games
852

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

View augment details
GoldT153.05%5.36%852
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
52.27%
Pick Rate
7.19%
Games
1,144

Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% .

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SilverT152.27%7.19%1,144
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.17%
Pick Rate
6.52%
Games
1,037

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT152.17%6.52%1,037
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.03%
Pick Rate
8.53%
Games
1,357

Gain ability haste equal to 30% AP .

View augment details
PrismaticT152.03%8.53%1,357
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
51.79%
Pick Rate
9.29%
Games
1,477

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

View augment details
SilverT151.79%9.29%1,477
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
51.74%
Pick Rate
4.70%
Games
748

【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。

View augment details
SilverT151.74%4.70%748
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
51.23%
Pick Rate
4.86%
Games
773

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

View augment details
SilverT151.23%4.86%773
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
51.17%
Pick Rate
4.82%
Games
766

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

View augment details
GoldT151.17%4.82%766
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
51.17%
Pick Rate
13.68%
Games
2,175

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

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GoldT151.17%13.68%2,175
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
50.90%
Pick Rate
9.48%
Games
1,507

Grants 18% armor penetration and magic penetration .

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GoldT150.90%9.48%1,507
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
50.71%
Pick Rate
11.88%
Games
1,889

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

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GoldT150.71%11.88%1,889
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
50.68%
Pick Rate
7.84%
Games
1,247

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT150.68%7.84%1,247
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
50.46%
Pick Rate
5.43%
Games
864

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT150.46%5.43%864
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.40%
Pick Rate
10.26%
Games
1,631

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).

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PrismaticT150.40%10.26%1,631
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.32%
Pick Rate
6.92%
Games
1,101

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.

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GoldT150.32%6.92%1,101
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
49.32%
Pick Rate
8.27%
Games
1,316

Grants 20 – 80 (based on level) ability power .

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SilverT149.32%8.27%1,316
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.00%
Pick Rate
7.09%
Games
1,127

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.

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GoldT148.00%7.09%1,127
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.35%
Pick Rate
2.52%
Games
401

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

View augment details
PrismaticT259.35%2.52%401
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
57.23%
Pick Rate
3.13%
Games
498

Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second.

View augment details
PrismaticT257.23%3.13%498
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
57.02%
Pick Rate
4.26%
Games
677

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

View augment details
GoldT257.02%4.26%677
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
56.79%
Pick Rate
2.82%
Games
449

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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GoldT256.79%2.82%449
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
56.25%
Pick Rate
2.31%
Games
368

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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GoldT256.25%2.31%368
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.14%
Pick Rate
3.73%
Games
593

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

View augment details
SilverT255.14%3.73%593
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
54.68%
Pick Rate
3.36%
Games
534

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 .

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GoldT254.68%3.36%534
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
54.66%
Pick Rate
3.51%
Games
558

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
GoldT254.66%3.51%558
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.49%
Pick Rate
2.17%
Games
345

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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PrismaticT254.49%2.17%345
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
54.43%
Pick Rate
3.34%
Games
531

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

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GoldT254.43%3.34%531
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.36%
Pick Rate
2.81%
Games
447

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
GoldT254.36%2.81%447
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.31%
Pick Rate
2.92%
Games
464

Gain 1750 upon acquiring this augment.

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GoldT254.31%2.92%464
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
53.98%
Pick Rate
3.16%
Games
502

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
GoldT253.98%3.16%502
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.97%
Pick Rate
2.30%
Games
365

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

View augment details
PrismaticT253.97%2.30%365
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
53.53%
Pick Rate
2.31%
Games
368

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

View augment details
GoldT253.53%2.31%368
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
53.43%
Pick Rate
2.20%
Games
350

Gain 2 Stat Anvils .

View augment details
SilverT253.43%2.20%350
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
53.25%
Pick Rate
3.87%
Games
616

Grants 60 ability haste .

View augment details
GoldT253.25%3.87%616
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
51.62%
Pick Rate
3.48%
Games
554

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
GoldT251.62%3.48%554
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
51.58%
Pick Rate
2.79%
Games
444

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.

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GoldT251.58%2.79%444
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.91%
Pick Rate
2.07%
Games
330

Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp .

View augment details
PrismaticT250.91%2.07%330
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
50.78%
Pick Rate
3.22%
Games
512

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

View augment details
GoldT250.78%3.22%512
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
50.75%
Pick Rate
2.09%
Games
333

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

View augment details
SilverT250.75%2.09%333
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.74%
Pick Rate
2.12%
Games
337

Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found.

View augment details
PrismaticT250.74%2.12%337
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
50.74%
Pick Rate
2.13%
Games
339

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
SilverT250.74%2.13%339
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
50.54%
Pick Rate
3.50%
Games
556

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT250.54%3.50%556
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
50.41%
Pick Rate
3.03%
Games
482

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

View augment details
GoldT250.41%3.03%482
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
50.30%
Pick Rate
2.13%
Games
338

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
SilverT250.30%2.13%338
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
50.23%
Pick Rate
2.72%
Games
432

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

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GoldT250.23%2.72%432
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
49.01%
Pick Rate
3.49%
Games
555

Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death.

View augment details
SilverT249.01%3.49%555
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
48.72%
Pick Rate
2.71%
Games
431

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
SilverT248.72%2.71%431
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
48.56%
Pick Rate
2.41%
Games
383

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT248.56%2.41%383
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
48.37%
Pick Rate
3.28%
Games
521

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT248.37%3.28%521
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
47.62%
Pick Rate
3.17%
Games
504

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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SilverT247.62%3.17%504
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
47.58%
Pick Rate
2.72%
Games
433

Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown).

View augment details
SilverT247.58%2.72%433
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
47.48%
Pick Rate
2.62%
Games
417

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

View augment details
SilverT247.48%2.62%417
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
46.77%
Pick Rate
2.34%
Games
372

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

View augment details
GoldT246.77%2.34%372
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.90%
Pick Rate
2.42%
Games
385

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
PrismaticT243.90%2.42%385
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
59.43%
Pick Rate
1.53%
Games
244

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

View augment details
SilverT359.43%1.53%244
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.22%
Pick Rate
1.47%
Games
233

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

View augment details
PrismaticT356.22%1.47%233
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
55.50%
Pick Rate
1.20%
Games
191

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

View augment details
SilverT355.50%1.20%191
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
54.60%
Pick Rate
1.09%
Games
174

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

View augment details
GoldT354.60%1.09%174
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.55%
Pick Rate
1.11%
Games
176

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
PrismaticT354.55%1.11%176
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.22%
Pick Rate
1.94%
Games
308

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

View augment details
PrismaticT354.22%1.94%308
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
53.75%
Pick Rate
1.01%
Games
160

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
GoldT353.75%1.01%160
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
53.37%
Pick Rate
1.02%
Games
163

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

View augment details
SilverT353.37%1.02%163
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
53.31%
Pick Rate
1.62%
Games
257

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
GoldT353.31%1.62%257
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
53.27%
Pick Rate
1.35%
Games
214

Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 .

View augment details
GoldT353.27%1.35%214
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.83%
Pick Rate
1.67%
Games
265

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

View augment details
PrismaticT352.83%1.67%265
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
52.83%
Pick Rate
1.33%
Games
212

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT352.83%1.33%212
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
52.33%
Pick Rate
1.21%
Games
193

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT352.33%1.21%193
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.27%
Pick Rate
1.38%
Games
220

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
PrismaticT352.27%1.38%220
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
52.19%
Pick Rate
1.43%
Games
228

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

View augment details
SilverT352.19%1.43%228
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
52.08%
Pick Rate
1.81%
Games
288

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT352.08%1.81%288
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.01%
Pick Rate
1.72%
Games
273

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
PrismaticT352.01%1.72%273
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.80%
Pick Rate
1.92%
Games
305

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

View augment details
PrismaticT351.80%1.92%305
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
51.60%
Pick Rate
1.38%
Games
219

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
SilverT351.60%1.38%219
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
50.36%
Pick Rate
1.75%
Games
278

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

View augment details
GoldT350.36%1.75%278
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.77%
Pick Rate
1.36%
Games
217

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
GoldT349.77%1.36%217
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.71%
Pick Rate
1.46%
Games
232

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
PrismaticT348.71%1.46%232
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.47%
Pick Rate
1.02%
Games
163

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
GoldT348.47%1.02%163
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
48.30%
Pick Rate
1.11%
Games
176

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT348.30%1.11%176
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
48.13%
Pick Rate
1.01%
Games
160

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

View augment details
GoldT348.13%1.01%160
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
47.27%
Pick Rate
1.96%
Games
311

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT347.27%1.96%311
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.14%
Pick Rate
1.43%
Games
227

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
PrismaticT347.14%1.43%227
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.53%
Pick Rate
1.62%
Games
257

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
GoldT345.53%1.62%257
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
44.05%
Pick Rate
1.43%
Games
227

Grants 50% critical strike chance .

View augment details
GoldT344.05%1.43%227
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
43.67%
Pick Rate
1.44%
Games
229

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
GoldT343.67%1.44%229
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
43.56%
Pick Rate
1.41%
Games
225

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT343.56%1.41%225
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.35%
Pick Rate
1.28%
Games
203

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
PrismaticT343.35%1.28%203
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
42.86%
Pick Rate
1.01%
Games
161

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
GoldT342.86%1.01%161
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
42.49%
Pick Rate
1.21%
Games
193

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

View augment details
GoldT342.49%1.21%193
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.03%
Pick Rate
1.47%
Games
234

Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste.

View augment details
PrismaticT341.03%1.47%234
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
61.04%
Pick Rate
0.48%
Games
77

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

View augment details
GoldT461.04%0.48%77
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
59.74%
Pick Rate
0.48%
Games
77

Gain 1500 bonus health , but reduce your damage output by 10%.

View augment details
GoldT459.74%0.48%77
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
59.09%
Pick Rate
0.69%
Games
110

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

View augment details
PrismaticT459.09%0.69%110
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
56.88%
Pick Rate
0.69%
Games
109

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

View augment details
GoldT456.88%0.69%109
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
56.25%
Pick Rate
0.70%
Games
112

Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target).

View augment details
GoldT456.25%0.70%112
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.00%
Pick Rate
0.63%
Games
100

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
PrismaticT454.00%0.63%100
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.93%
Pick Rate
0.56%
Games
89

Grants 3 random Dragon Souls .

View augment details
PrismaticT453.93%0.56%89
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
53.45%
Pick Rate
0.73%
Games
116

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
SilverT453.45%0.73%116
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.17%
Pick Rate
0.79%
Games
126

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
PrismaticT453.17%0.79%126
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
52.75%
Pick Rate
0.57%
Games
91

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

View augment details
SilverT452.75%0.57%91
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.85%
Pick Rate
0.51%
Games
81

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
PrismaticT451.85%0.51%81
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
51.68%
Pick Rate
0.94%
Games
149

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
GoldT451.68%0.94%149
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.67%
Pick Rate
0.75%
Games
120

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT451.67%0.75%120
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.04%
Pick Rate
0.60%
Games
96

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT451.04%0.60%96
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
50.96%
Pick Rate
0.65%
Games
104

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
GoldT450.96%0.65%104
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
50.00%
Pick Rate
0.57%
Games
90

Grants 60% bonus attack speed .

View augment details
SilverT450.00%0.57%90
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.57%
Games
90

Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available.

View augment details
PrismaticT450.00%0.57%90
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
0.57%
Games
90

Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 .

View augment details
SilverT450.00%0.57%90
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
49.61%
Pick Rate
0.81%
Games
129

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

View augment details
SilverT449.61%0.81%129
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.98%
Pick Rate
0.62%
Games
98

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
PrismaticT448.98%0.62%98
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
48.60%
Pick Rate
0.67%
Games
107

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
GoldT448.60%0.67%107
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
47.37%
Pick Rate
0.84%
Games
133

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

View augment details
SilverT447.37%0.84%133
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
46.25%
Pick Rate
0.50%
Games
80

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

View augment details
SilverT446.25%0.50%80
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
45.78%
Pick Rate
0.52%
Games
83

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
SilverT445.78%0.52%83
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
45.33%
Pick Rate
0.94%
Games
150

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

View augment details
GoldT445.33%0.94%150
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.22%
Pick Rate
0.72%
Games
115

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

View augment details
PrismaticT445.22%0.72%115
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
45.16%
Pick Rate
0.78%
Games
124

Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) .

View augment details
SilverT445.16%0.78%124
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
44.83%
Pick Rate
0.55%
Games
87

Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ).

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SilverT444.83%0.55%87
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.53%
Pick Rate
0.80%
Games
128

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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PrismaticT444.53%0.80%128
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
44.23%
Pick Rate
0.98%
Games
156

Your slowing effects reduce the movement speed of targets by an additional 75 .

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SilverT444.23%0.98%156
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
39.73%
Pick Rate
0.46%
Games
73

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%.

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SilverT439.73%0.46%73
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.44%
Pick Rate
0.45%
Games
71

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

View augment details
PrismaticT439.44%0.45%71
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.78%
Pick Rate
0.32%
Games
51

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT560.78%0.32%51
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.76%
Pick Rate
0.37%
Games
59

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
PrismaticT545.76%0.37%59
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.10%
Pick Rate
0.32%
Games
51

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

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PrismaticT545.10%0.32%51
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
41.38%
Pick Rate
0.36%
Games
58

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

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SilverT541.38%0.36%58
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
40.00%
Pick Rate
0.41%
Games
65

Gain ( 75 / 50) bonus attack range.

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SilverT540.00%0.41%65
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
39.68%
Pick Rate
0.40%
Games
63

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
SilverT539.68%0.40%63
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.34%
Pick Rate
0.38%
Games
61

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

View augment details
PrismaticT539.34%0.38%61
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
37.29%
Pick Rate
0.37%
Games
59

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
PrismaticT537.29%0.37%59

Ekko Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Standard order: R > Q > E > W.

RQWE

Shield, control, or anti-dive augments: R > Q > W > E can be correct when your team already has damage and needs you to control space.

RQEW

Start with Q, E, and W covered early so you can poke, threaten a trade, and set up a stun zone before the first real fight.

Ekko Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Ekko counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

Ekko is countered by these champions in ARAM: Mayhem.

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

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

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

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

Read counter details

Ekko Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Highest Value Hard-lock Setup

Amumu gives Ekko the one thing he cannot always guarantee by himself: enemies standing still long enough for the stun zone and return damage to matter. Amumu can start from fog, Snowball, or a direct bandage engage, then trap multiple targets in place while Ekko follows with Phase Dive and drops Parallel Convergence where the fight will continue, not where it started.

Jarvan IV Jarvan IV Jarvan IV T4
Tier
T4
Rank
#131
Win Rate
48.09%
Pick Rate
0.42%

Jarvan IV – The Exemplar of Demacia Jarvan IV is a dive-heavy engage tank who defines fights by isolating priority targets and forcing them to play his game. His entire identity revolves around the Dragon Strike + Demacian Standard combo, which lets him gap-close, knock up multiple enemies, and set up his ultimate for a death zone. In ARAM: Mayhem, he becomes one of the most consistent engage tools in the game because the mode's accelerated pace and frequent team fights mean his combo is almost always available when you need it. He plays best as a frontline initiator who creates openings for follow-up damage. You're not there to 1v1 carries—you're there to trap them with your team nearby. The Mayhem format favors his playstyle because the constant fighting gives him plenty of opportunities to land game-changing combos, and the gold acceleration helps him hit his tanky item spikes faster than on Summoner's Rift. What changes most in Mayhem is how forgiving his engage windows become. With ability haste more accessible and skirmishes happening non-stop, Jarvan can afford to be aggressive with his combo rather than waiting for the perfect moment. A decent knock-up into a well-placed Cataclysm often wins the fight outright when your team can collapse instantly. Just remember: your ultimate traps allies too, so don't isolate your own carries in the process. View champion guide

Clean Delivery And No-escape Skirmishes

Jarvan gives Ekko a predictable arena. His engage pins attention, blocks easy retreat paths, and makes it much easier for Ekko to aim delayed zone control. Ekko loves fights where the enemy backline has to choose between burning mobility early or staying inside a dangerous pocket.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Layered Crowd Control, Shielding, And Fight Extension

Seraphine makes Ekko’s dives less binary. Her shields, healing-style sustain, slows, roots, and charm-style engage help him survive the awkward middle of a fight, where he has gone in but has not yet returned with Chronobreak. She also extends fights, which is excellent for Ekko because he can re-enter after cooldowns and punish enemies who used everything on the first wave.

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

Ball Delivery And Punishing Grouped Enemies

Orianna turns Ekko’s dive into a threat the enemy must respect before he even enters. If the ball is on Ekko or near his entry path, the enemy backline has to spread, which makes Ekko’s job easier even when the full combo does not land. Both champions punish clumps, but they do it on slightly different timing, which makes their pressure hard to read.

Braum Braum Braum T4
Tier
T4
Rank
#130
Win Rate
48.29%
Pick Rate
0.40%

Braum the Heart of the Freljord Braum is a tanky support who wins by blocking damage and setting up stuns for his team. His whole identity revolves around Unbreakable, the giant shield that absorbs projectiles and protects allies standing behind him. In ARAM: Mayhem, he becomes one of the best anti-poke picks in the game because the constant barrage of skillshots makes his shield invaluable. His signature pattern is simple: catch a projectile on the shield, then look for a counter-engages with Winter's Bite or Glacial Fissure. He applies stacks of Concussive Blows with every hit, and once his team stacks four applications, the target gets stunned. In a mode where fights never stop, that crowd control creates real kill pressure. Mayhem's faster pace changes how he plays. He still peels for carries, but the increased gold and experience gain let him build tank items faster than on Summoner's Rift. He becomes harder to kill sooner, and his ultimate comes up often enough to force fights whenever his team is ready. He is not a damage dealer, and he cannot 1v1 most champions, but he controls the space in front of his team better than almost anyone. View champion guide

Dive Cover And Anti-burst Insurance

Braum is not the flashiest Ekko partner, but he fixes a real problem: Ekko can get blown up or crowd controlled after he commits. Braum gives him a safer path back with peel, damage blocking, and follow-up crowd control on enemies who chase too far. He also makes short trades better because enemies have to hit through Braum before finishing Ekko.

Ekko ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight IdentityEkko is an AP assassin-skirmisher who punishes low-health carries, follows allied engage, and uses his ultimate as a safety valve while playing slowly.Ekko becomes a tempo disruptor who pressures side angles, forces reactions with Parallel Convergence, and threatens backline access to make enemies waste control tools.Shift from patient punisher to active disruptor who forces enemy reactions.
Parallel Convergence UsePlayers often hold W too long because they want the perfect stun before committing to an engage or trade pattern.The zone itself is pressure. Cast it where enemies want to kite or where carries must stand. If they leave, you gained space.Use W to deny space and force movement rather than waiting for perfect stuns.
Chronobreak TimingDefensive ult habits are encouraged because death timers and long lanes punish failed dives and greedy entries.Ekko can use his ultimate more aggressively when the return point threatens enemies or when burst will flip the fight outcome.Use ult aggressively to threaten enemies, not just as a last-second escape.
Snowball DisciplineEkko can throw Snowball, wait, and decide whether to take it after seeing enemy reactions during slower fights.Reaction windows are messier because fights explode quickly. Use Snowball to connect with prepared W, not random dives.Landing Snowball is information. Taking it is a commitment, not automatic.
Engage TempoEkko can hover behind frontline, wait for a low target, and use Snowball or E after someone else starts the fight.Ekko must help create the unstable moment. Walk to angles when W is available and threaten carries when peel steps forward.Manufacture engage windows instead of waiting for perfect opportunities.
Build PhilosophyItem logic leans on stable burst patterns: get AP, get penetration, and threaten squishies with one-shot potential.Ask whether you can deliver damage more than once. Build choices that help survive punish windows or re-enter fights can outperform greedier damage.Prioritize repeat access and survival over pure one-shot damage builds.

Champion Analysis

Role / Current performance

Overview

Ekko the Boy Who Shattered Time functions as a melee mage-assassin in Hextech Mayhem, wielding extraordinary mobility and devastating burst damage through his time-manipulation abilities. His core damage pattern relies on his passive, Z-Drive Resonance, which stacks resonance on a target with each ability hit and detonates at full stacks for bonus magic damage and a slow, making his combos substantially lethal. His primary damage tool is Timewinder, a time device launched outward that returns after traveling, damaging enemies along both paths and allowing him to hit targets at range before closing. Parallel Convergence serves as his core crowd control ability, creating a time field at a target location that activates after a delay; enemies inside are stunned, and Ekko heals himself if he enters the field. This area-of-effect stun is extremely powerful in the mode, enabling picks, zoning, and follow-up damage. Phase Dive is his core mobility tool, dashing to a target and granting a follow-up dash when hitting an enemy champion, providing excellent chasing potential and positioning flexibility. Ekko’s identity is defined by his ultimate, Chronobreak, which rewinds time to his position several seconds ago, restoring health and dealing magic damage to enemies along his path. This unique time-rewind mechanic allows him to recover from mistakes during team fights, turning aggressive dives into safe escapes or re‑engagements. His high-skill-cap kit compresses assassination, zone control, and self‑sustain into a single champion, demanding careful timing and awareness of his own past position to maximize the ultimate’s value. His tactical value lies in creating chaos: he can dive onto squishy targets with Phase Dive, drop Parallel Convergence to lock down the area while landing burst from Timewinder and passive procs, then use Chronobreak either to finish low‑health enemies caught in the stun or to retreat and avoid retaliation. This pattern rewards aggressive play that baits enemy cooldowns and mispositions, as the time‑rewind ultimate effectively acts as a second chance. In Hextech Mayhem, Ekko thrives when his team can follow up on the AoE stun and when he can weave in and out of fights without overcommitting. His mobility and burst make him a constant threat, while his ultimate provides a safety net that few other assassins possess. The practical strategic takeaway is that success with Ekko depends on chaining his time‑slow field, dash, and passive stacks into a deadly combo before using Chronobreak to either secure kills or escape, turning the narrow corridor of ARAM into a playground for his time‑bending tactics.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Ekko wins Mayhem fights by entering late, forcing panic movement, and leaving before the enemy can finish the punish. Do not play him like a front-line engager unless your team already has control of the lane. In the narrow ARAM corridor, your best openings come after someone else draws the first major spell, after an enemy carry steps past their tank, or after your Parallel Convergence zone forces the enemy to choose between backing up and eating your dive. Start fights from fog, brush, or behind your minion wave. Use Parallel Convergence as a threat first, placing it where the enemy backline wants to stand rather than where they are leaving. Counter-engage is often stronger than raw engage: when an assassin, bruiser, or tank dives your carry, drop Parallel Convergence on the fight area and punish their exit path. Do not dash into five ready champions solely because your ultimate is available; the enemy can save hard crowd control for the moment you reappear. Respect the center line of the bridge. Stand close enough to threaten Timewinder poke but far enough back that a single hook, root, or knockup does not start a lost fight. Approach from the side brush or near the wall to make your E angle harder to read. Do not stack on your own carries while waiting for a flank; hold a side pocket. When clearing under pressure, throw Timewinder through the wave and step back immediately. Target a carry who has already used movement, cleanse, spell shield, or a major defensive tool. Do not tunnel the lowest-health champion if they are baiting near crowd control; hit the nearest safe target. Against heavy enchanter or peel teams, force cooldowns with fake entries, then commit on the second entry. Against bruiser-heavy teams, punish overextension with mobility and hit-and-leave tactics. Use Snowball to solve an access problem, not start a random fight. Hold the recast until you know the target’s reaction. Snowball into Parallel Convergence is strongest when the zone is already forcing a decision. Use Snowball defensively when behind. Build trades around your augment triggers. Do not waste an augment power spike on a shielded tank while the enemy carry free-hits. After an augmented engage fails, reset the lane immediately. Push when your team has poke advantage, but do not be the only champion standing in front. Pull back after forcing enemy cooldowns or chunking a carry. When being shoved in, save mobility for the engage after the wave crash. Do not over-clear; holding the wave near your side gives more room to chase. Before diving, know where your Chronobreak return point will be. Enter after one major crowd control spell misses or hits someone else. Use E to dodge skillshots by changing angle. After killing or chunking a carry, leave immediately unless your team is collapsing. When behind, stop chasing solo backline miracles; play around wave clear, W zones, and punishing overconfident enemies. Protect your strongest teammate with disruption and burst. Take small wins—clear a wave, force a shield, burn a dash—then reset. The clean pattern is to threaten space with W, chip with Timewinder, enter only when a key answer is missing, and leave before the enemy’s second wave of damage lands. Make them move first, then break the fight on your timing.

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Playstyle Guide

Playstyle / Team structure

Play guide

Ekko the Boy Who Shattered Time approaches mayhem fights with a layered game plan built on positioning, timing, and controlled aggression. In the early levels, his goal is to survive, tax enemy mistakes, and set up the first real all-in. He starts just behind the frontline, using side walls or brush to angle his W unpredictably and landing Q on both the wave and a champion before backing off. Short trades are key: chip, reset position, chip again, then commit only when his team can follow. Snowball should be used as a threat rather than a panic button, reserved for targets who have already used mobility or are standing without peel. Before level six, augments that improve safety or strengthen repeated short trades are prioritized over raw damage. Wave management depends on team composition: push when his team has poke advantage to force enemies into uncomfortable positions; stall when the enemy has better engage or key ultimates are on cooldown. If ahead, Ekko uses early health leads to control center brush and side angles, applying fake pressure without spending his escape. If behind, he farms with Q, stands near carries, and saves W to block enemy dives instead of starting fights. The transition to level six requires tracking enemy cooldowns—Flash, mobility, crowd control—so that Ekko can force a fight around an enemy mistake rather than diving recklessly. During the mid-game levels seven through eleven, Ekko plays for flank pressure, layered engage, and clean exits. He stays off the direct center line, working from side pockets and brush to keep the enemy guessing. Trades become heavier: Q to slow, E in when a target is separated, burst, then quickly decide whether to leave, continue with team collapse, or ult out. Snowball serves as an engage extender and backline access tool, but Ekko must wait for point-and-click lockdown to be used before committing. Augments are used around the moment of entry, not after the fight is lost—defensive augments allow more frequent starts, while greedy damage requires a confirmed W angle. The push-or-stall choice hinges on recent fight outcomes and ultimate availability. When ahead, Ekko traps enemies between minion pressure and his flank rather than taking head-on dives. When behind, he punishes overextension by saving Snowball for counter-engage and using W defensively to turn a dive into a counter. After every mid-game fight, he checks whether his ultimate is still available, whether the enemy backline lost key tools, and whether the wave is pushing, then either threatens the next engage or resets. In the final stage from level twelve onward, Ekko’s positioning decides everything. He never stands where the frontline can mark him for free, instead sitting just outside vision or on a side angle, often entering as the second wave after the enemy burns control spells. Late trades have clear purpose: poke with Q only when it also clears the wave or forces a carry backward; when committing, go fast and hard with W to cut off escape, E and Snowball to reach the target, burst, then exit before the enemy turns. Late Snowball is powerful but dangerous—before reactivating, Ekko checks his ultimate, W placement, and team distance; if one is missing, he lets the mark expire to use it as threat instead. Augment timing is critical: damage augments are used when a priority target is already trapped or slowed, defensive augments cover entry or exit, and reset-style powers shine after the first enemy drops.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When ahead, Ekko controls space rather than starting every fight. He stands off-angle, holds Phase Dive, and forces enemy carries to respect an instant dive, causing them to lose wave control or clump near their frontline where his area damage and Parallel Convergence setup become easier to land. He drops Parallel Convergence where the enemy wants to retreat, not always where they currently stand, denying safe positions and granting free poke, turret hits, or relic access. If they walk forward into it, he has a clean stun or shield angle and can commit with less risk. Phase Dive is spent after the enemy shows an answer like a dash, spell shield, hard crowd control, or exhaust-style tool, baiting those responses with Timewinder, movement, Snowball pressure, or a teammate’s engage. Chronobreak gives him license to pressure deeper angles, but the throw happens when he dives so far that his return point is inside the enemy team or away from allies—he checks where his shadow will pull him back before committing. After winning a fight, he converts kills into denial immediately by pushing the wave, trapping exits with Parallel Convergence, and not chasing low-health tanks if the lane or turret is available. Snowball is used as a second commit after the target is isolated or separated from peel, not as an instant trigger. When carrying gold, augments that protect the shutdown—defensive shields, damage reduction during entry, bonus mobility, healing on takedown, or haste—are chosen over pure damage, which becomes greedy if one crowd control chain can remove him before Chronobreak matters. He forces bad formations by threatening damage dealers from brush against poke teams, staying outside engage range against dive teams, and pressuring the support or peel first against protect-the-carry comps. His team should not stack inside his Parallel Convergence setup; splitting the angle makes the enemy choose a target rather than pressing every spell into one pile. Fights end once the main carries are forced out, resetting to catch the next wave and punish respawns rather than chasing through narrow terrain without vision. If the first dive fails but Chronobreak is still available, he leaves before the enemy layers a second round of control; if it is down, he plays one full screen more patiently until it returns or the enemy wastes key peel. When behind, Ekko stops playing as the primary opener and becomes a cleanup and disruption threat that waits for enemy mistakes, cooldown gaps, and layered teammate damage. He uses Timewinder to manage the wave without donating health, stays near teammates who can punish divers, and gives ground until the enemy oversteps. His best engage comes as a second entry after the first crowd control or mobility spell is used, entering from the side onto a committed target. Parallel Convergence is placed defensively on his own backline to stun or slow divers, buying space or forcing the enemy to abort the dive. He avoids chasing low-health targets through winning enemies, instead hitting the frontline and waiting for overextension. Augments that give him time to play the fight—haste, defensive shielding, healing on takedown, mobility after casting, or effects that reward repeated rotations—are chosen over raw burst. Chronobreak is protected and not wasted on tiny trades, as it is often the reason the enemy cannot dive freely. He fights around enemy overconfidence, marking a target when they walk past the wave or split from support, entering only when his team can follow.

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Champion Background

Lore / Identity / Text block

Background copy

Ekko the Boy Who Shattered Time plays as a hit-and-run skirmisher in ARAM: Mayhem, where his entire kit revolves around stacking marks, triggering bursts of speed, and then exiting before the enemy can retaliate. His passive, Z-Drive Resonance, sets the rhythm for every trade: hitting a target three times with abilities or basic attacks deals bonus damage and grants a short speed spike that lets him slip away from a clumped enemy team. The passive acts as a strict trade timer—if Ekko cannot complete the marks, he should not commit, because half-commits leave him stranded in melee range without a reset. Q, Timewinder, is his safest tool for poking, wave control, and setting up passive from a distance. Its two-way projectile punishes enemies who clump or move predictably, and a well-aimed Q can slow and soften targets before Ekko ever needs to use his dash. W, Parallel Convergence, is a delayed zone that stuns and shields Ekko when he enters. In Mayhem’s constant movement, the best W casts are placed where the fight will be—on choke points, retreat paths, or behind the frontline—not where the enemy currently stands. Even when the stun misses, the shield alone can buy enough time to finish a trade or survive until Chronobreak. E, Phase Dive, is both Ekko’s main access tool and his most dangerous commit; the first dash can dodge skillshots, while the empowered blink finishes the passive proc. Using E without a clean setup—such as an enemy already slowed, stunned, or busy casting—almost guarantees a bad trade because the enemy backline will punish Ekko during his retreat. R, Chronobreak, rewinds him to his afterimage, healing and damaging enemies at the return point. This ultimate defines how aggressive Ekko can be: if his afterimage sits safely behind his team, R is a reliable escape; if it lies among enemies, R turns into a bomb. Ekko’s biggest mistakes come from wasting abilities—missing Q removes his safest damage, diving without W reduces his engage threat, and using E without a plan forces a defensive R that gives up kill pressure. In Mayhem, where fights are chaotic and enemies are never isolated for long, Ekko must treat each ability as a precious resource: poke with Q, shape space with W, then commit with E only when the passive pattern is guaranteed, and hold R until it can either dodge burst or collapse the enemy team. By respecting these rhythms, Ekko can play the bridge as an elusive threat that punishes overextended opponents without overextending himself.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Ekko wins in ARAM: Mayhem when he treats every engage like a planned hit-and-run, not a coin-flip dive. His biggest mistakes come from spending mobility too early, placing W where enemies can walk away, or pressing R only after the fight is lost. Throwing Q straight through the front line pokes a tank and misses the return damage on priority targets. The correct action is to aim Q through the path enemies must use, like minion waves or choke points, so the return hit threatens carries. Using E as a gap closer from too far away with no target committed leaves you alone without escape. Use E after an enemy steps past their front line, after your team lands crowd control, or after you have a clear R exit behind you. Dropping W directly on top of the enemy lets them walk out. Place W where the enemy wants to go next, behind a retreating carry, on your own backline against divers, or in a narrow section. Pressing R only as a panic button after being surrounded often means you cannot cast it in time or return to a bad spot. Track your R position before diving and use it for the job the fight needs, whether as a finisher, reset, or bait. Trying to proc his repeated-hit damage on the closest tank every fight wastes the combo on the hardest target. Use tanks as a bridge only when it lets you reach a softer target safely. Snowballing in just because the mark landed delivers you into the enemy team unprepared. Treat Snowball as an option, not an obligation, taking it only when the target is isolated and your escape is mapped. Layering Q, E, W, Snowball, and R into one messy engage loses every tool at once. Sequence your abilities: Q to mark space, W to control movement, E to punish, R to exit or finish. On the decision side, starting fights before your team is close enough forces enemies to spend spells on you with no punishment. Check ally position before diving and use W defensively if you went early. Picking every low-health enemy even when they stand behind peel tunnels you into crowd control. Target the enemy who is killable, not only the one who is low. Building or choosing augments with no plan for entering fights leaves you unable to reach carries. Match your setup to the lobby; if it feels too greedy, play as a follow-up assassin. Fighting under enemy poke without wave control takes damage before the engage starts. Thin waves with Q and engage when the enemy must choose between hitting the wave, dodging W, or backing away. Using W only as an engage tool against teams with stronger dive leaves your carries vulnerable; place W on your own backline against divers. Staying in the enemy half after a won trade with no R safety invites punishment; reset your position and drop W on the chase path if caught too far up. Treating R damage as the whole champion holds R too long waiting for a perfect multi-target hit. Use R for the job the fight needs, deciding your R condition before you enter. The clean Ekko pattern is simple: create a bad choice for the enemy, punish the movement, then leave before their answer lands.

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FAQ

Ekko

FAQ

Is Ekko a safe pick in ARAM: Mayhem? Ekko is safe only if you treat him like a hit-and-run assassin, not a frontliner. Look for short trades with your dash and passive burst, then back out before the enemy crowd control chain starts. The tradeoff is that forced all-ins feel terrible when your ultimate is unavailable or your escape path is blocked. When should I engage as Ekko? Engage when an enemy carry steps past their frontline, wastes a key crowd control spell, or gets tagged by your team first. Use your mobility to enter from an angle rather than walking straight down the lane. If you start the fight into five ready players, you usually spend your escape just to survive instead of finishing a kill. How do I use Ekko’s W well in Mayhem fights? Cast W where the fight is about to happen, not where it already is. If your team is pushing forward, place it behind or beside the target so they must choose between retreating through danger or eating your engage. The tradeoff is time: if you throw it too late, enemies simply step away and you lose your best setup tool.

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