R > Q > E > W
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
47.70%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
47.47%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
47.28%- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
46.13%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
53.23%- Total Price
- 2,900
- Price
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
48.84%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
49.35%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
46.78%- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
47.82%- Total Price
- 3,000
- Price
- 200
+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.
51.80%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
48.01%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
42.20%Starting items
- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
49.07%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
45.63%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
45.63%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
48.19%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 56.77% | 5.81% | 303 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 56.41% | 6.73% | 351 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 55.01% | 8.61% | 449 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T1 | 53.33% | 4.89% | 255 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T1 | 52.94% | 4.56% | 238 |
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 | 52.59% | 6.67% | 348 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 51.26% | 6.10% | 318 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 50.52% | 9.30% | 485 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T1 | 50.49% | 5.88% | 307 |
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 | T1 | 50.16% | 5.96% | 311 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 49.93% | 13.40% | 699 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 49.70% | 6.29% | 328 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T1 | 49.51% | 5.92% | 309 |
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 | T1 | 49.46% | 5.31% | 277 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 49.07% | 8.20% | 428 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T1 | 48.63% | 5.60% | 292 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 48.15% | 12.46% | 650 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T1 | 47.12% | 7.32% | 382 |
Gain 15% omnivamp . View augment details | Silver | T1 | 46.29% | 4.39% | 229 |
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 | 46.25% | 6.13% | 320 |
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 | 46.19% | 8.30% | 433 |
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 | 46.01% | 8.41% | 439 |
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 | 45.99% | 10.50% | 548 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 45.79% | 9.33% | 487 |
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 | 45.78% | 14.07% | 734 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 45.67% | 9.07% | 473 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 44.44% | 6.38% | 333 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 43.64% | 6.33% | 330 |
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 | 59.20% | 2.40% | 125 |
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 | 58.82% | 2.28% | 119 |
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 | T2 | 54.63% | 2.07% | 108 |
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 | 54.55% | 2.11% | 110 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 53.49% | 3.30% | 172 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 53.33% | 4.03% | 210 |
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 | 53.06% | 2.82% | 147 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 51.83% | 3.14% | 164 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T2 | 51.69% | 2.26% | 118 |
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 | T2 | 51.43% | 2.68% | 140 |
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 | 51.04% | 3.68% | 192 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T2 | 51.01% | 2.86% | 149 |
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 | 50.30% | 3.20% | 167 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T2 | 50.30% | 3.24% | 169 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 50.00% | 2.38% | 124 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T2 | 49.30% | 2.72% | 142 |
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 | 48.68% | 2.91% | 152 |
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 | 48.63% | 3.51% | 183 |
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 | 48.59% | 3.39% | 177 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T2 | 48.44% | 2.45% | 128 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T2 | 47.62% | 2.42% | 126 |
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 | T2 | 47.52% | 1.94% | 101 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T2 | 47.42% | 1.86% | 97 |
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 | 47.30% | 2.84% | 148 |
Grants 60 ability haste . View augment details | Gold | T2 | 46.71% | 2.91% | 152 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T2 | 46.58% | 2.80% | 146 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 45.71% | 2.01% | 105 |
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 | T2 | 45.68% | 3.11% | 162 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T2 | 45.21% | 3.60% | 188 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 44.85% | 3.72% | 194 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T2 | 44.71% | 3.26% | 170 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T2 | 44.63% | 2.32% | 121 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T2 | 42.48% | 2.17% | 113 |
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 | T2 | 36.36% | 2.32% | 121 |
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 | 58.33% | 1.15% | 60 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 55.17% | 1.67% | 87 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T3 | 54.24% | 1.13% | 59 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T3 | 53.26% | 1.76% | 92 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 51.95% | 1.48% | 77 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T3 | 51.56% | 1.23% | 64 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 51.56% | 1.23% | 64 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 50.75% | 1.28% | 67 |
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 | 50.00% | 1.50% | 78 |
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 | T3 | 50.00% | 1.19% | 62 |
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 | T3 | 50.00% | 1.04% | 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 | T3 | 49.41% | 1.63% | 85 |
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 | T3 | 49.30% | 1.36% | 71 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 48.84% | 1.65% | 86 |
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 | 47.22% | 1.38% | 72 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T3 | 47.06% | 1.30% | 68 |
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 | 45.95% | 1.42% | 74 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 45.45% | 1.05% | 55 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 45.24% | 1.61% | 84 |
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 | T3 | 45.16% | 1.19% | 62 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 44.83% | 1.67% | 87 |
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 | T3 | 44.64% | 1.07% | 56 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 43.37% | 1.59% | 83 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 42.25% | 1.36% | 71 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 41.25% | 1.53% | 80 |
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 | 41.25% | 1.53% | 80 |
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 | 39.47% | 1.46% | 76 |
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 | 38.96% | 1.48% | 77 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 38.10% | 1.21% | 63 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 36.36% | 1.69% | 88 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 35.80% | 1.55% | 81 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 35.29% | 1.30% | 68 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 33.77% | 1.48% | 77 |
Evelynn Skill Combos
Extracted from the skill order guide
R > E > Q > W (Condition: You roll an execute-focused or E-empowering augment)
R > W > Q > E (Condition: You roll a charm-utility or crowd-control augment)
Evelynn Counters
Counters and threats extracted from the matchup guide
Counters
5Evelynn counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Evelynn is countered by these champions in ARAM: Mayhem.
Read counter detailsEvelynn Team Comp Highlights
Partner patterns extracted from the team comp guide
Reliable Hard CC: Evelynn has a charm, but it requires time to arm. She needs teammates with instant stuns or knockups to set up her Allure or stop enemies from dashing through her ultimate. Strong Frontline: Someone must walk forward first. Evelynn cannot start a fight against a grouped enemy team without getting deleted. A tank like Leona or Ornn creates the chaos she needs to flank. Waveclear: Before level six, Evelynn struggles to clear waves without taking heavy poke. Teammates like Ziggs or Syndra must keep the wave off the tower so she does not get forced off the health relic. Top Synergy Pairings
Malphite (High Value)
Malphite (High Value)
Malphite provides the ultimate engagement tool, forcing enemies to burn cooldowns instantly. Evelynn follows up with burst on targets knocked up or scattered.
Leona (High Value)
Leona locks down a single target for an extended duration. This guarantees Evelynn’s W charm arms and lands, leading to a confirmed kill.
Orianna (Medium-High Value)
Orianna provides zone control and a setup tool with her Shockwave. Her ball placement on a frontline initiator allows Evelynn to approach safely under the threat of a massive AOE stun.
Brand (Medium Value)
Double AOE burst. Brand softens the entire enemy team with passive burns. Evelynn finishes them off with R, triggering resets.
Sett (Medium Value)
Sett acts as a bait champion. He draws focus fire, and Evelynn punishes the enemies who cluster around him.
Evelynn ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Early Game Role | Forces a lurking role early. Pre-6, you are essentially a ranged minion with Charm, farming and avoiding getting poked out. | Accelerates the useless phase into a brief inconvenience. You hit level six faster and complete items while enemies figure out augments. | Transition from passive scaler to early predator; the waiting game ends quickly. |
| Ultimate Usage | Relies on R to escape after a kill. You save the ultimate for the disengage or survival. | R cooldown is short enough to use for damage, not just survival. Dive backline, ult three people, and it is nearly up again. | Spam R for pressure instead of hoarding it for a safe exit. |
| Skill Priority | Max Q first for reliable damage and wave clear, taking W second for the Charm duration. | Reduced cooldowns make E a massive nuke on a short timer, executing the constant low-health targets. | E becomes a high-value nuke on wounded targets due to reduced cooldowns. |
| Flanking Patience | You might spend ten seconds walking around the side to get behind the enemy tank for the perfect flank. | The game moves too fast for slow flanks. If you spend too much time invisible, your team dies 4v5. | Flank quickly or don't flank at all; speed matters more than perfection. |
| Rune and Build Logic | Focus on survivability and magic pen for sustained poke. Runes like Second Wind feel mandatory. | Poke is heavier but sustain is stronger. Lean into pure damage; Electrocute or Dark Harvest are consistent on wounded targets. | Prioritize burst trade wins over long attrition; kill or be killed. |
Champion Analysis
Role / Current performance
Evelynn Agony's Embrace is a demonic assassin who excels through stealth mechanics and devastating execute potential. In Hextech Mayhem, she becomes one of the most dangerous assassins in the mode due to dramatically reduced cooldowns that allow her to enter stealth and launch ambushes with unprecedented frequency. Her core role combines assassin gameplay with stealth ambush tactics and execution, making her a constant threat to enemy carries. Her gameplay revolves around stealth and execution. Demon Shade, her passive, enters stealth after a brief period out of combat. In Hextech Mayhem, she can frequently enter stealth during brief lulls in combat to approach enemies unexpectedly, creating constant pressure and uncertainty for opponents. Hate Spike serves as her primary damage tool, firing a line of spikes that damage enemies, and frequent use maintains sustained damage output throughout fights. Allure marks a target and charms them after a delay, providing valuable crowd control for controlling enemy carries. Whiplash provides a dash and attack speed boost for chasing or repositioning, giving her mobility to stick to targets or escape dangerous situations. Last Caress, her ultimate, is her signature move. She dashes forward dealing massive damage to enemies in her path, with low-health targets taking additional execute damage. In Hextech Mayhem, this ability can secure crucial kills or enable safe retreats, making it a versatile tool for both offense and survival. The combination of frequent stealth access, sustained damage from Hate Spike, crowd control from Allure, mobility from Whiplash, and execute potential from Last Caress creates a complete assassin kit that thrives in the chaotic environment of Hextech Mayhem. Evelynn's strategic value lies in her ability to create constant ambush pressure while maintaining the tools to eliminate priority targets and escape safely. Her reduced cooldowns in this mode amplify her natural strengths, allowing her to cycle through stealth and engage patterns more rapidly than in standard play. Players should focus on using brief combat lulls to re-enter stealth, controlling enemy carries with Allure, and timing Last Caress to secure kills on low-health targets or disengage when threatened. Her playstyle rewards patience and positioning, waiting for the right moment to emerge from stealth and deliver lethal burst damage before returning to the shadows.
Core Tips
Long-form tips / Play pattern
Evelynn's early game in Mayhem ARAM requires patience and careful positioning. She starts visible and fragile, so the first few waves should be played like a traditional mage, using Hate Spike to poke and farm safely from maximum range. Engages should not be forced before unlocking her ultimate or acquiring key augments. Once Demon Shade activates, her role shifts entirely, using passive camouflage to reset threat and confuse enemies about her position. Engage patterns rely on patience rather than brute force. Never open a fight by walking directly at enemy frontliners. Instead, flank from the side brushes, as the narrow lane makes frontal assault suicide against heavy poke compositions. Hold Snowball to gap-close only after confirming the enemy has used their key crowd control, as throwing it too early results in being stunned and deleted. Target the backline by using Allure on the enemy carry rather than the tank, starting the cast while hidden since the charm mechanic takes time to prime. A strong engage sequence involves Alluring a high-value target from stealth, waiting for the charm to prime, then using Snowball or Flash to close the gap instantly, followed by Whiplash and Hate Spikes to proc the charm and burst them down. The Howling Abyss presents a single choke point that is dangerous for a melee assassin. Standing in the minion ball results in eating every stray skillshot. Instead, hover at the lane edges or drop back into fog of war completely, forcing enemies to overextend to check your position. Always maintain enough distance that a single hook or stun cannot reach you before entering Demon Shade. Do not waste Allure on tanks unless peeling for your own carry. The charm duration is the real kill pressure, so prioritize squishy mages and marksmen who lack defensive items early. Killing any champion resets cooldowns and refunds mana, enabling chained kills in chaotic team fights. Last Caress serves as an execute, escape, and survival tool. Do not use it to start a fight unless cleaning up a low-health target otherwise out of range. The best dive timing occurs when the enemy team is distracted by allies. Always save the ultimate for the execute threshold or untargetability frames. In Mayhem mode, inflated damage numbers mean getting caught in a crowd control chain results in death before pressing R. Use the ultimate to dodge critical incoming damage while simultaneously finishing a target, with the backward dash creating distance to re-stealth and re-engage seconds later. Evelynn is a poor counter-engager with no hard crowd control to stop a dive. If your team gets engaged on, do not turn and fight immediately unless you can burst the diver. Instead, kite backward and use the chaos to flank enemy divers. For escapes, rely on Demon Shade's movement speed and terrain awareness, breaking line of sight immediately when low on health. Never die for free, as a dead Evelynn provides vision and pressure while a missing Evelynn creates global map fear. Mayhem augments drastically shift power spikes. Burst or ability haste augments enable aggressive play, while mobility or defensive augments allow riskier flank angles. Control wave tempo by manipulating presence. Show yourself and spam Q on the wave to push and draw pressure, or disappear completely to make enemies hesitate pushing past river brush. When behind, stop trying to one-shot carries and shift to a disruptor and clean-up role, waiting for low-health targets and using Allure on the frontline to shred magic resist for your team's mages.
Read full guidePlaystyle Guide
Playstyle / Team structure
Evelynn Agony's Embrace has a sharply defined power curve in ARAM: Mayhem that demands patience and discipline early, aggressive assassination mid-game, and calculated cleanup late. Understanding when to fight, when to hide, and how to leverage her unique stealth mechanics determines success. Before level 6, Evelynn is weak and lacks the permanent camouflage and burst reset that define her kit. She should play like a vulnerable mage who cannot afford to take free damage, staying behind melee minions or tanks. Use Hate Spike (Q) to poke when enemies step up to farm, but avoid spamming it on cooldown and draining mana. The goal is reaching the ultimate without feeding kills. Position at max Q range and never walk up to auto-attack unless finishing a low-HP target under tower. If the enemy has heavy poke, hide in the back brush to break their line of sight. Do not engage with Snowball before level 6, as there is insufficient damage to kill a healthy target; use Snowball primarily to dodge high-threat skill shots or escape if an enemy dives. Stall the wave so fights happen near the tower where Evelynn is safe, clearing just fast enough to prevent tower plates from falling. Once Evelynn unlocks Demon Shade at level 6 and gains access to Last Caress, she becomes a legitimate threat. Her camouflage allows flanking from angles impossible in standard ARAM, using side brushes and fog of war on the bridge edges. Disappear from the minion wave, go invisible, and circle around the sides to force enemy carries to stand near their tanks or risk getting one-shot. The trading rhythm involves landing Allure (W) from stealth, waiting for the charm to prime, then engaging with Q and Empowered E before firing the ultimate to execute and reset. If the target is too healthy to execute, do not commit. Snowball serves as a gap-closer for targets just outside W range, and Evelynn can dash over an enemy tank to reach a backline carry, then ultimate back to safety. Push when the ultimate is available, forcing enemies to cluster under their tower where flanks and dives become possible. Stall or reset when the ultimate is down. In the late game, enemies will have Magic Resist and Oracle's Elixirs, shrinking the one-shot window. Evelynn functions less like an assassin and more like a finisher who resets the fight. Stay invisible until the last second, waiting for the frontline to engage and burn crowd control. Poke with max-range Qs to soften targets, and do not go for an all-in unless a health bar is low enough for the execute threshold. Save Snowball for the execute or to escape after ulting. Push with the team but stay hidden, as Evelynn's presence alone zones enemies off the wave. If ahead, force a dive by flanking the inhibitor tower to create a 5v4 siege. If behind, wait for the enemy to make a greedy play, using the ultimate to execute a diver and reset, turning defense into counter-push. Patience and discipline separate successful late-game Evelynn players from those who get caught and deleted.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Evelynn Agony's Embrace operates with distinct strategic patterns depending on whether she is ahead or behind, with her power spike tied directly to reaching level six and unlocking Demon Shade. When ahead with a gold lead, Evelynn transitions from a skirmisher into an executioner. Her trigger condition requires Demon Shade to be available and at least one squishy enemy target below 60% health. Engaging before level six is a critical error, as Evelynn without camouflage lacks defensive stats and functions only as a vulnerable melee mage. The accelerated pace of Mayhem tempts early engagement, but patience for the level spike is essential. When ahead, Evelynn should use extended brush and side lanes to break enemy vision. Since minion waves push quickly in Mayhem, enemies often group near their own tower, creating opportunities for flanking. The optimal sequence involves waiting for the team to poke or engage, allowing the enemy to burn major crowd control on the frontline, then positioning behind damage dealers. Whiplash gaps close, Empowered Whiplash executes, and Last Caress should be saved for securing kills or dodging key abilities. The ultimate's untargetability serves as the only safety net. Consequences for ahead gameplay are binary. Successfully catching a carry results in a kill, a reset, healing with Demon Shade, and repeating the cycle. Diving into five enemies before cooldowns are expended results in instant collapse and death. Fed Evelynn players commonly throw games by becoming greedy for multi-kills or attempting to use the ultimate through the entire enemy team for damage. The ultimate should secure kills and reposition, not deal area damage. Leads vanish when dying without trading a shutdown. Confirming the enemy has used reveal abilities or hard crowd control before committing is essential. When behind, Evelynn's sole objective becomes avoiding irrelevance. Trigger conditions for being behind include being underleveled, facing enemy vision control, or confronting multiple tanks and bruisers who survive burst damage. Forcing picks on full-health tanks wastes everything and results in death. Solo kills should no longer be the goal. The mindset shifts to clean-up and distraction. Behind gameplay requires using Demon Shade to scout face-checkes for the team, providing valuable information even with zero damage output. During fights, waiting five seconds for the team to absorb initial burst before revealing is critical. Only engage low-health escapees. Hate Spike provides poke and slow from safe distances. Whiplash should never engage unless it guarantees a kill. Passive play keeps Evelynn on the map, forcing enemies to play cautiously against an unseen threat. Repeated deaths from hero plays result in inhibitor loss. Recovery relies on experience catch-up mechanics and waiting for positional errors from overextended enemies. Defensive augments should be used to peel for stronger teammates rather than diving. When caught in traps or pink wards, flashing out immediately is mandatory. Survival is the only path back to relevance.
Read full guideChampion Background
Lore / Identity / Text block
Demon Shade defines Evelynn's entire approach to ARAM: Mayhem, forcing a cyclical playstyle where she engages, trades health, and backs off to regenerate before re-entering the fight. When Evelynn drops below a certain health threshold and stays out of combat, she enters camouflage and rapidly recovers health. In Mayhem's inflated damage environment, she cannot sustain through damage while visible and will get burst down if she tries. Instead, she uses brush or fog of war to trigger regeneration, making her frustrating to deal with as she chips away at enemies, heals to full, and repeats while they have no recovery option. Oracle's Elixir reveals her position but cannot stop the healing once it begins. Early on, she plays as a sustain bot, absorbing poke for her team, dipping out to heal, and returning to deny enemy kills. In late-game brawls, a low-health Evelynn must flee the chaos to recover; re-entering at full health makes her a nightmare for wounded enemies. Panic-casting abilities while healing stops regeneration and leaves her vulnerable. Hate Spike serves as her primary damage tool and wave clear. She fires a dart marking the first enemy hit, then recasts to fire homing spikes at the marked target. In Mayhem, she spams this to clear minions, preventing enemy waves from crashing her tower and removing her ability to roam or flank. The first cast checks bushes and zones enemies off health relics, while the recast snipes targets fleeing into fog of war. During all-ins, she opens with Q for the mark, then spams recast while closing the gap. Missing the first dart on a champion costs massive damage and telegraphs that her burst is unavailable. Allure is her setup tool with a long cooldown that makes misses painful. This targeted ability curses an enemy, and after a delay, her next attack charms them and shreds their magic resist. Enemies must choose between running away to break the tether and take a slow, or staying and getting charmed. In Mayhem's open space, she cuts off escape routes or stops enemies chasing teammates. The magic resist shred makes her full combo lethal on squishy targets. Triggering the charm too early yields only a slow, rarely enough to kill mobile enemies. Whiplash is her gap closer and execution nuke, dealing damage based on missing health. The Demon Shade empowerment pulls her to the target from distance, crucial for diving backlines. She uses Q to whittle targets down, then E to secure kills when they are low. Using E to engage on a full-health tank puts her in melee range with no escape and minimal damage, making her an easy target. Last Caress combines escape, execute, and area-of-effect nuke in one ability. She unleashes spikes in a wide semicircle, executing enemies below a health threshold, and teleports backwards with untargetability frames. This defines her in-and-out assassin pattern: she goes in, kills, and escapes for free. The untargetability dodges key enemy ultimates, and frequent ability haste in Mayhem means her ultimate is available often. Using R when no enemies are in execute range wastes the opportunity, and retreating into the enemy team or under their tower turns survival into suicide.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Evelynn in Mayhem plays fundamentally differently from Summoner's Rift due to permanent camouflage starting at level one rather than level six. The narrow lane, constant Snowballs, and abundant vision mean that playing like a patient jungler will result in getting caught, poked down, and becoming useless before any real engage. Success depends on avoiding mechanical and decision errors that consistently kill Evelynn players. The most critical mechanical mistake is walking directly toward enemies while visible before entering camouflage range. This telegraphs the approach, allowing enemies to land skillshots and deal free damage. The correct approach requires breaking line of sight behind terrain, the tower, or minion wave before approaching, then letting camouflage activate and pathing at an angle toward the flank. If spotted early, back off immediately and reset rather than trying to salvage the engage with a forced Charm. Casting Charm on a target near their full team with no follow-up ready wastes the main setup tool, as the heart mark alerts the entire team who then spread out and zone Evelynn. Charm should only start when already in position with team follow-up ready, ideally targeting isolated squishies or enemies who have used escape tools. Without Charm's resist shred and charm effect, damage is significantly lower, so whiffing Charm means disengaging completely and waiting for cooldown. Using Last Caress purely for damage at high health leaves Evelynn stranded in the enemy team with no escape. R should be saved for execute damage on low-health targets or as an escape tool, using the backflip to reposition. Spamming Hate Spike on frontline tanks instead of repositioning for backline angles wastes cooldowns on targets who will heal back the damage while enemy carries remain untouched. Q should be used to last-hit minions for gold if unable to engage, or held until a clear path to a squishy target exists. Ignoring pink ward or Oracle's Extract reveal range indicators causes Evelynn to walk into revealed territory thinking she is hidden, losing the element of surprise. Track pink ward locations, destroy them from safe distance with Q, or avoid those zones entirely. When near someone with Oracle's, assume visibility. Key decision mistakes include engaging at full health into a full enemy team just because Charm is ready, which results in getting burst down before R can execute anyone. Wait for angles on isolated squishies who have used key cooldowns. Chasing low-health enemies deep into enemy territory while teammates are dead or retreating gives back gold advantage and loses map pressure. Ignoring Snowball threat while in camouflage near the front costs stealth advantage. Fighting in the open middle of the lane instead of using side bushes or terrain makes Evelynn visible and easy to hit. Going in before reaching key augment or item power spikes results in lacking damage to kill or cooldowns to escape. Evelynn in Mayhem lives and dies by her angles. The champion is strong when respecting vision, timing Charms, and holding R for the right moment. Every mistake stems from impatience or bad positioning. Fixing those transforms Evelynn from the one getting caught to the one deleting carries from fog of war.
Read full guideFAQ
Evelynn
Is Evelynn strong in ARAM: Mayhem? She is a high-skill scaler who becomes terrifying after level six but suffers heavily before then. You spend the early game playing like a coward, poking with Q and waiting for the passive heal. If your team lacks frontline or gets pushed to tower, you will have almost no room to operate. How does Mayhem's pacing affect her playstyle? Faster gold and experience means you hit your power spike sooner, but the constant fighting makes it harder to roam for resets. You often fight in the same lane for long periods, so you rely on brushes and fog of war rather than true global stealth. Use the chaos of big teamfights to slip into the backline while enemies are distracted by your allies. What is the most important mechanic to master? Managing your Demon Shade passive is everything. You need to drop combat for a few seconds to let it activate, giving you the stealth and the massive heal that lets you re-engage. If you stand still in a bush or back off slightly during a lull, you can re-enter the fight with full health and catch people off guard.
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