Normal Skill Order: R > E > Q > W
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
Situational itemstop 12
- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
55.65%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
55.50%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
56.00%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
57.92%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
55.25%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
57.12%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
55.75%- Total Price
- 2,650
- Price
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
58.76%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
52.93%- Total Price
- 3,000
- Price
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
54.18%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
56.54%Starting items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
55.39%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
54.29%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
55.61%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
55.61%Core items
- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
Situational itemstop 12
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
52.37%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
51.34%- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
51.61%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
51.00%- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
54.99%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
52.35%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
57.74%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
53.10%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
53.45%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
53.80%- Total Price
- 3,000
- Price
- 1,025
+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.
50.00%- Total Price
- 2,650
- Price
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
59.69%Starting items
- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
53.38%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
50.98%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
54.52%- Total Price
- 1,200
- Price
- 250
+20 Attack Damage +20% Attack Speed
54.52%Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 2,650
- Price
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
50.32%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
52.36%- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
51.15%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
50.82%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
50.09%- Total Price
- 2,650
- Price
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
52.90%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
53.04%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
52.60%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
57.31%- Total Price
- 3,000
- Price
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
48.47%- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
51.40%- Total Price
- 2,800
- Price
- 275
+55 Attack Damage +25% Critical Strike Chance Magnification Deal up to 10% increased damage with Attacks, based on how far away the enemy is (max damage at 500 range). Arcane Aim When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 8 seconds.
54.37%Starting items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
50.29%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
50.66%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
50.05%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
50.05%Core items
- Total Price
- 2,900
- Price
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +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
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,900
- Price
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
- 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
- 2,900
- Price
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
- 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
- 2,900
- Price
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
43.89%- 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.
45.49%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
46.61%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
42.70%- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
42.91%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
42.18%- Total Price
- 3,100
- Price
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
43.13%- 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%.
40.56%- Total Price
- 3,000
- Price
- 1,025
+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.
38.11%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
44.86%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
48.17%- Total Price
- 2,800
- Price
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
46.48%Starting items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
46.05%- Total Price
- 850
- Price
- 850
+45 Ability Power
42.67%- Total Price
- 400
- Price
- 400
+20 Ability Power
42.67%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
42.67%- Total Price
- 850
- Price
- 850
+45 Ability Power
45.35%- Total Price
- 400
- Price
- 400
+20 Ability Power
45.35%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 59.77% | 21.26% | 6,149 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 57.19% | 5.12% | 1,481 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 56.70% | 5.83% | 1,686 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T1 | 56.47% | 9.97% | 2,883 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T1 | 55.39% | 9.65% | 2,791 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T1 | 55.15% | 10.84% | 3,135 |
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 | 55.08% | 6.64% | 1,919 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 54.45% | 7.88% | 2,279 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 54.02% | 13.93% | 4,028 |
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 | T1 | 53.45% | 5.76% | 1,667 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T1 | 53.18% | 7.67% | 2,219 |
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 | T1 | 53.14% | 5.94% | 1,718 |
Gain 15% omnivamp . View augment details | Silver | T1 | 52.80% | 5.80% | 1,678 |
Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 52.53% | 14.20% | 4,106 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 52.49% | 12.35% | 3,572 |
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 | T1 | 52.32% | 7.46% | 2,158 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 52.25% | 14.01% | 4,052 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 52.11% | 11.42% | 3,301 |
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 | T1 | 51.67% | 7.23% | 2,092 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T1 | 51.00% | 8.43% | 2,439 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 50.64% | 7.87% | 2,277 |
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 | 50.55% | 11.71% | 3,387 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 50.43% | 6.38% | 1,844 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T1 | 50.07% | 5.17% | 1,494 |
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 | 49.72% | 6.15% | 1,778 |
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 | T1 | 49.65% | 6.87% | 1,988 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 48.88% | 6.15% | 1,778 |
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 | 47.88% | 4.97% | 1,437 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 47.35% | 4.96% | 1,434 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T1 | 45.70% | 8.80% | 2,545 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 58.37% | 2.89% | 836 |
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 | 57.78% | 2.49% | 720 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 57.08% | 3.01% | 869 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 55.15% | 1.78% | 515 |
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 | T2 | 54.91% | 1.37% | 397 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 54.86% | 2.38% | 689 |
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 | 54.60% | 2.67% | 771 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 54.12% | 2.89% | 837 |
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 | T2 | 53.87% | 3.58% | 1,034 |
Increases attack damage by 20% . View augment details | Silver | T2 | 53.67% | 2.12% | 613 |
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 | T2 | 53.13% | 3.81% | 1,101 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 53.06% | 1.97% | 571 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 52.69% | 4.24% | 1,226 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T2 | 51.48% | 3.97% | 1,148 |
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 | T2 | 50.13% | 2.61% | 754 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T2 | 50.11% | 1.56% | 451 |
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 | T2 | 49.88% | 1.39% | 401 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T2 | 49.09% | 1.72% | 497 |
Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely. View augment details | Prismatic | T2 | 48.39% | 4.08% | 1,180 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 47.96% | 2.55% | 736 |
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 | 47.31% | 1.54% | 446 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 47.05% | 1.82% | 525 |
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 | T2 | 46.92% | 3.93% | 1,136 |
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 | T2 | 46.91% | 3.13% | 906 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 45.50% | 2.19% | 633 |
Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health . View augment details | Silver | T2 | 44.68% | 1.46% | 423 |
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 | T2 | 43.88% | 1.69% | 490 |
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 | 62.33% | 0.74% | 215 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 57.56% | 1.19% | 344 |
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 | 55.79% | 1.17% | 337 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T3 | 55.56% | 1.06% | 306 |
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 | T3 | 54.37% | 0.71% | 206 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 54.35% | 1.15% | 333 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 53.92% | 1.01% | 293 |
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 | 53.58% | 1.01% | 293 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 53.24% | 0.96% | 278 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 53.04% | 1.08% | 313 |
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 | T3 | 52.76% | 0.69% | 199 |
Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions. View augment details | Prismatic | T3 | 52.23% | 0.85% | 247 |
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 | 51.36% | 1.14% | 331 |
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 | T3 | 51.12% | 1.08% | 313 |
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 | 50.82% | 0.84% | 244 |
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 | T3 | 49.72% | 1.24% | 360 |
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 | 49.46% | 0.64% | 186 |
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 | T3 | 49.38% | 1.11% | 322 |
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 | T3 | 49.37% | 0.82% | 237 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T3 | 49.32% | 0.76% | 221 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 47.98% | 1.11% | 321 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 47.92% | 1.00% | 288 |
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 | T3 | 47.60% | 0.79% | 229 |
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 | T3 | 47.57% | 1.00% | 288 |
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 | 47.06% | 1.18% | 340 |
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 | T3 | 46.78% | 0.81% | 233 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 46.67% | 1.09% | 315 |
Grants 60 ability haste . View augment details | Gold | T3 | 46.48% | 0.74% | 213 |
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 | T3 | 46.39% | 0.67% | 194 |
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 | T3 | 46.22% | 0.87% | 251 |
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 | 46.04% | 0.96% | 278 |
Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T3 | 44.77% | 1.06% | 306 |
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 | 44.13% | 0.74% | 213 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T3 | 44.10% | 1.23% | 356 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 43.50% | 0.69% | 200 |
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 | T3 | 42.90% | 1.12% | 324 |
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 | 42.68% | 0.85% | 246 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T3 | 41.35% | 0.82% | 237 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 64.71% | 0.29% | 85 |
Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage. View augment details | Silver | T4 | 56.38% | 0.33% | 94 |
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 | T4 | 56.10% | 0.43% | 123 |
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 | 55.03% | 0.52% | 149 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T4 | 54.87% | 0.39% | 113 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T4 | 54.81% | 0.47% | 135 |
Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed . View augment details | Silver | T4 | 53.91% | 0.40% | 115 |
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 | T4 | 53.40% | 0.36% | 103 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T4 | 53.27% | 0.37% | 107 |
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 | T4 | 52.38% | 0.44% | 126 |
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 | T4 | 51.81% | 0.29% | 83 |
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 | T4 | 51.69% | 0.41% | 118 |
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 | T4 | 51.08% | 0.48% | 139 |
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 | 50.86% | 0.61% | 175 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 50.44% | 0.39% | 113 |
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 | T4 | 50.00% | 0.26% | 76 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T4 | 49.59% | 0.43% | 123 |
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 | T4 | 48.68% | 0.26% | 76 |
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 | T4 | 47.97% | 0.51% | 148 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T4 | 47.95% | 0.59% | 171 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T4 | 47.52% | 0.35% | 101 |
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 | T4 | 47.42% | 0.34% | 97 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T4 | 47.37% | 0.39% | 114 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 47.00% | 0.35% | 100 |
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 | T4 | 46.96% | 0.40% | 115 |
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 | T4 | 46.50% | 0.54% | 157 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 46.00% | 0.52% | 150 |
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 | 45.83% | 0.50% | 144 |
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 | T4 | 45.78% | 0.29% | 83 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 44.34% | 0.37% | 106 |
【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 | T4 | 43.75% | 0.28% | 80 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 43.36% | 0.49% | 143 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 43.28% | 0.46% | 134 |
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 | T4 | 42.24% | 0.40% | 116 |
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 | T4 | 39.39% | 0.57% | 165 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 37.04% | 0.37% | 108 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T4 | 36.78% | 0.30% | 87 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T4 | 34.40% | 0.43% | 125 |
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 | T4 | 32.64% | 0.50% | 144 |
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 | T5 | 54.55% | 0.19% | 55 |
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 | T5 | 53.85% | 0.18% | 52 |
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 | T5 | 52.54% | 0.20% | 59 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T5 | 48.00% | 0.26% | 75 |
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 | T5 | 46.97% | 0.23% | 66 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T5 | 43.40% | 0.18% | 53 |
Twitch Skill Combos
Extracted from the skill order guide
Stealth, opener, attack-speed-on-entry, or repeated engage augments: R > Q > E > W, or R > E > Q > W if fights are short.
Zone control, slow, area application, or W-centered augments: R > E > W > Q.
For standard Twitch in ARAM: Mayhem, max E first.
Twitch Team Comp Highlights
Partner patterns extracted from the team comp guide
Lulu
Lulu is one of Twitch’s cleanest partners because she turns his reveal window into a real carry window. Her protection lets him stand and fire instead of instantly kiting backward, and her buffs make each second of uptime more valuable.
Amumu
Amumu gives Twitch what he loves most: enemies held close together. Twitch’s damage gets much scarier when multiple targets are trapped in the same corridor, and Amumu is excellent at forcing that kind of fight on the Howling Abyss-style lane.
Orianna
Orianna adds control, shielding, and a second layer of burst on top of Twitch’s sustained damage. She also makes enemies respect the space around Twitch, which matters because his biggest punish window is right after he reveals.
Thresh
Thresh gives Twitch both engage setup and a way out. That second part is huge. Twitch often needs to stand in a greedy spot to get the best angle, and Thresh can turn that greed into a controlled bait instead of a death sentence.
Seraphine
Seraphine supports Twitch through layered crowd control, shielding, healing pressure, and teamwide follow-up. She is especially good when Twitch wants a longer fight instead of a single all-in, because her kit helps the team survive poke and then punish grouped enemies.
Synergy mechanism: Lulu is one of Twitch’s cleanest partners because she turns his reveal window into a real carry window. Her protection lets him stand and fire instead of instantly kiting backward, and her buffs make each second of uptime more valuable. Combo: Twitch approaches from stealth while Lulu stays close enough to respond. Once he reveals and starts hitting the enemy backline or the closest stacked targets, Lulu shields and empowers him, then saves her strongest peel for the first diver or burst attempt. If the enemy commits onto Twitch, Lulu’s disruption buys the extra moment he needs to reposition and keep attacking. Best scenario: This pair is strongest when the enemy has one or two obvious engage champions and a fragile damage line behind them. Twitch can open aggressively because Lulu covers the punish, and enemies who hesitate get shredded while trying to decide whether to dive him or run. Enemy answer: The enemy should wait out Lulu’s protection, force it with poke, or send layered crowd control so Twitch cannot attack during the saved window. Long-range reveal, zone control, or a hard flank also makes Lulu choose between protecting Twitch and protecting herself. Failure risk and recovery: The combo fails if Twitch reveals too far ahead of Lulu or chases beyond her range. Recover by playing a shorter angle: let the frontline start, hit the closest target first, and only step forward after Lulu has already answered the first threat. 2. Amumu Synergy mechanism: Amumu gives Twitch what he loves most: enemies held close together. Twitch’s damage gets much scarier when multiple targets are trapped in the same corridor, and Amumu is excellent at forcing that kind of fight on the Howling Abyss-style lane. Combo: Amumu looks for a commit when enemies group near minions, a turret approach, or a choke. Twitch should not reveal too early. He waits until Amumu lands the engage or the enemy has started dodging forward, then opens from an angle where his attacks can pass through the most bodies. If Amumu locks down the frontline and backline together, Twitch can melt the whole formation instead of wasting time chasing one target. Best scenario: This is brutal against short-range teams that must walk into the same space to fight. It is also strong when your team has another area spell, because enemies who spread to avoid Twitch become easier for Amumu to catch one by one. Enemy answer: The enemy should keep wider spacing, bait Amumu’s engage, and hold disengage for Twitch’s reveal instead of spending everything on the tank. Cleanse effects, spell shields, and knockbacks can break the timing if used before Twitch gets free autos. Failure risk and recovery: The main risk is Amumu engaging before Twitch is in position, creating a fight where Twitch arrives late and only hits tanks. Recover by pinging or clearly playing around stealth timing: Amumu threatens first, but he should fully commit only when Twitch has a side lane or brush angle ready. 3. Orianna Synergy mechanism: Orianna adds control, shielding, and a second layer of burst on top of Twitch’s sustained damage. She also makes enemies respect the space around Twitch, which matters because his biggest punish window is right after he reveals. Combo: Orianna can attach pressure to the champion who starts the fight, or hold her ball near the path Twitch wants to use. When Twitch reveals and enemies collapse on him, Orianna punishes that clump with displacement and follow-up damage. If the enemy backs away instead, Twitch gets the free firing line he wanted in the first place. Best scenario: This pairing is best into teams that dive in a pack. Assassins, bruisers, and short-range tanks often have to enter the same zone to reach Twitch, and Orianna makes that decision expensive. Twitch does not need to one-shot anyone; he just needs the enemy stuck long enough for poison and autos to stack pressure. Enemy answer: The enemy should pressure Orianna separately, force her defensive tools before Twitch opens, or engage from multiple angles so one control spell cannot punish everyone. Poke comps can also make the combo awkward by refusing to hard commit. Failure risk and recovery: The combo fails when Twitch and Orianna play on different tempos: Twitch goes invisible for a flank while Orianna is clearing or backing up, or Orianna uses her big control before Twitch is ready to hit. Recover by playing slower. Let Orianna zone first, then Twitch reveals only when enemies are already choosing between dodging the ball and dodging his attack line. 4. Thresh Synergy mechanism: Thresh gives Twitch both engage setup and a way out. That second part is huge. Twitch often needs to stand in a greedy spot to get the best angle, and Thresh can turn that greed into a controlled bait instead of a death sentence. Combo: Twitch threatens stealth pressure while Thresh fishes for a hook or walks forward to create space. If Thresh catches a priority target, Twitch reveals immediately and burns them down before the enemy can reset. If Twitch gets jumped after revealing, Thresh can peel with crowd control and offer an escape path so Twitch can reposition behind the frontline. Best scenario: This duo shines when the enemy has predictable engage paths or immobile carries. Thresh can punish anyone who steps up to check Twitch’s location, and Twitch can punish anyone hooked into the middle of the lane. It also works well in messy fights because Thresh can keep Twitch alive through the first collapse. Enemy answer: The enemy should hide behind minions, force Thresh to use his tools defensively, and avoid chasing Twitch in a straight line. If they can bait Twitch’s reveal and then disengage, Thresh may have no target to lock down and Twitch loses his best damage window. Failure risk and recovery: The risk is overconfidence. Twitch may take a deep flank assuming Thresh can always save him, but terrain, enemy control, or simple distance can break that plan. Recover by using Thresh as a reset point: take shorter stealth angles, reveal near lantern range, kill the closest caught target, then re-enter after enemy cooldowns are spent. 5. Seraphine Synergy mechanism: Seraphine supports Twitch through layered crowd control, shielding, healing pressure, and teamwide follow-up. She is especially good when Twitch wants a longer fight instead of a single all-in, because her kit helps the team survive poke and then punish grouped enemies. Combo: Seraphine softens the enemy with range and waits for them to stack while dodging. Twitch stays hidden or plays just behind the frontline. Once Seraphine lands crowd control or forces enemies into a narrow path, Twitch reveals and attacks through the clump. If the enemy dives him, Seraphine’s defensive tools and control can slow the collapse long enough for Twitch to kite back and keep firing. Best scenario: This is strongest against mid-range teams that want to walk forward together. They cannot easily ignore Seraphine’s zone control, but if they group to fight through it, Twitch gets the multi-target angle he wants. It also gives your team a better poke-to-engage rhythm, so Twitch is not forced to start every fight himself. Enemy answer: The enemy should spread before committing, attack from staggered angles, and force Seraphine’s defensive cast before Twitch reveals. Heavy burst or displacement can still beat the combo if Twitch is moved out of his firing position right as he opens. Failure risk and recovery: The combo fails if the team plays too far back and lets the enemy freely clear waves, because Twitch then has no flank threat and Seraphine has no trapped targets. Recover by using minion waves and brush control to shorten the lane. Seraphine pressures first, Twitch threatens the side, and the enemy has to give ground or enter a bad grouped fight.
Best Twitch drafts do not ask him to be the only engage, the only damage, and the only win condition. Give him one champion who starts fights, one champion who protects his reveal, and at least one source of area control. If those boxes are covered, Twitch can play patiently, choose cleaner angles, and punish enemies who panic the moment the rat appears.
Twitch ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Twitch plays as a delayed DPS threat who sits behind the wave, farms safely, and waits for the enemy team to commit before opening with his ultimate. | Twitch becomes a high-risk fight opener where stealth flanks are more valuable but dangerous, requiring entry when enemy engage tools target someone else. | You must contribute earlier with pressure instead of passively waiting to scale. |
| Stealth Timing | Ambush is often used to find side angles or reset after fights, with less punishment for suboptimal entry timing during slower poke phases. | Entry timing is stricter; use stealth after enemies show their first engage or when your team creates visual clutter, not during stare-downs. | Revealing into enemies holding cooldowns gets you erased before damage matters. |
| Expunge Usage | Pressing Expunge early for poke damage is often acceptable and carries minimal consequences during slower fight patterns. | Holding Expunge threatens enemies relying on defensive augments or shields; using it for chip damage wastes your execute threat. | Save Expunge for kills or when enemy defensive tools are about to expire. |
| Build Philosophy | Twitch often leans into scaling attack damage, attack speed, critical strikes, or on-hit damage depending on team needs. | First question becomes whether you can stand still long enough; add survivability, lifesteal, or mobility earlier against unavoidable dive. | If you cannot survive the reveal window, maximum damage builds are useless. |
| Teamfight Spacing | Twitch can often stand behind his tank and fire down the lane in a straightforward backline position. | Straight-line spacing is easier to punish; take diagonal angles where your ultimate hits multiple enemies but stay close enough for peel. | The best flank is one screen of threat, not a solo mission deep behind enemies. |
Champion Analysis
Role / Current performance
Twitch the Plague Rat is a ranged ADC-assassin in Hextech Mayhem whose identity combines devastating burst damage with exceptional stealth capabilities. His passive, Deadly Venom, applies poison stacks on his basic attacks that deal magic damage over time, and importantly, all allied champions deal bonus damage to poisoned targets. This provides team-wide damage amplification in Hextech Mayhem team fights, making Twitch a strategic asset beyond his own personal output. Twitch’s core stealth ability is Ambush, which allows him to enter invisibility for a short duration while gaining bonus attack speed. This stealth enables him to infiltrate the enemy backline and set up ambushes, positioning himself for high-impact damage. His zone control tool is Venom Cask, a thrown cask that explodes to damage, slow, and apply poison to all enemies in a target area. Twitch’s primary burst comes from Contaminate, which detonates all poison stacks on every affected enemy for immediate damage based on the number of stacks. The fundamental damage pattern in Hextech Mayhem is stacking poison through basic attacks and Venom Cask, then detonating with Contaminate for massive burst. Twitch’s ultimate, Rat-Ta-Tat-Tat, dramatically increases his attack range and converts his basic attacks into piercing shots that hit multiple enemies in a line. In Hextech Mayhem, an ulting Twitch can safely pierce through several targets from long range, making him one of the deadliest late-game team fight threats. His combination of stealth for positioning, sustained poison stacking, and a piercing ultimate allows him to deliver devastating area damage while remaining elusive. Practically, Twitch requires careful timing of his stealth to avoid being caught out, and his effectiveness hinges on managing poison stacks before using Contaminate for maximum burst. His team-wide damage amplification through Deadly Venom means he amplifies the overall damage output of his allies, adding significant strategic value beyond his own kills. Twitch excels at picking off isolated targets with his ambush pattern and shredding clustered enemies once his ultimate is active. However, he is vulnerable if caught without stealth and must rely on smart positioning and the bonus attack speed from Ambush to quickly stack poison. In Hextech Mayhem, Twitch’s stealth and piercing ultimate make him one of the deadliest ADCs, but he demands precise execution of his stacking and detonation mechanic to deliver his full potential.
Core Tips
Long-form tips / Play pattern
Twitch the Plague Rat wins Mayhem fights by appearing late, not by standing first. If your team is posturing in the middle of the lane, play slightly off-screen or behind your front line until the enemy spends their first engage tool. Once a tank, diver, or hook champion commits, step out with your ultimate angle and hit the backline through the frontline. Opening too early lets everyone see the rat, drop crowd control on the narrow lane, and end your damage window. Look for side-entry angles before the wave crashes, using camouflage to move into a position where your ultimate can line up multiple targets. In ARAM’s narrow lane, a small diagonal angle is often better than standing directly behind your team, because enemies cannot all dodge sideways without giving up space. Do not start the fight just because you are invisible; wait for a real trigger such as an enemy carry walking past their tank, a teammate landing crowd control, or the opposing engage champion missing their entry. Open with maximum safe range when possible, shooting through the first target into the second and third even if the first is a tank, as long as your ultimate line reaches the carries behind them. Commit after poison is spread, not before, keeping your Expunge until enemies commit to staying or leaving so you can stack more poison while kiting back. When divers enter, punish the path behind them; kite backward for a beat then fire through the diver toward follow-up carries. Respect hard crowd control more than raw damage, entering from farther away or waiting for someone else to draw stuns, knockups, hooks, or suppressions before revealing. Use camouflage as a reset tool, not only an opener; after a short trade, break vision behind your minion wave or allied bodies, then re-enter from a different line. When jumped, kite toward your team rather than the health relic, as the relic route is predictable and often cut off by Snowball or long-range crowd control. Move in short diagonals when retreating through the narrow lane to make it harder to hook, snowball, or land line skillshots. Stand one layer behind your strongest bodyguard until the fight starts, swapping positions after each reveal so the enemy cannot pre-aim blind crowd control at your usual angle. Keep minions between you and direct engage when your stealth is down, and use the lane’s tight shape to multiply your ultimate value by planting your feet only long enough to fire through the line before moving again. Hit the highest-value target you can reach without dying, shooting the tank only when your ultimate line or poison spread also pressures the backline. Kill enchanters and reset champions early when they step forward, and do not chase one poisoned enemy through fresh crowd control; switch to whoever is still in your line. Against heavy dive, your first target is often the diver so you can kite, stack poison, cash out, and survive. Use Snowball as a finisher or reposition tool, not as your main engage, throwing it during your stealth path to force movement even if you do not take the teleport. Plan around what your augments ask you to do, triggering offensive augments after enemy crowd control misses and using defensive or movement augments before the collapse. Push when your stealth and ultimate threat are ready, pull back after showing yourself, and use poison on waves only when the enemy cannot punish. Dive only after the enemy formation is broken, using ultimate before the deepest step and exiting as soon as your damage window ends.
Read full guidePlaystyle Guide
Playstyle / Team structure
Twitch the Plague Rat approaches ARAM: Mayhem fights through positioning, patience, and precise timing rather than brute force. During early levels, he starts behind the frontline, using brush and fog to threaten side shots without being the first visible target. He tags enemies with quick poison stacks when they step up for minions but backs out before return damage lands. Snowball is treated as a follow-up or escape tool, not a first-click engage, unless the target is isolated and peel is gone. Early augments should prioritize survival or mobility over flashy damage when divers are present, because damage only matters if he keeps attacking. Twitch pushes when his team controls the brush and the enemy backline is scared, but stalls when enemy poke outranges him or engage tools are ready. If ahead, he threatens stealth angles and forces carries to give up wave space; if behind, he stops contesting every minion, farms safely, and waits for grouped fights where his ultimate can hit multiple targets. The goal by level 6 is to reach that point with health intact, then think about angles before fights begin. In mid game, Twitch stands just outside the obvious engage line, looking for diagonal firing lanes. He trades in short bursts, forcing a retreat before repositioning. When ultimate is ready, he waits for enemy carries to clump or step forward after a teammate gets caught, turning messy fights into wipes. Snowball becomes a tempo tool to mark low targets or scare the backline; he only dashes in with an exit plan or enough damage to finish. Augments should match the fight: if enemies stack armor, prioritize sustained damage; if assassins reach him, choose tools that create distance or deny burst; if his team already peels, lean into damage augments for uptime. He pushes after winning fights or forcing multiple enemies low, but does not greed for tower damage when engage tools are still up. If ahead, he sets traps from fog and punishes carries who step up; if behind, he plays for cooldown mistakes and second halves of fights after enemy burst is gone. Every won fight is converted into tower damage, brush control, health relic control, or a safer wave state. Late game demands patience. Twitch stands where his support, tank, or crowd control teammate can help, and flanks with a clear angle and escape path. He avoids wasting health on small poke trades before the deciding fight, hitting the closest safe target first. Late Snowball is almost never blind aggression; marking without dashing is fine to force movement. His augment setup must answer whether he can keep attacking during the critical five seconds of the fight, sacrificing damage for survival if needed. He pushes hard only after kills or major cooldowns, stalling when his ultimate is unavailable. If ahead, he protects his bounty, stays grouped, and shreds whoever walks too far forward, switching to structures after two or more enemies die. If behind, he looks for one decisive ambush where enemies overextend and their frontline outruns their backline, kiting backward instead of chasing. Before every late fight, Twitch decides his first target, escape route, and the enemy cooldown that can kill him, winning by making one good opening count and refusing to donate the return kill.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Twitch the Plague Rat in ARAM: Mayhem relies on stealth and piercing ultimate damage, but his effectiveness depends entirely on reading the game state and adjusting his approach. When ahead with item tempo and a healthy frontline, Twitch turns a small lead into map control by staying hidden and letting the enemy commit attention forward before revealing from a side angle or just behind his frontline. Minion waves entering turret range become pressure windows; by moving with the wave and threatening a stealth flank, Twitch forces the enemy either to lose turret health or step into his piercing attacks. He holds his burst until escape tools like dashes or stasis are used, making kills reliable, and plays front-to-back when his team already has fight control, letting his damage spill into the backline as enemies retreat in a straight line. Snowball is reserved for confirming a won fight or protecting position, never for diving into grouped enemies with unused crowd control. Augments when ahead favor sustained damage if protected, range or uptime against remaining engage threats, or defensive options against assassins and hooks. When behind, Twitch shifts to survival first, poison spread second, and cleanup only after the enemy overcommits. He gives up aggressive angles and farms from the safest line available, letting the enemy start the fight and then punishing the second step after their engage passes his frontline. His ultimate is used defensively to stop pushes or force enemies off turrets, and he only cashes out poison when it secures a kill or stops a diver. Positioning near peel from supports or control mages is critical, as Twitch cannot outplay multiple threats alone. Augments when behind prioritize survivability, movement, or shielding to stay alive long enough to attack, scaling sustained damage in slow fights, and utility to cover weak setup. He avoids stealthing into a full-health enemy team without vision of cooldowns, never defends a doomed structure with his life, and focuses damage on the closest reachable threat instead of spreading across five targets. Small wins like forcing a retreat or clearing a wave stabilize the game until items and augments allow a reset fight. Consistent stealth angles and patient decision-making prevent throws and turn both leads and deficits into controlled outcomes.
Read full guideChampion Background
Lore / Identity / Text block
Twitch the Plague Rat in ARAM: Mayhem is defined by his ability to stack persistent poison damage and then cash out with a single burst detonation, making him a high-stakes marksman whose threat grows the longer he stays alive and in range. His passive applies deadly venom over time through basic attacks and damaging abilities, rewarding repeated contact rather than one big hit. In Mayhem’s fast-paced, frequent resets, poison uptime matters more than perfect lane spacing: tagging any enemy who steps forward gives Twitch pressure even after that target retreats, because the threat of his delayed detonation forces opponents to respect his kill range. His camouflage from Ambush provides the surprise angles that Mayhem rewards, letting him approach from off-center positions or after enemy scouting tools are used, but poor timing simply gives the enemy a chance to back off or set a trap at his reveal point. The Venom Cask is his safest non-ultimate tool for starting poison stacks without committing his body, thrown to cut off escape paths, break enemy formation, or slow divers—though a missed cask opens a window for engage. Contaminate is his cashout button, turning all accumulated stacks into a finishing burst that can punish multiple half-health enemies at once in Mayhem’s crowded fights; the decision of when to press it is critical, as holding too long risks the target escaping or getting saved, while wasting it leaves Twitch without his main damage conversion and vulnerable to enemy aggression. Spray and Pray empowers his attacks with extended range and piercing shots, making it the ability that forces enemies to spread out and the reason he can win fights instantly if activated after movement tools are committed—but using it at the wrong moment makes him easy to ignore afterwards. Twitch’s identity in ARAM: Mayhem is that of a patient predator who must balance the urge to stack poison with the need to time his detonation, using stealth and zone control to create windows where his delayed damage pressure becomes guaranteed kills.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Twitch the Plague Rat is most effective when the enemy is already busy, split in attention, or forced through a narrow space. Poor games come from revealing too early, using stealth as a panic button, or firing into a frontline ready to turn. Open fights from a side angle or behind the frontline, firing only when enemies have committed to another target. If revealed early, step back and auto the nearest safe target. Use stealth before the fight to choose position, or early enough to change direction; panicked stealth used late should move toward allies. Cast poison detonation only after enough hits, when the target is about to leave range or die; if used too soon, swap targets and rebuild. Place the slowing zone where enemies must walk to disengage, not after they escape. Attack-move between shots during long-range firing; if clipped, kite backward. Reposition so empowered shots reach valuable targets, not through minions or tanks. Chase only if the team follows and enemy crowd control is spent; detonate before crossing the safe line. Use Snowball situationally, not from stealth blindly; if a bad Snowball lands, kite back instantly. Enter fights after enemy engage or key crowd control is used; if too early, reset behind frontline. Flank when the team is healthy and enemies distracted; if late, rejoin safely. Hold major damage for committed tanks or lined-up carries. Build survivability against dive and point-and-click pressure. Path around obvious skillshot lanes while stealthed. Hit divers if the backline is unsafe. Respect low health by playing behind allies. After kills, convert safely without forcing deep chases. The clean rule: do not be the first easy target, reveal after enemy commits, keep moving while firing, and save burst for leaving or dying targets.
Read full guideFAQ
Twitch
Is Twitch a carry or a poke pick in ARAM: Mayhem? Twitch is a carry first, with poke as a setup tool when he can safely tag enemies before a fight. If your team can slow, root, or force the enemy to walk in a line, you should play for extended auto attacks instead of random chip damage. The tradeoff is that you need patience; if you reveal too early, the enemy gets a clean punish window before you have dealt meaningful damage. When should I use stealth aggressively? Use stealth aggressively when the enemy frontline has already spent engage tools or when your team is close enough to follow your reveal. Walk to an angle, wait for a high-value target to step forward, then open with autos while retreating toward your team’s zone. If you go alone, the tradeoff is brutal: one reveal can turn into instant crowd control and no escape path. When should I hold stealth instead of opening a fight? Hold stealth when the enemy has reliable point-and-click lockdown, long-range reveal pressure, or assassins waiting off-screen. In those games, stealth is your recovery button after a bad wave state or your way to reposition once the first engage misses. The tradeoff is lower early damage, but living through the first burst usually gives Twitch a much better second half of the fight.
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