R > Q > E > W
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
Situational itemstop 12
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
47.65%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.61%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
54.85%- 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.
52.11%- Total Price
- 3,000
- Price
- 963
+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.
53.33%- 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%.
51.52%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
51.01%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
54.59%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.29%- Total Price
- 3,100
- Price
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
50.00%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
42.48%- 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.
59.18%Starting items
- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
47.92%- Total Price
- 350
- Price
- 350
+10 Attack Damage
50.71%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
50.71%- Total Price
- 350
- Price
- 350
+10 Attack Damage
61.10%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
61.10%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
Situational itemstop 12
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
51.49%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
50.69%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.43%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
50.65%- 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%.
51.13%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
50.35%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
50.63%- Total Price
- 3,200
- Price
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
51.19%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
52.03%- Total Price
- 3,100
- Price
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
53.28%- 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.
53.45%- Total Price
- 3,000
- Price
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
50.18%Starting items
- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
49.81%- Total Price
- 250
- Price
- 250
+5 Ability Haste
52.58%- Total Price
- 350
- Price
- 350
+10 Attack Damage
51.59%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
51.59%Core items
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
Situational itemstop 12
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
50.17%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
50.33%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.60%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
56.74%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
51.30%- 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.
60.87%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
51.18%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
54.90%- 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%.
45.79%- Total Price
- 3,000
- Price
- 963
+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.
55.25%- Total Price
- 3,100
- Price
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
49.03%- Total Price
- 3,200
- Price
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
51.16%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
50.67%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
50.67%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
50.22%- Total Price
- 250
- Price
- 250
+5 Ability Haste
63.96%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
Situational itemstop 12
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
47.79%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.38%- 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%.
45.78%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
48.48%- Total Price
- 3,100
- Price
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
52.25%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
46.71%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
45.34%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
45.27%- 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.
56.54%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
42.81%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
49.60%- Total Price
- 3,200
- Price
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
48.43%Starting items
- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
47.91%- Total Price
- 350
- Price
- 350
+10 Attack Damage
45.61%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
45.61%- Total Price
- 250
- Price
- 250
+5 Ability Haste
45.19%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 52.13% | 6.98% | 894 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 51.93% | 5.86% | 751 |
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 | Silver | T1 | 50.65% | 12.00% | 1,538 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 49.45% | 5.65% | 724 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T1 | 49.22% | 4.99% | 640 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 49.04% | 4.89% | 626 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 47.42% | 8.46% | 1,084 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 47.38% | 8.80% | 1,127 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 47.22% | 6.03% | 773 |
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 | Prismatic | T1 | 46.56% | 12.12% | 1,553 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T1 | 46.33% | 5.95% | 762 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 46.32% | 19.28% | 2,470 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T1 | 45.19% | 4.78% | 613 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T1 | 45.14% | 4.74% | 607 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 44.21% | 25.05% | 3,210 |
Grants 20% heal and shield power . View augment details | Silver | T1 | 44.10% | 4.03% | 517 |
Gain 15% omnivamp . View augment details | Silver | T1 | 44.07% | 14.34% | 1,838 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 44.01% | 6.65% | 852 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 42.91% | 7.98% | 1,023 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 42.82% | 11.57% | 1,483 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T1 | 42.51% | 6.66% | 854 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T1 | 42.41% | 6.27% | 804 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 42.07% | 5.12% | 656 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 40.87% | 8.29% | 1,062 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 54.74% | 2.55% | 327 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 53.36% | 1.97% | 253 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 52.45% | 2.71% | 347 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 52.28% | 3.60% | 461 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T2 | 51.26% | 1.86% | 238 |
Increases attack damage by 20% . View augment details | Silver | T2 | 50.74% | 3.17% | 406 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T2 | 50.00% | 2.11% | 270 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T2 | 49.44% | 3.49% | 447 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 47.97% | 2.11% | 271 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 47.92% | 3.37% | 432 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 47.83% | 1.97% | 253 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T2 | 47.59% | 2.43% | 311 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T2 | 47.19% | 1.80% | 231 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T2 | 47.00% | 1.69% | 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 | Gold | T2 | 46.95% | 3.71% | 475 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 46.69% | 2.12% | 272 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 46.64% | 3.60% | 461 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 45.67% | 2.34% | 300 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 45.12% | 1.68% | 215 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T2 | 44.59% | 1.80% | 231 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T2 | 43.77% | 2.57% | 329 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 43.70% | 2.11% | 270 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T2 | 43.66% | 3.20% | 410 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T2 | 43.64% | 2.15% | 275 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T2 | 43.36% | 2.00% | 256 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T2 | 43.25% | 2.26% | 289 |
Grants 60 ability haste . View augment details | Gold | T2 | 42.68% | 2.56% | 328 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 42.46% | 3.62% | 464 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 42.44% | 3.20% | 410 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 42.44% | 2.11% | 271 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T2 | 42.28% | 1.92% | 246 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T2 | 41.88% | 3.32% | 425 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 41.57% | 2.08% | 267 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 41.38% | 3.39% | 435 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 40.62% | 3.29% | 421 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T2 | 40.05% | 3.14% | 402 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 39.94% | 2.75% | 353 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 39.94% | 2.68% | 343 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 39.57% | 3.63% | 465 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 39.09% | 3.07% | 394 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T2 | 38.43% | 1.89% | 242 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 38.03% | 2.22% | 284 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T2 | 37.99% | 1.79% | 229 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 54.75% | 1.40% | 179 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 53.06% | 1.15% | 147 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T3 | 49.55% | 0.87% | 111 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 49.50% | 1.58% | 202 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T3 | 48.94% | 1.10% | 141 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T3 | 47.65% | 1.16% | 149 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T3 | 47.37% | 1.04% | 133 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 47.34% | 1.47% | 188 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 47.03% | 1.58% | 202 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 46.70% | 1.42% | 182 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T3 | 46.15% | 0.91% | 117 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T3 | 45.81% | 1.21% | 155 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 45.57% | 1.23% | 158 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T3 | 45.40% | 1.27% | 163 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T3 | 44.27% | 1.02% | 131 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T3 | 42.86% | 1.20% | 154 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T3 | 42.39% | 1.44% | 184 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 42.11% | 1.33% | 171 |
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 | Prismatic | T3 | 41.79% | 1.05% | 134 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 41.46% | 1.28% | 164 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 41.34% | 1.40% | 179 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 40.97% | 1.12% | 144 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T3 | 39.44% | 1.11% | 142 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T3 | 38.68% | 1.65% | 212 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 38.13% | 1.25% | 160 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 37.20% | 1.28% | 164 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 34.13% | 0.98% | 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). View augment details | Gold | T3 | 34.07% | 1.42% | 182 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 28.80% | 0.98% | 125 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 50.53% | 0.74% | 95 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 48.28% | 0.45% | 58 |
Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds. View augment details | Prismatic | T4 | 48.10% | 0.62% | 79 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T4 | 47.71% | 0.85% | 109 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 47.06% | 0.40% | 51 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 46.15% | 0.51% | 65 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 46.05% | 0.59% | 76 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 45.61% | 0.44% | 57 |
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 ). View augment details | Silver | T4 | 45.31% | 0.50% | 64 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T4 | 45.28% | 0.41% | 53 |
Grants 60% bonus attack speed . View augment details | Silver | T4 | 45.21% | 0.57% | 73 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 45.10% | 0.40% | 51 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 44.83% | 0.68% | 87 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 44.21% | 0.74% | 95 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 43.59% | 0.61% | 78 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T4 | 42.59% | 0.42% | 54 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T4 | 42.25% | 0.55% | 71 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T4 | 41.98% | 0.63% | 81 |
你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间 View augment details | Prismatic | T4 | 41.98% | 0.63% | 81 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T4 | 41.27% | 0.49% | 63 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T4 | 41.24% | 0.76% | 97 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T4 | 41.00% | 0.78% | 100 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T4 | 40.74% | 0.84% | 108 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 40.74% | 0.84% | 108 |
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 | Silver | T4 | 40.54% | 0.58% | 74 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T4 | 39.29% | 0.44% | 56 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T4 | 37.50% | 0.50% | 64 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T4 | 36.21% | 0.45% | 58 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T4 | 35.19% | 0.42% | 54 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T4 | 34.48% | 0.68% | 87 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T4 | 25.93% | 0.42% | 54 |
Aatrox Skill Combos
Extracted from the skill order guide
R > Q > W > E (specific conditions only)
Max Q first in almost every game.
Aatrox Counters
Counters and threats extracted from the matchup guide
Counters
4Aatrox counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
4Aatrox is countered by these champions in ARAM: Mayhem.
Read counter detailsAatrox Team Comp Highlights
Partner patterns extracted from the team comp guide
What Zaahen Needs from a Team
Reliable Engagement: Someone who can close the gap and force enemies to fight on Zaahen's terms.
Reliable Engagement: Someone who can close the gap and force enemies to fight on Zaahen's terms. Setup Crowd Control: Knockups, stuns, or roots that hold enemies in place for Darkin Blade sweetspots. Anti-Kiting Support: Speed boosts, additional slows, or movement impairments that prevent enemies from spacing out. Secondary Dive Threat: A teammate who can flank or dive the backline, forcing enemies to split their focus. Top Teammate Synergies 1. Yasuo — Windwall Protection and Ultimate Combo
Yasuo's Windwall blocks the projectile burst that normally forces Zaahen off targets. His Last Breath ultimate groups airborne enemies, guaranteeing Zaahen's Q2 and Q3 sweetspots on multiple people at once.
Aatrox ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Tempo | Aatrox wins long fights by slowly grinding enemies down with poke and healing back damage over extended engagements. | Fights start at level three and never stop. You must recognize commit windows instantly; hesitation means your team gets engaged on and wiped. | Stop playing for long fights; commit decisively to kill angles or lose the opportunity. |
| Skill Usage | Landing Q outer edges is the primary win condition for lane pressure. Sweet spot damage is prioritized for chipping away health bars. | Q becomes a setup tool for augments and empowered autos. The slow and crowd control matter more than sweet spot damage for follow-up. | Use Q for crowd control and engage setup, not for poke damage. |
| Snowball Use | Snowball is flexible for closing distance, dodging abilities, or checking bushes. You can afford to miss a few. | Snowball is your primary engage and escape. You cannot hold it long; if you see an angle, take it immediately or lose the window. | Treat Snowball as essential engage; holding it too long means missed opportunities. |
| Sustain Value | Aatrox relies on healing back damage over time. Bad trades are recoverable by healing up on the next wave. | Damage output outpaces healing. Bad trades often mean dying before healing kicks in. Shields and damage reduction are often more valuable. | Build for survival and burst first; raw healing often fails in Mayhem. |
| Teamfight Spacing | You stand at the front, poke with Q, and look for engage angles with time to reposition and wait for cooldowns. | Standing at the front without a plan means getting poked down. Hover at engage range edge and commit decisively when you see an opening. | Play dynamically at range edge; commit fully or get punished for hesitation. |
Champion Analysis
Role / Current performance
Aatrox the Darkin Blade serves as a frontline fighter in Hextech Mayhem, combining devastating sustained damage with remarkable survivability through his revival mechanic and constant self-healing. The dramatically reduced cooldowns in this mode transform him into one of the hardest champions to kill, as he can unleash Darkin strikes and trigger his revival ability with unprecedented frequency. His core identity revolves around three interconnected elements: frontline presence, Darkin strikes, and revival sustain that together create a relentless combat presence. His passive, Darkin Thirst, provides healing on every attack against enemies. In Hextech Mayhem, where attacks happen frequently, this translates into incredible sustain that keeps him fighting far longer than most opponents expect. His Q ability, The Darkin Blade, functions as his primary damage tool through three consecutive strikes. The first two deal damage while the third knocks up enemies, and frequent use in this mode maintains extremely high damage output alongside consistent crowd control. His W ability, Infernal Chains, fires chains that damage and slow the first target hit, with the added strategic element of pulling enemies to terrain when the chains connect with it, enabling effective chasing and control. His E ability, Umbral Dash, grants flexible repositioning through a dash that sees frequent use due to reduced cooldowns. His ultimate, World Ender, represents his signature combat state. Upon activation, Aatrox enters an empowered form with massive bonus health and increased attack range. Any kills secured during this state extend the duration, allowing skilled players to maintain their enhanced condition throughout extended fights. In Hextech Mayhem, this ultimate causes his combat power to surge dramatically, and when combined with the triple knock-up potential from his Q, he delivers devastating damage that few opponents can withstand. The strategic value of Aatrox in this mode lies in his ability to serve as an aggressive frontline presence that refuses to die. His combination of crowd control through Q knock-ups and W chain pulls, alongside his dash mobility and ultimate's bonus health, makes him exceptionally difficult to displace or eliminate. Players should position him at the forefront of engagements, where he can maximize his Darkin strike frequency and sustain through continuous attacks. His play pattern rewards aggressive positioning and sustained combat, as extended fights allow him to leverage his healing, crowd control, and ultimate duration extension to overwhelm opponents who cannot match his durability and damage output.
Core Tips
Long-form tips / Play pattern
Zaahen lives and dies by how well you chain your Darkin Blade swings. In Mayhem, reduced cooldowns mean constant swinging, but mindless spam loses games. The first two Q casts set up kills while the third usually secures them. If you whiff the first swing, do not cancel your combo. Fire the second cast immediately at a different angle to catch their sidestep. Save the third cast for when enemies are slowed, stunned, or locked down. Do not lead with Q1 since it is too easy to dodge. Use Darkin Dash to close small gaps or wait for ally crowd control. Once enemies are slowed or distracted, open with Q2 or Q3 for higher hit rates. Snowball serves as your primary engage tool against ranged compositions. Mark targets that have just used their escape or stand near their tower. When dashing in with Snowball, instantly buffer Q3 underneath them. Key Snowball windows include post-Flash cooldowns when ADCs have no escape, ability whiffs from peelers, and overextensions when enemies poke while their frontline is dead. The single lane in Mayhem forces constant close-quarters combat which benefits Zaahen. Control the center of the path and force enemies to choose between walking into your Q sweetspot or hugging frozen towers. When retreating, weave left and right to make skill shots harder to land while giving micro-adjustment angles for Q edges on pursuers. Against heavy poke comps, play the inch game by clearing the first wave then stepping forward to threaten Q3 without casting it. The threat zones enemies off the wave for free push. Your job is creating space and deleting whatever is closest, not diving the backline at all costs. Focus on the nearest high-value target, shred frontlines with repeated Q sweetspots and passive healing, then turn on squishies once cooldowns return. However, if a squishy carry is out of position with no peel, commit everything with Flash-Q3-Snowball. Zaahen is a teamfight anchor, not a solo diver. Going in alone usually results in getting kited to death. Zaahen excels at punishing enemy engages. When assassins or divers jump on your backline, turn and cast Q1 and Q2 directly on top of your ally. Enemies committed to their dash become easy sweetspot targets. Use E to reposition after their initial engagement rather than chasing. Save your ultimate for the moment they commit. Use it around 40 to 50 percent health to maximize the healing window and bait them into bad all-ins. Mayhem games are decided by push control. Zaahen shoves waves excellently with Q. Clear ranged minions with Q1-Q2, then immediately look for Snowball marks on enemies behind the wave. Your primary win condition is shove, mark, engage. Do not let waves sit at your tower since Zaahen fights best in open lanes with room for Q angles. Diving requires your ultimate ready and a clear exit plan. The ideal sequence is Snowball to target, Q3 for knock-up, burst them down, then Darkin Dash out toward safety. Communicate with your team before diving. If your team does not follow, abort since a dead Zaahen provides no pressure. When behind, shift from brawler to peeler and setup tool. Stop forcing engages since you will get burst before healing. Protect your highest-damage ally by standing on top of them and using Qs to disrupt enemy paths. Fish for Q sweetspots from max range since a single edge hit chunks squishies for a third of their health. Build defensively with health and ability haste when getting burst so you can spam Qs for utility and healing rather than dying before second rotations.
Read full guidePlaystyle Guide
Playstyle / Team structure
Aatrox the Darkin Blade progresses through three distinct phases in ARAM: Mayhem, each with specific positioning requirements and fight patterns. During the early game at levels 1 through 6, Aatrox should start positioned near the front line without standing directly on the wave. The priority is landing The Darkin Blade sweetspots on the first minion wave while threatening enemy champions who step forward. Early damage output is high, but sustain is not yet available, making cooldown management essential. Missing both Q sweetspots requires immediate backing off to wait for the rotation. Snowball serves as a gap-closer for all-ins or a pressure tool to force enemies off the wave and should not be thrown randomly for chip damage. Landing a Snowball mark creates an opportunity to dash in, land a guaranteed Q1, auto-attack, and disengage. Infernal Chains should be saved for disengage or setting up Q sweetspots rather than burned for the dash alone. Pushing the first two waves secures level 3 and health relics. When ahead, zone enemies off their ranged minions to deny experience. When behind or heavily poked, let the wave come to you and focus on last-hitting with Q to recover health through the passive. The mid game at levels 7 through 11 represents a power spike with points in Q and access to World Ender. Position slightly off-center from the team to enable flanks or catch opponents who overextend for poke. The trading rhythm shifts from short pokes to extended all-ins. Landing Snowball on a squishy target, popping the ultimate, and committing is the ideal engage pattern. During World Ender, Aatrox gains increased damage, healing, and movement speed, becoming stronger the longer the fight extends. This forces unfavorable brawls for enemies who must choose between running and being chased with movement speed and E dashes or fighting and sustaining through Q sweetspots. Damage-oriented augments enable burst focus, while sustain or defensive augments allow aggressive play to bait cooldowns. Pushing the wave to enemy tower enables dive opportunities where Snowball marks a target under tower, followed by bursting them and using E to escape or go deeper. When ahead, force constant fights and deny center bushes. When behind, play for picks on overextending enemies. In the late game at level 12 and beyond, Aatrox becomes a raid boss with resets but remains vulnerable to heavy crowd control and anti-heal. Position on the flank or behind the frontline rather than walking straight at the enemy team, which invites kiting and grievous wounds stacking. Wait for the fight to start and major crowd control to burn before engaging on high-priority targets. Snowball becomes the primary engage tool for reaching backline carries. The goal is forcing enemy focus onto Aatrox, enabling team cleanup, or killing carries if ignored. Use E to dodge key skillshots or close gaps, and save Q3 for the knockup to peel or chain crowd control. Group with the team rather than splitting off alone. Waveclear with Q handles super minions when defending. When ahead, siege inhibitor towers and force dives when openings appear. When behind, look for desperate all-ins on the most fed enemy carry, pulling their cooldowns and attention to potentially win the ensuing 4v4 aftermath.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Aatrox the Darkin Blade transforms into a raid boss when playing from ahead, with healing that outpaces enemy damage and cooldowns short enough to maintain permanent pressure. The ahead state triggers when Aatrox completes a first item spike, holds a gold lead of 1,000 or more, or obtains strong augments like Darkin Durability or Omni-Soul, with the enemy backline flinching when Aatrox steps forward. The strategic focus shifts from surviving to forcing fights the enemy cannot refuse. When ahead, Aatrox should zone off the wave rather than simply clearing minions, walking past the dying wave to sit on the enemy's side of the bridge. This forces opponents to choose between losing the wave entirely or fighting at a disadvantage. Aatrox should isolate targets who lack dash or blink augments, using Snowball to gap-close while saving the E dash for when enemies try to sidestep the Q2 sweetspot. With the ultimate active, the revive passive becomes a safety net for diving the backline, even under tower, provided the team is following up. Successful execution causes incremental tower damage, forces enemy summoner spell usage, and compels opponents to buy anti-heal earlier than optimal, delaying their power spikes. The most common throw pattern is chasing too deep without backup, as Mayhem mode damage can melt even a fed tank caught in a 1v4. Aatrox should not chase low-health mobile champions like Ezreal or Zed under their inhibitor tower unless teammates are nearby. Players must check augment synergy, as damage-oriented augments without durability leave Aatrox vulnerable under focus fire. The correct playstyle becomes that of a burst bruiser: engage, kill one target, reset, and engage again rather than standing in the middle of five enemies auto-attacking unless certain of out-healing combined damage output. When behind, Aatrox must stop trying to be the carry and become a setup tool. This state triggers when down kills, the tower is under threat, enemies have completed anti-heal items like Chempunk Chainsword or Mortal Reminder while Aatrox is still building components, or engagement attempts result in instant death. The recovery plan involves playing for the reset by using Snowball as a dodge tool or bush checker rather than an engage mechanism, peeling for strong backline teammates by using Q to disrupt divers and W slow to save allies, and focusing the nearest threat rather than walking past tanks to reach the backline. Behind players should seek augments offering utility or survival rather than pure damage, such as tenacity or shielding to survive initial crowd control burst. When enemies have anti-heal, Aatrox cannot rely on out-healing damage and should instead prioritize augments adding crowd control or cooldown reduction for more frequent disruption. Unrecoverable situations include fighting while down numbers, chasing into 1v4 scenarios, and engaging in long narrow chokes where enemy poke champions freely attack. Patience and waiting for enemy mistakes offers the only path back into the game.
Read full guideChampion Background
Lore / Identity / Text block
Aatrox the Darkin Blade is a sustain-focused juggernaut whose entire damage profile and survival in ARAM: Mayhem revolve around landing his Q sweet spots and weaving empowered passive attacks between ability casts. His passive, Deathbringer Stance, serves as his primary trading tool rather than a bonus, providing healing based on target maximum health and resetting faster when abilities hit champions. In a mode with inflated health pools where sustain is critical, using this empowered auto between every Q cast during prolonged fights is essential for maintaining health advantages. The Darkin Blade, his Q, comprises three distinct slam patterns with sweet spots that deal bonus damage and knock up on the third cast. Accelerated Mayhem cooldowns allow constant fishing for Qs to zone enemies and trigger passives. Q1 and Q2 are easier to land on targets moving laterally, while Q3 works best on targets moving directly toward or away due to its narrow hitbox. Missing Q3 is the most punishing mistake, leaving Aatrox with no damage or threat until it returns. Infernal Chains, his W, functions as a critical setup tool that slows and potentially drags back targets who fail to leave its area. The chain forces enemies to burn dashes or flashes to escape, making Q3 nearly guaranteed when chained. It should target enemies trying to kite rather than tanks running directly at Aatrox, and firing through minions will catch them instead of champions. Umbral Dash, his E, provides two dash charges that heal when abilities hit champions and reset the basic attack timer. This sustain makes him nearly unkillable when played correctly. Dashing during Q1 or Q2 extends range and changes angles, but using both charges without a kill or escape plan strands him in enemy territory. Saving at least one charge for repositioning or retreat is crucial. World Ender, his ultimate, grants increased damage, healing, and ramping movement speed in combat, extending on takedowns. It should be activated early rather than saved for executes, as the speed helps land Qs and the healing counters Mayhem's burst damage. The activation fear can catch enemies who think they are safe at the edge of its radius. Grievous wounds significantly reduces his healing, and hard crowd control stops his sustain entirely, making him much squishier than he appears when facing anti-heal or heavy crowd control compositions.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Aatrox the Darkin Blade players in ARAM: Mayhem commonly undermine their effectiveness through mechanical and decision errors that compound quickly in this high-damage environment. The most frequent mechanical mistake involves spamming Q1 and Q2 immediately upon entering poke range without proper setup. This leaves Aatrox with only Q3 to threaten opponents, and smart enemies will hard engage when they see the first two swings wasted. Players should hold Q1 until they have a real target, using it to zone or check bushes, and only commit Q2 if the first swing lands or when following a teammate's engage. When Q is on cooldown, backing off and using autos to last-hit minions while saving E for disengage is the correct recovery. Another critical error is dashing with E before casting Q, or using E offensively at low health. This removes the only escape tool, and in Mayhem's high damage environment, missing the sweetspot or getting peeled often means death. The correct approach is casting Q first, then using E to reposition the sweetspot mid-swing. Players should keep E ready to dash through enemies for healing or to dodge crowd control. Ignoring the Q sweetspot mechanic entirely and treating the blade like generic area-of-effect damage results in reduced damage and missing the Q3 knockup. Without the sweetspot bonus, all-in damage is often insufficient to secure kills. Players must aim the blade's edge, using movement speed and E to adjust angles at the last second. Activating the Ultimate too late, typically at 20% health or lower, frequently results in death before the revive passive or healing amplification can take effect. Mayhem burst is too high for last-second ultimates to work reliably. The correct timing is activating around 60-70% health when ready to engage or when seeing hard engage incoming. Decision mistakes include chasing mobile carries deep into enemy territory, which leads to wasted cooldowns and getting kited indefinitely. Aatrox should instead target frontline or immobile backliners, forcing mobile carries to use escapes defensively before switching focus. Using Snowball to engage into full enemy teams with crowd control ready is a common throw. Players should use Snowball to close gaps on targets who have already used escapes or peel tools, or to dodge skillshots during chaotic fights. Building full damage while ignoring survivability against poke or burst compositions results in getting one-shot before healing matters. Players should prioritize early sustain and defensive stats, as damage comes naturally from base stats and Q ratios while staying alive multiplies effectiveness. Ignoring minion waves to force tower dives repeatedly loses wave pressure that provides healing and blocks enemy skillshots. Players should shove waves first, using Q1 and Q2 to heal and push before threatening enemies under their tower. Fighting while Deathbringer Stance passive is down loses significant burst damage and healing that often determines close trades.
Read full guideFAQ
Aatrox
Is Zaahen a strong pick in ARAM: Mayhem? He is a solid bruiser who excels in extended fights where he can stack his healing and reset his cooldowns. He struggles against heavy poke or disengage before he closes the gap, but he becomes a raid boss once he gets his ultimate and a few items. Pick him if your team has engage support, but avoid first-picking him into kite-heavy compositions. What is Zaahen's main win condition in this mode? Your goal is to survive the initial burst, pop your ultimate, and sustain through the fight with constant ability resets. You want to hit multiple enemies with your sweetspot abilities to maximize healing and damage. If you dive too deep without your ultimate ready, you will get burst down before your healing kicks in. How do I effectively use his Q ability? Always aim for the sweetspot at the edge of the impact zone to deal bonus damage and apply grievous wounds. Use the first cast to zone, the second to catch sidestep patterns, and the third to knock up enemies trying to flee. Hitting the center deals reduced damage and healing, so spacing matters more than spamming.
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