ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #156

Qiyana ARAM Mayhem Build & Best Augments

Akali role and playstyle: baseline role is mid-lane style, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. 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.

Qiyana Qiyana Empress of the Elements Mage
TierT5
Rank#156
Win Rate45.67%
Pick Rate0.29%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

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

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

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

Win Rate39.61%
Pick Rate25.39%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Hubris Hubris Hubris
Total Price
2,950
Price
900

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

Win Rate34.72%
Pick Rate10.27%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

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

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

Hubris Hubris Hubris
Total Price
2,950
Price
900

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

Win Rate29.66%
Pick Rate6.63%

Situational itemstop 12

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

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

37.88%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

37.79%
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.

37.48%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

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

35.75%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

36.82%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

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

36.01%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

38.36%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

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

43.75%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

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

44.59%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

29.49%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

44.49%
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%.

43.91%

Starting items

Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

32.68%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

32.68%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

40.27%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

40.27%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

45.05%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

45.05%

Core items

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

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

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

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

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

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

Win Rate42.77%
Pick Rate18.21%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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

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

Win Rate46.07%
Pick Rate6.05%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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

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

Win Rate42.28%
Pick Rate5.22%

Situational itemstop 12

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

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

43.50%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

44.55%
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.

43.03%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

42.08%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

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

43.54%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

45.52%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

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

44.79%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

43.15%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

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

43.44%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

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

44.42%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

46.91%
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

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

46.62%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

44.91%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

44.91%
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.

42.44%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

42.44%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

42.54%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

42.54%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.34%
Pick Rate
9.21%
Games
628

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
PrismaticT153.34%9.21%628
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
52.42%
Pick Rate
6.35%
Games
433

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
SilverT152.42%6.35%433
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.51%
Pick Rate
7.17%
Games
489

Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.

View augment details
PrismaticT150.51%7.17%489
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
50.40%
Pick Rate
7.24%
Games
494

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

View augment details
GoldT150.40%7.24%494
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
50.00%
Pick Rate
5.16%
Games
352

Gain 15% omnivamp .

View augment details
SilverT150.00%5.16%352
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
47.99%
Pick Rate
10.20%
Games
696

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

View augment details
GoldT147.99%10.20%696
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
47.64%
Pick Rate
6.83%
Games
466

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
GoldT147.64%6.83%466
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
47.42%
Pick Rate
11.37%
Games
776

Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 .

View augment details
SilverT147.42%11.37%776
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
47.38%
Pick Rate
10.64%
Games
726

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

View augment details
SilverT147.38%10.64%726
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
47.30%
Pick Rate
6.79%
Games
463

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
SilverT147.30%6.79%463
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.30%
Pick Rate
6.79%
Games
463

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT147.30%6.79%463
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
46.85%
Pick Rate
6.76%
Games
461

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

View augment details
SilverT146.85%6.76%461
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
46.48%
Pick Rate
5.83%
Games
398

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
SilverT146.48%5.83%398
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
46.28%
Pick Rate
23.28%
Games
1,588

Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 .

View augment details
GoldT146.28%23.28%1,588
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.35%
Pick Rate
10.41%
Games
710

Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
PrismaticT145.35%10.41%710
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.85%
Pick Rate
9.54%
Games
651

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT144.85%9.54%651
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
44.70%
Pick Rate
10.36%
Games
707

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

View augment details
GoldT144.70%10.36%707
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
44.65%
Pick Rate
12.05%
Games
822

Grants 18% armor penetration and magic penetration .

View augment details
GoldT144.65%12.05%822
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
44.61%
Pick Rate
5.85%
Games
399

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
GoldT144.61%5.85%399
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
43.13%
Pick Rate
8.53%
Games
582

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

View augment details
SilverT143.13%8.53%582
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
42.37%
Pick Rate
12.97%
Games
885

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
GoldT142.37%12.97%885
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
41.89%
Pick Rate
21.42%
Games
1,461

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

View augment details
GoldT141.89%21.42%1,461
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
56.19%
Pick Rate
3.31%
Games
226

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
GoldT256.19%3.31%226
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.20%
Pick Rate
1.92%
Games
131

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

View augment details
PrismaticT254.20%1.92%131
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.05%
Pick Rate
2.40%
Games
164

Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds.

View augment details
PrismaticT253.05%2.40%164
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.59%
Pick Rate
1.70%
Games
116

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
PrismaticT252.59%1.70%116
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
52.54%
Pick Rate
2.59%
Games
177

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
SilverT252.54%2.59%177
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.27%
Pick Rate
2.58%
Games
176

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
PrismaticT252.27%2.58%176
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.21%
Pick Rate
3.31%
Games
226

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
PrismaticT252.21%3.31%226
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
51.92%
Pick Rate
2.29%
Games
156

Gain 2 Stat Anvils .

View augment details
SilverT251.92%2.29%156
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
51.16%
Pick Rate
3.78%
Games
258

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

View augment details
GoldT251.16%3.78%258
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.62%
Pick Rate
2.37%
Games
162

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

View augment details
PrismaticT250.62%2.37%162
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
50.24%
Pick Rate
3.03%
Games
207

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT250.24%3.03%207
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
3.08%
Games
210

Increases attack damage by 20% .

View augment details
SilverT250.00%3.08%210
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
49.72%
Pick Rate
2.59%
Games
177

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

View augment details
GoldT249.72%2.59%177
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.71%
Pick Rate
2.51%
Games
171

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

View augment details
GoldT249.71%2.51%171
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
49.64%
Pick Rate
4.10%
Games
280

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

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SilverT249.64%4.10%280
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
49.10%
Pick Rate
2.45%
Games
167

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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GoldT249.10%2.45%167
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.65%
Pick Rate
2.17%
Games
148

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

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PrismaticT248.65%2.17%148
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
48.62%
Pick Rate
2.65%
Games
181

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 .

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GoldT248.62%2.65%181
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
48.55%
Pick Rate
4.05%
Games
276

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

View augment details
SilverT248.55%4.05%276
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.62%
Pick Rate
2.77%
Games
189

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

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GoldT247.62%2.77%189
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
47.35%
Pick Rate
3.31%
Games
226

Grants 60 ability haste .

View augment details
GoldT247.35%3.31%226
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.06%
Pick Rate
2.49%
Games
170

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

View augment details
PrismaticT247.06%2.49%170
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
46.93%
Pick Rate
3.34%
Games
228

Gain 1750 upon acquiring this augment.

View augment details
GoldT246.93%3.34%228
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
46.83%
Pick Rate
1.85%
Games
126

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

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GoldT246.83%1.85%126
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
46.38%
Pick Rate
2.02%
Games
138

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

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SilverT246.38%2.02%138
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
46.12%
Pick Rate
3.40%
Games
232

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

View augment details
GoldT246.12%3.40%232
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
46.10%
Pick Rate
2.26%
Games
154

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

View augment details
SilverT246.10%2.26%154
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
45.53%
Pick Rate
3.61%
Games
246

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
GoldT245.53%3.61%246
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
45.08%
Pick Rate
2.83%
Games
193

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
GoldT245.08%2.83%193
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.83%
Pick Rate
2.55%
Games
174

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
PrismaticT244.83%2.55%174
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
44.05%
Pick Rate
3.33%
Games
227

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT244.05%3.33%227
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.97%
Pick Rate
3.40%
Games
232

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
PrismaticT243.97%3.40%232
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
43.58%
Pick Rate
3.20%
Games
218

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT243.58%3.20%218
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
43.02%
Pick Rate
2.62%
Games
179

Grants 50% critical strike chance .

View augment details
GoldT243.02%2.62%179
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
42.79%
Pick Rate
3.15%
Games
215

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

View augment details
SilverT242.79%3.15%215
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
42.37%
Pick Rate
3.46%
Games
236

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

View augment details
GoldT242.37%3.46%236
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
42.34%
Pick Rate
3.25%
Games
222

Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time.

View augment details
SilverT242.34%3.25%222
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
40.52%
Pick Rate
1.70%
Games
116

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
GoldT240.52%1.70%116
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
39.46%
Pick Rate
2.15%
Games
147

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

View augment details
PrismaticT239.46%2.15%147
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
38.97%
Pick Rate
1.99%
Games
136

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
PrismaticT238.97%1.99%136
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
37.82%
Pick Rate
1.74%
Games
119

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
PrismaticT237.82%1.74%119
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
35.00%
Pick Rate
1.76%
Games
120

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

View augment details
GoldT235.00%1.76%120
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
59.74%
Pick Rate
1.13%
Games
77

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT359.74%1.13%77
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
51.95%
Pick Rate
1.13%
Games
77

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
SilverT351.95%1.13%77
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.67%
Pick Rate
0.88%
Games
60

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

View augment details
PrismaticT351.67%0.88%60
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.19%
Pick Rate
1.23%
Games
84

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
PrismaticT351.19%1.23%84
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
0.76%
Games
52

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

View augment details
GoldT350.00%0.76%52
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.61%
Pick Rate
1.06%
Games
72

Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge.

View augment details
PrismaticT348.61%1.06%72
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.96%
Pick Rate
1.44%
Games
98

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

View augment details
PrismaticT347.96%1.44%98
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
47.19%
Pick Rate
1.30%
Games
89

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
GoldT347.19%1.30%89
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.14%
Pick Rate
1.03%
Games
70

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT347.14%1.03%70
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
45.33%
Pick Rate
1.10%
Games
75

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
SilverT345.33%1.10%75
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
45.28%
Pick Rate
0.78%
Games
53

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

View augment details
SilverT345.28%0.78%53
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.10%
Pick Rate
1.50%
Games
102

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT345.10%1.50%102
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
43.55%
Pick Rate
0.91%
Games
62

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

View augment details
GoldT343.55%0.91%62
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
43.55%
Pick Rate
0.91%
Games
62

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
SilverT343.55%0.91%62
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
43.14%
Pick Rate
0.75%
Games
51

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
GoldT343.14%0.75%51
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
43.08%
Pick Rate
0.95%
Games
65

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

View augment details
GoldT343.08%0.95%65
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
43.08%
Pick Rate
0.95%
Games
65

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
GoldT343.08%0.95%65
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.67%
Pick Rate
0.88%
Games
60

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
PrismaticT341.67%0.88%60
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
40.87%
Pick Rate
1.69%
Games
115

Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds.

View augment details
GoldT340.87%1.69%115
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.54%
Pick Rate
1.08%
Games
74

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
PrismaticT340.54%1.08%74
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.38%
Pick Rate
0.76%
Games
52

Grants 3 random Dragon Souls .

View augment details
PrismaticT340.38%0.76%52
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
39.81%
Pick Rate
1.58%
Games
108

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

View augment details
GoldT339.81%1.58%108
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
39.73%
Pick Rate
1.07%
Games
73

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
PrismaticT339.73%1.07%73
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
38.81%
Pick Rate
0.98%
Games
67

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT338.81%0.98%67
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
38.71%
Pick Rate
0.91%
Games
62

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

View augment details
GoldT338.71%0.91%62
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
38.46%
Pick Rate
1.33%
Games
91

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

View augment details
SilverT338.46%1.33%91
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
36.99%
Pick Rate
1.07%
Games
73

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
PrismaticT336.99%1.07%73
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
36.67%
Pick Rate
0.88%
Games
60

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

View augment details
PrismaticT336.67%0.88%60
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
36.28%
Pick Rate
1.66%
Games
113

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

View augment details
GoldT336.28%1.66%113
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
36.21%
Pick Rate
0.85%
Games
58

Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast.

View augment details
GoldT336.21%0.85%58
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
35.80%
Pick Rate
1.19%
Games
81

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

View augment details
GoldT335.80%1.19%81
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
30.36%
Pick Rate
0.82%
Games
56

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

View augment details
SilverT330.36%0.82%56

Qiyana Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal Order: R > Q > E > W

RQWE

Augment-Influenced Order: R > Q > W > E

Qiyana Counters

Counters and threats extracted from the matchup guide

Counters

Counters

4

Qiyana counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

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Countered By

5

Qiyana is countered by these champions in ARAM: Mayhem.

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

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

Rammus Rammus Rammus T3
Tier
T3
Rank
#101
Win Rate
49.44%
Pick Rate
0.37%

Rammus is a tanky engage champion who turns armor and momentum into pressure. He wants to roll in, force a bad fight, and punish enemies that rely on basic attacks. His signature pattern is simple: find an angle, start the fight with speed, lock down a key target, then survive long enough for his team to collapse. In ARAM: Mayhem, Rammus benefits from the constant fighting and narrow lane, because enemies have less room to dodge his approach or ignore his engage. He is easy to understand but still needs timing. If he rolls in before allies can follow, he gets kited and burned down. If he waits for a clumped enemy, a missed skill, or a carry stepping too far forward, he can start a fight that is very hard to reset. 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

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

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

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Qiyana ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and IdentityForces Qiyana into a pure assassin role where she looks for flanks and deletes a squishy target, often dying in the process.Augments provide durability and ability haste, transforming her into a hybrid engage-disruptor who initiates fights and survives extended combat.Transition from a fragile assassin into a consistent playmaker who can engage and survive.
Element ManagementPunishes poor element choices due to long cooldowns and tight mana, forcing you to hold abilities for specific situational uses.Ability haste lets you cycle through elements constantly, using Ice for slows then repositioning to grab Water for follow-up roots.Use elements freely and chain buffs together without hesitation, as resources are plentiful.
Engage MethodSnowball is the primary engage tool, requiring full commitment and risking death if the enemy peels effectively.Higher mobility and augments reduce Snowball reliance, making it a backup option for chasing or mid-fight repositioning rather than primary engage.Use your augmented kit to engage instead of relying on Snowball as your only entry.
Ultimate UsageYou save Royal Deception for high-value targets or multi-person stuns, as a wasted ultimate means a long cooldown.Ability haste and faster resets allow more aggressive ultimate usage, shifting risk-reward calculations in your favor for team follow-up.Use Royal Deception more freely rather than hoarding it for perfect setups.
Build PrioritiesBuilds for one-shot potential with lethality rush, accepting fragility and focusing runes on burst damage.Ability haste and durability become more valuable, favoring hybrid items and runes that reward repeated combat over pure burst.Prioritize survivability and haste to stay active in constant fights rather than pure damage.

Champion Analysis

Role / Current performance

Overview

Qiyana, Empress of the Elements, is an elemental mage-assassin whose core role in ARAM: Mayhem centers on element stealing and one-shot kill potential. Her unique mechanic of stealing elemental properties from terrain defines her identity, allowing her to adapt flexibly to combat situations while delivering devastating burst damage. The dramatically reduced cooldowns in this mode amplify her strengths, enabling frequent element steals and lethal attacks with unprecedented frequency, positioning her as one of the most explosive assassins available. Her gameplay revolves around chaining abilities with stolen elements for maximum impact. Royal Privilege, her passive, grants bonus damage on her first attack or ability against each target, making frequent target switching a key strategic priority to continuously trigger this effect. Her Q ability serves as her primary damage tool, and when combined with a stolen element, it produces additional elemental effects for devastating damage. Terrashape, her W ability, is her core skill and the foundation of her element-stealing mechanic. She draws power from nearby terrain, with each element providing distinct tactical advantages: rivers grant stealth and speed for engage or escape, grass grants stealth and roots for crowd control, and walls grant stun effects for locking down targets. This variety allows Qiyana to adapt her approach based on available terrain and the needs of each fight. Audacity, her E ability, provides a dash that empowers her next attack, giving her flexible repositioning options to reach priority targets or escape dangerous positions. Her ultimate, Imperial Delegation, functions as her signature move by firing an elemental shockwave that knocks back enemies who are hit by crowd control. When combined with her elemental effects in Hextech Mayhem, this ability creates devastating crowd control chains that can devastate grouped enemies. Qiyana's strategic value lies in her ability to assassinate high-priority targets through burst damage while offering crowd control utility that scales with her element selection. Her one-shot potential makes her a constant threat to squishy targets, and her stealth options from river and grass elements provide engage and disengage flexibility. The combination of assassination power and crowd control utility makes her valuable for picking off isolated targets or initiating fights with well-positioned ultimates. Success with Qiyana requires understanding terrain positioning to access desired elements, timing element steals to match combat needs, and chaining abilities to maximize both damage and crowd control output. Her playstyle demands aggressive target selection and the confidence to commit to kills while using her mobility and stealth options to survive the aftermath.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Qiyana thrives on chaos, but she creates the best chaos when she engages from an angle, not head-on. In Mayhem, the damage output is high enough that walking straight down the lane gets you deleted before you reach the brush. Use your Elemental Wrath / Terraform (Q) on the brush elements to grab Grass stealth as your primary engage tool. Stealth lets you close the gap without eating poke, positioning you for a clean Royal Deception (W) dash into a stun. Always look for the Edge of Ixtal (R) knockback into a wall. In ARAM's single lane, the side walls are close, and enemies often hug them to dodge Snowballs. If you hit a wall stun, follow immediately with a Grass Q for stealth, then reposition. Do not blow your ultimate just for damage unless you are cleaning up a low-health target, as the stun sets up your team to collapse. The tight lane works both for and against you. Landing wall stuns is easier because enemies have less lateral space, but skill-shot heavy comps will blanket the lane in pain. Respect the middle "kill zone" and use side brushes to break line of sight. Without Grass ready, play at the edge of Q range, tagging enemies with Ice to slow them and create a buffer zone. Use Water element's root to stop melee divers, as the cooldown is low enough in Mayhem to cycle through elements rapidly. Snowball is your backup engage and escape hatch. Do not throw it randomly for poke damage. The real value is the gap-close. If you see a key target without Flash or a dash, Snowball onto a nearby minion, then use W to dash the rest of the way, saving W for repositioning after engaging. Always plan your escape before going in. If you Snowball engage, have Grass element available or a teammate ready to follow up. If unsure, hold Snowball and poke with Q while waiting for a mistake. Cycle elements rapidly in fights to trigger augment effects tied to crowd control or elemental variety. Open with Ice for slow, switch to Grass for stealth, then Water for root. If you have an ultimate-buffing augment, play around its cooldown. Poke with Q from stealth and wait for R before looking for wall stuns. Prioritize targets that have burned their escapes. A carry with Flash down is vulnerable. Use stealth to wait out their cooldowns, striking from the side after they commit. When enemies engage on your team, peel for carries or dive their backline in return. Use Water to root divers or Ice to slow them. Your R is a fantastic disengage tool if aimed away from the fight. If caught out, instantly W away for the dash and shield. If you have Grass, Q the ground immediately to stealth and reposition. Save R for self-peel if getting dove. When pushing, constantly Q the brush to maintain stealth pressure, forcing enemies to face-check or waste cooldowns. Control the side brushes to control the lane. When pulling back, use Ice Q to slow pursuers and only turn to fight with a clear wall stun angle. Only dive towers if you have Grass element and R ready. The ideal dive involves Snowball or W in, R the target into the tower wall, burst them down, then Q grass to stealth and de-aggro. If your team is losing, switch to a peeling playstyle. Stay with your strongest teammate and use crowd control to keep enemies off them. Look for picks on overextended enemies, as a wall stun can turn a fight into a 4v5.

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Playstyle Guide

Playstyle / Team structure

Play guide

Qiyana progresses through three distinct phases in ARAM: Mayhem, each requiring different positioning and engagement patterns. During the early game from levels one through six, Qiyana should start positioned near her side of the bridge and use Q to control the wave and chip opponents. She must not walk up for auto-attacks until Ice Element is available, as the slow makes landing follow-up damage significantly easier. The priority is last-hitting minions to reach level three faster, then looking for short trades using Water Element Q into an E dash. Snowball should be held as a threat rather than a gap-closer early. If a Snowball mark lands, Qiyana should not instantly fly in but instead wait for the enemy to burn a key cooldown, then fly to the mark, Q, and dash back out. Using Snowball to engage without her ultimate usually results in getting collapsed on. The wave should be pushed lightly to hit level three first, but not hard-shoved under the enemy tower, as sitting on their tower steps leaves her vulnerable to ganks or snowball engages. If she hits six before the enemy, she should immediately look for an all-in with her ultimate, pinging the target and using Snowball to close the gap if needed. If pushed back, she should give up ground and farm with Q rather than forcing bad trades, waiting for enemies to dive too deep under her tower. In the mid game from levels seven through eleven, Qiyana has her ultimate and likely a second augment, shifting from poking to finding picks. She should position on the flanks or just behind her frontline, looking for enemies who step out of position to check bushes or face-check Snowballs. River Element should be used to speed herself up when rotating between health relic spots. The trading rhythm centers on the shove combo: ult the target into a wall, instantly Q for damage, then E to follow their flash or dash. If the enemy has a dash, her own E should be saved until after they use theirs. She should not blow all cooldowns on a tank but wait for the squishy carry to appear. Snowball becomes her primary setup tool, marking a target, letting them panic, then deciding whether to fly in if isolated or use the mark to bait out crowd control and back off. Push with the team when the ultimate is available, and stall with Q poke when it is down. When ahead, siege the enemy inhibitor tower without diving deep until a clear angle appears to ult a high-value target into a wall, forcing fights in choke points. When behind, give up the outer tower if necessary and defend from the inhibitor tower where walls are closer, making her ultimate more dangerous for approaching enemies. In the late game at levels twelve and beyond, death timers are long and one mistake ends the game. Qiyana must play with extreme patience as an assassin, not a frontline. She should wait for the fight to start, let the enemy team dump big abilities on her tanks, then look for a flank. Grass Element should be used to go invisible and reposition without being seen. She must stay out of sight, as enemies will save crowd control for her if they know her position. Hiding in bushes or using fog of war near side lanes keeps her hidden until ready to kill. Snowball should start the fight only with a guaranteed kill opportunity, otherwise it should be saved.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Qiyana Empress of the Elements undergoes a dramatic identity shift in ARAM: Mayhem depending on whether she is ahead or behind, and recognizing which state she is in determines whether she carries the game or throws it away. When ahead, typically after securing a strong augment like Edging or Castication combined with her first completed item, Qiyana transitions from a poke mage into an executioner. The key trigger condition is having enough damage to delete a squishy target from 70% health using her full combo. At this point, wasting damage on frontline tanks with Q poke is a classic throw. Instead, she should hold her ultimate and look for angles. Her primary action when ahead is zone denial. Using Brush Q creates a wide stealth zone behind the enemy minion wave, forcing enemies to walk into danger if they want to farm. When they step up to clear, River Q slows them, followed by E-Q through them. If they fall below the kill threshold, R shoves them into her tower or team. The consequence is rapid tower damage and eventual tower loss for the enemy, opening the map for snowballing. Augments like Executioner or Grandmaster cover her weakness of falling off against tanky compositions, while utility augments like Transcendence shift her role to an engage tool for her team, allowing her to burn R to set up a teammate's AOE ultimate. When ahead, Qiyana should freeze the wave just outside her tower range to deny farm or hard shove and dive with Snowball. The enemy carries fall further behind in gold and become desperate to force bad fights. Critical mistakes to avoid include chasing kills into the enemy base without vision, diving the fountain just because she can one-shot someone, and failing to bait out revive mechanics or Zilean ultimate before committing full burst. After a successful pick, she should reset rather than lingering on low HP hoping for another outplay. When behind, typically after getting poked down early, missing key skill shots, or getting caught by CC before using R, Qiyana must recognize that she cannot win a straight 5v5 fight. The trigger condition is realizing her combo leaves enemies with 30% HP instead of dead. At this point, attempting to play as an assassin will only feed. She must switch to a utility and setup role focused on peel and counter-engage. River Q should be saved specifically for enemy divers trying to reach her actual carry. Wall Q becomes a disengage tool to stun enemies chasing teammates. Her ultimate becomes a defensive barrier to shove enemies away or pin them against walls to buy time. The consequence is keeping damage dealers alive longer, giving them a chance to win the fight. Augment choices matter significantly when behind. A player who is 0/3 should not take high-risk scaling augments but instead choose options that guarantee value, such as First Strike for gold generation or defensive augments providing shields or tenacity. These cover her weakness of being squishy and under-leveled. When the enemy has item advantage and controls the wave, Qiyana should give up the outer tower, farm safely with max-range Q, and avoid contesting Scryer's Bloom or Health Relics without her team. This stems the gold bleed and prevents the game from ending early. The biggest unrecoverable mistake when behind is forcing a desperate R-flash play, which often results in instant death and leaving her team in a 4v5. Patience and waiting for enemy mistakes, such as an overextended frontline, offers the only path back into the game.

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Champion Background

Lore / Identity / Text block

Background copy

Qiyana Empress of the Elements brings a unique element-swapping playstyle to ARAM: Mayhem, where her ability to adapt on the fly defines her effectiveness. Her passive, Royal Privilege, establishes a rhythm where weaving auto-attacks between spell rotations maximizes damage output. After grabbing an element with W, her next attack or ability deals bonus damage that scales throughout the game. Players must decide whether to consume this buff on an auto-attack for safe harass or on Q for burst, as wasting it on a minion or full-health tank eliminates kill pressure for several seconds. Her Q, Elemental Wrath, serves as her primary damage tool and changes behavior based on her current element. The River element grants a root, Brush provides invisibility, and Terrain executes low-health targets. This versatility requires constant element swapping to adapt Q to each situation. The ability functions as both a finisher and setup tool, with players needing to lead targets and be mindful of minions blocking key crowd control effects. W, Elements of the Empress, acts as her utility engine, granting a dash, shield, and element change. In Mayhem's confined space, terrain, brush, and river are always accessible, allowing rapid element cycling. The dash enables repositioning and dodging skillshots, while the shield mitigates poke damage. Using W without a plan leaves Qiyana stranded with no escape, making thoughtful positioning essential. E, Audacity, functions as her targeted gap-closer and primary engage tool. It cannot be dodged once cast but puts her in danger, as dashing into a crowd-controlled heavy team or a fed bruiser often results in death. The ability works best when punishing overextended enemies or reaching squishy backliners after the frontline turns away. Her ultimate, R, becomes particularly devastating on the narrow ARAM bridge. The shockwave knocks enemies back, and those who hit terrain suffer a stun and massive damage. The bridge's walls make landing multi-enemy stuns easier than on Summoner's Rift, often winning teamfights outright. However, enemies can flash over the shockwave or dash sideways, and using R without securing a stun wastes her biggest threat. Proper angle selection matters significantly, as pushing enemies into walls rather than down the lane determines success. Qiyana's identity centers on cycling elements rapidly, making smart decisions about which element suits each moment, and timing engages around her ultimate's game-changing potential.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Qiyana Empress of the Elements lives and dies by her element management in ARAM Mayhem, where the accelerated pacing means one whiffed combo turns her from an assassin into a vulnerable target. Most losses stem from either botching the element chain or forcing engages without resources to close the distance. Mechanical mistakes often begin with using Royal Deception to dash forward without picking up an element or grabbing the wrong element in panic. This costs empowered Q damage, puts Qiyana in danger range, and prevents passive bonus damage from applying. Players should always verify their element before committing: River for burst and root, Brush for disengage through stealth, or Terrain for execute damage when chasing low-HP targets. If caught without an element after dashing, the recovery is to use the current element Q to slow or root, then back off until W returns. Another common error is casting Terrashape immediately after dashing with W, causing Q to fire backward or miss completely because it was buffered too early. This wastes the main damage tool and element empowerment. The correct action requires waiting for the W dash to end before inputting Q. If Q misses, players should use basic auto-attacks and wait for the short cooldown, using Brush stealth to reposition if available. Holding Audacious Charge to use as damage rather than a gap closer or escape strands Qiyana in the enemy team with no exit. E should be treated as movement first, used to dodge skillshots or close the final gap after W-Q setup. Only use it for damage if the target is guaranteed to die or Flash is available. Whiffing the Ultimate by firing when no walls are nearby or at targets who dash behind instantly loses the biggest playmaking tool. In the Howling Abyss, the side pillars near health relics and base gates serve as kill zones. After a missed R, Qiyana should switch to poke and peel playstyle, using River Q to root divers. Decision mistakes include engaging with Snowball immediately without checking element or cooldowns, landing in five enemies unprepared. Snowball should confirm plays, not open them. Players should set up elements first, ideally River or Brush, and poke with Q until seeing a kill threshold. Chasing low-HP tanks or bruisers into enemy tower instead of resetting wastes high-damage cooldowns on resistant targets. Qiyana's job is eliminating squishy carries, not finishing tanks. Ignoring passive bonus damage on the first basic attack after picking up an element misses significant free damage. Players should habitually weave an auto-attack after grabbing an element with W. Using Brush element to engage when enemies have sweeping vision or revealing AoE abilities destroys the surprise factor. Brush works better for repositioning in chaos or breaking tower aggro, while River serves direct engages better. Saving Ultimate for perfect multi-target stuns instead of guaranteeing picks on key targets often means holding R too long while teammates die. In Mayhem, using R to catch the main carry off a side wall creates advantageous snowballs. Qiyana thrives on adaptability, checking elements and cooldowns before picking angles that allow burst and escape. When mistakes happen, accepting the death and resetting with River or Brush ready for the next fight is the proper recovery.

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FAQ

Qiyana

FAQ

What makes Qiyana strong in ARAM: Mayhem? Her element buffs cycle faster and hit harder than on Summoner's Rift, giving her constant access to crowd control and burst. You get more brush, river, and terrain interactions in the single-lane setting, so your passive bonus damage is almost always active. The mode's pacing favors assassins who can reset quickly, and her ultimate creates massive multi-target stuns when enemies group near walls. Which element should I prioritize first? Start with River element for the root and bonus damage on your first clear. The root sets up easy Q hits and lets your team chain crowd control. Save Brush for repositioning or escaping ganks, and use Terrain only when you need the execute damage on low-health targets. How do I use Brush element effectively in teamfights? Grab Brush when you need to break vision and reposition mid-fight. Use the invisibility to flank around the enemy frontline and reach their backline. Don't hold it too long—your element duration is limited, so commit to the engage before it expires.

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