Q > W > E, with R taken whenever it is available.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
Situational itemstop 12
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
54.58%- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
52.21%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.90%- 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%.
51.95%- Total Price
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
53.73%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
48.85%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.51%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
48.60%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
49.70%- 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.
59.50%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
44.74%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
59.29%Starting items
- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
52.23%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
54.41%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
54.41%- Total Price
- 1,300
- Price
- 500
+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
45.44%Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
Situational itemstop 12
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
53.39%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.91%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
51.36%- Total Price
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
55.45%- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
54.97%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
53.68%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.18%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
52.89%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
53.51%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
58.36%- Total Price
- 2,700
- Price
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
50.99%- Total Price
- 2,500
- Price
- 600
+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.
50.32%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
55.38%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
55.38%- Total Price
- 900
- Price
- 500
+350 Health
53.72%- Total Price
- 400
- Price
- 400
+150 Health
53.72%- Total Price
- 900
- Price
- 500
+350 Health
53.15%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
53.15%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
53.15%Core items
- Total Price
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- 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
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
Situational itemstop 12
- 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%.
53.44%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.44%- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
53.93%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
51.01%- 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.
47.75%- 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.
53.53%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
48.47%- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
48.87%- 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.
52.96%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
54.01%- Total Price
- 2,800
- Price
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
54.03%- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
53.42%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
48.91%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
48.91%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
55.60%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
53.17%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T1 | 59.27% | 6.09% | 1,208 |
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 | 57.94% | 5.58% | 1,108 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 57.64% | 6.99% | 1,388 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 57.44% | 6.70% | 1,330 |
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 | T1 | 56.66% | 7.27% | 1,442 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T1 | 56.63% | 7.11% | 1,411 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 56.29% | 15.85% | 3,146 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 56.00% | 20.42% | 4,052 |
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 | 55.99% | 8.83% | 1,752 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T1 | 55.93% | 7.31% | 1,450 |
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 | T1 | 55.04% | 19.29% | 3,828 |
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 | T1 | 54.99% | 13.69% | 2,717 |
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 | T1 | 54.60% | 4.49% | 892 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 54.30% | 10.90% | 2,164 |
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 | 53.92% | 8.10% | 1,608 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T1 | 53.33% | 4.85% | 962 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 53.08% | 8.60% | 1,707 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 52.84% | 12.17% | 2,415 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T1 | 52.49% | 5.47% | 1,086 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T1 | 52.14% | 5.42% | 1,076 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T1 | 52.13% | 7.70% | 1,529 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T1 | 52.07% | 5.24% | 1,041 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T1 | 51.88% | 7.12% | 1,413 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 50.90% | 5.04% | 1,000 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 61.96% | 1.85% | 368 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 59.54% | 3.49% | 692 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 59.05% | 2.45% | 486 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 58.84% | 2.42% | 481 |
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 | 58.64% | 1.92% | 382 |
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 | T2 | 57.82% | 3.00% | 595 |
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T2 | 57.66% | 3.88% | 770 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 57.23% | 3.38% | 671 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 56.96% | 1.95% | 388 |
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 | 56.77% | 2.90% | 576 |
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 | 56.67% | 2.57% | 510 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 56.35% | 3.53% | 701 |
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 | 56.29% | 2.28% | 453 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 55.45% | 2.59% | 514 |
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 | T2 | 54.85% | 3.79% | 753 |
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 | 54.68% | 2.10% | 417 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T2 | 53.73% | 2.43% | 482 |
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 | 53.59% | 2.25% | 446 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 53.28% | 2.53% | 503 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T2 | 53.14% | 3.37% | 668 |
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 | 52.89% | 1.91% | 380 |
Grants 60 ability haste . View augment details | Gold | T2 | 52.68% | 2.35% | 467 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 52.64% | 2.10% | 416 |
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 | 52.63% | 2.97% | 589 |
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 | 52.20% | 2.52% | 500 |
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 | T2 | 52.10% | 2.28% | 453 |
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 | T2 | 52.09% | 3.02% | 599 |
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 | 51.92% | 1.97% | 391 |
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 | T2 | 51.82% | 1.93% | 384 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 51.81% | 1.81% | 359 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T2 | 51.71% | 2.36% | 468 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T2 | 51.66% | 1.82% | 362 |
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 | T2 | 51.61% | 2.51% | 498 |
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 | 51.24% | 3.44% | 683 |
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 | 51.15% | 3.06% | 608 |
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 | 50.64% | 1.96% | 389 |
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 | T2 | 50.60% | 3.38% | 670 |
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 | 50.53% | 2.39% | 475 |
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 | 49.34% | 3.06% | 608 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T2 | 49.20% | 1.89% | 376 |
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 | 48.14% | 1.76% | 349 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T2 | 47.73% | 2.33% | 463 |
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 | 47.33% | 2.17% | 431 |
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 | 56.88% | 1.10% | 218 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 56.57% | 0.88% | 175 |
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 | 56.44% | 1.13% | 225 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 55.99% | 1.68% | 334 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T3 | 55.69% | 0.84% | 167 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 55.63% | 1.52% | 302 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T3 | 55.45% | 1.06% | 211 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 54.80% | 0.89% | 177 |
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 | 54.43% | 1.65% | 327 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T3 | 53.88% | 1.10% | 219 |
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 | 53.54% | 1.00% | 198 |
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 | 53.50% | 1.22% | 243 |
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 | T3 | 53.19% | 1.42% | 282 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T3 | 52.91% | 1.12% | 223 |
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 | 52.74% | 1.01% | 201 |
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 | 52.60% | 0.87% | 173 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T3 | 52.04% | 1.36% | 269 |
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 | T3 | 51.87% | 0.94% | 187 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T3 | 51.56% | 1.61% | 320 |
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 | 50.99% | 1.27% | 253 |
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 | 50.33% | 1.51% | 300 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T3 | 50.20% | 1.27% | 253 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T3 | 49.80% | 1.27% | 253 |
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 | 49.67% | 1.51% | 300 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T3 | 49.43% | 1.34% | 265 |
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 | 48.73% | 1.39% | 275 |
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 | T3 | 48.60% | 1.08% | 214 |
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 | 47.88% | 0.83% | 165 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 47.37% | 1.44% | 285 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T3 | 46.32% | 1.37% | 272 |
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 | T3 | 43.07% | 1.02% | 202 |
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 | T3 | 41.99% | 0.91% | 181 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 41.38% | 1.31% | 261 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T4 | 62.75% | 0.51% | 102 |
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 | 60.71% | 0.71% | 140 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 59.41% | 0.51% | 101 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T4 | 57.14% | 0.49% | 98 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 56.38% | 0.47% | 94 |
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 | 56.25% | 0.40% | 80 |
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 | 55.17% | 0.73% | 145 |
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 | 54.05% | 0.75% | 148 |
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 | T4 | 53.23% | 0.62% | 124 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 52.87% | 0.44% | 87 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T4 | 52.81% | 0.45% | 89 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 52.75% | 0.46% | 91 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 52.63% | 0.57% | 114 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T4 | 52.34% | 0.54% | 107 |
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 | T4 | 52.14% | 0.71% | 140 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T4 | 51.95% | 0.78% | 154 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 51.46% | 0.52% | 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 | 51.16% | 0.43% | 86 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 51.03% | 0.73% | 145 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T4 | 50.70% | 0.36% | 71 |
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 | T4 | 50.65% | 0.39% | 77 |
Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed . View augment details | Prismatic | T4 | 50.49% | 0.52% | 103 |
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 | 50.44% | 0.57% | 113 |
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 | T4 | 50.34% | 0.75% | 149 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T4 | 49.48% | 0.49% | 97 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 49.21% | 0.32% | 63 |
Gain 15% omnivamp . View augment details | Silver | T4 | 48.10% | 0.40% | 79 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T4 | 47.76% | 0.34% | 67 |
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 | 47.50% | 0.40% | 80 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 46.84% | 0.40% | 79 |
Grants 50% critical strike chance . View augment details | Gold | T4 | 46.58% | 0.37% | 73 |
【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 | 46.51% | 0.65% | 129 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T4 | 43.55% | 0.31% | 62 |
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 | T4 | 43.04% | 0.40% | 79 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 39.73% | 0.37% | 73 |
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 | T4 | 34.48% | 0.29% | 58 |
你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。 View augment details | Prismatic | T5 | 54.55% | 0.28% | 55 |
Galio Skill Combos
Extracted from the skill order guide
W > Q > E is the main adjustment when augments push you into front-line brawling, harder commit angles, or extra value for being in the middle of the fight.
Max Q first when you want steady poke, safe pressure, and a way to make the enemy move before the real fight starts.
Galio Counters
Counters and threats extracted from the matchup guide
Counters
6Galio counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Galio is countered by these champions in ARAM: Mayhem.
Read counter detailsGalio Team Comp Highlights
Partner patterns extracted from the team comp guide
Reliable hard engage tanks and divers Malphite, Amumu, Wukong, Rell, Zac, Leona
These champs force the fight first, and Galio turns that single opening into a real collapse. If they go in and the enemy burns mobility to answer them, Galio can arrive right on top of the mess and punish the clump. That is his best shape of fight.
Long-range poke and control mages Xerath, Ziggs, Lux, Vel’Koz, Jayce
Poke makes the enemy uncomfortable, and Galio punishes the moment they step forward to answer it. These champs chip health off safely, then Galio turns the first overreach into a hard punish. He does not need them to all-in. He needs them to soften targets so his commit actually sticks.
Mobile divers and reset-style assassins Diana, Hecarim, Akali, Kha’Zix, Katarina, Ekko
These champs create chaos fast, and Galio makes that chaos safer. He can follow their entry, add his own threat around the fight, and stop the enemy backline from freely turning on the diver. If your diver dives deep and Galio is nearby, the opponent has to deal with two problems at once.
Backline marksmen and sustained DPS carries Jinx, Kog’Maw, Aphelios, Kai’Sa, Jhin
These champs need time and space more than raw chaos. Galio gives them both. He can stand in front, punish divers, and make the enemy pay for stepping too far into your carry’s range. Once the fight slows down, these carries usually do the real cleanup.
Zone-control and forced-position champs Anivia, Orianna, Azir, Taliyah, Veigar
These champs make the fight awkward for the enemy before Galio even moves. They create terrain pressure, threat zones, and bad angles. Galio then uses that forced spacing to land a better engage or a stronger counter-engage. The enemy is already uncomfortable, so his arrival feels much heavier.
Galio ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Galio plays as a slow front-to-back protector who waits for enemies to walk into taunt range, protects carries, and looks for one clean ultimate. | He becomes an active engage and counter-engage pick who must read empowered enemies and start fights before augmented carries can dominate. | Shift from passive anti-magic wall to proactive fight controller who creates or stops fights early. |
| Taunt Usage | You can sometimes hold taunt for a perfect multi-man hit, waiting patiently for the ideal moment to land on multiple enemies. | Waiting too long often means your carry dies before you release it. Start charging when enemies commit and release early if burst is coming. | Prioritize quick single-target taunts on dangerous threats over waiting for perfect multi-man hits. |
| Ultimate Timing | Galio can afford to look patient and wait for the perfect ultimate opportunity before committing to a fight. | Fights may be decided before the perfect R appears. Use it to save a living carry or lock committed enemies, not as a panic button. | Use ultimate proactively to counter-engage when enemies commit, not after allies are dead. |
| Snowball Decisions | Galio can tag someone, fly in, taunt, and often survive long enough for the team to catch up. | A bad Snowball puts you directly into augmented damage with no exit. The mark is pressure by itself and you do not have to take it. | Only commit to Snowball when teammates can follow; hitting a tank with backup is a trap. |
| Build Adaptation | Galio often defaults into a tanky magic-resist-heavy setup when facing poke or AP-heavy teams. | You must respect how damage is delivered. A physical carry with strong augment support may be a bigger problem than magic champions. | Build for the enemy who actually decides fights, not just the scoreboard damage split. |
Champion Analysis
Role / Current performance
In Hextech Mayhem, Galio the Colossus functions as a ranged tank-mage who delivers powerful area-of-effect magic damage and exceptional team fight crowd control. His kit is built around a cycle of ranged poke and defensive disruption. After every ability cast, his passive Colossal Smash converts his next basic attack into a ranged magic damage strike, and when fully charged it deals bonus AoE magic damage, keeping pressure on enemies between spells. His primary poke tool is Winds of War, which fires two wind gusts that converge and explode for large AoE magic damage, consistently hitting multiple enemies in the cramped ARAM lane. Shield of Durand is Galio’s most unique ability: he enters a defensive stance that grants massive magic resistance while charging, and upon release he taunts all nearby enemies. This AoE taunt forces multiple opponents to attack him, creating a safe window for his teammates to deal damage freely. Justice Punch provides a dash that knocks up enemies in its path, useful both for engaging onto foes and for peeling threats off allies. His ultimate, Hero’s Entrance, allows him to fly to any ally’s location on the map and land with an AoE knock-up, instantly turning a fight by arriving to protect a focused teammate. In Hextech Mayhem, Galio’s combination of engage, crowd control, and protection makes him a well-rounded tank pick who can both initiate fights and safeguard his carries. He excels at using his taunt to bait enemy cooldowns and disrupt enemy formations, while his poke keeps opponents low before decisive engages. Positioning is key: as a tank-mage, he needs to be close enough to land his taunt and dash but can also hang back to poke with his Q. His ultimate demands map awareness, as he can swing a skirmish from anywhere by landing on a pressured ally. The strategic value of Galio lies in his ability to simultaneously provide frontline durability, magic damage threat, and fight-altering crowd control, making him a flexible and reliable champion in the chaotic, high-tempo environment of Hextech Mayhem.
Core Tips
Long-form tips / Play pattern
Galio in ARAM Mayhem is at his best when the fight is forced into a choke and the enemy has to walk through him. He is not a pure backline assassin nor a mindless frontliner; he plays like a gatekeeper. If the enemy steps up first, he punishes the line. If his team has the angle, he starts the fight. If his team is behind, he slows the game down and makes every enemy commit ugly. For engage, Galio should only go first when his team can follow. If his damage is already in range or a Snowball angle lands on a carry cluster, he commits. If the team is still clearing poke or walking up late, he holds. A lonely Galio jump just gives the enemy a free cooldown trade and a clean retreat. He looks for the enemy’s first dash or defensive spell before committing because the best engage often starts right after they spend mobility. Snowball should be thrown when the enemy is already lined up, not spread wide. If he tags the front line and lands into the middle of their formation, he forces a messy response. He does not dive past where his team can still hit the same target. For counter-engage, Galio keeps his body between divers and carries. If a bruiser or Snowball diver jumps in, he turns instantly and uses crowd control where they have to pass. He holds his knockup or taunt for the second step so the enemy has fewer escape routes. When the enemy clumps after a failed engage, he swings the fight back immediately. If his team is getting poked down, he lets the enemy step deeper before cutting them off. For escape and recovery, Galio uses his crowd control as a wall when retreating. He drops control on the nearest pursuer and moves away on the safe side of the lane. He saves Snowball as an exit when the fight is lost, picking the direction back to his team. He uses brush and lane edges to break clean pursuit. In narrow-lane spacing, he stands slightly off-center to have room to step into an engage or back out of poke. He uses his presence to block space, moving forward enough to make the enemy's next step dangerous. When the enemy stacks behind one minion line, he waits for the wave to thin before committing. For target priority, Galio hits the carry that cannot freely reposition. He switches to divers only when they threaten his backline. He does not tunnel on one target if the formation splits. Snowball timing is critical: he uses it after the enemy spends their main escape or after an ally locks them down. He saves Snowball for pick setups when his team has poke advantage and does not throw it blindly. His augment trigger windows dictate play pattern: if the augment rewards repeated combat, he stays in the fight longer and tags multiple targets; if it rewards hard engage or burst, he plays around short, decisive commits. He matches his play pattern to the augment. For push, pull, and dive rhythm, Galio pushes after winning space, then stops and resets. He pulls back when enemy cooldowns are back up and his team is regrouping. He dives only when the target is trapped, low, or cut off. When playing from behind, he becomes the fight anchor instead of the opener, standing near damage dealers who can still carry. He takes safe damage on the wave and on anyone who walks too far forward.
Read full guidePlaystyle Guide
Playstyle / Team structure
Galio the Colossus operates on a simple principle in Mayhem: make the enemy commit first when your team needs protection, and commit hard when your team holds the angle. He is neither a poke mage nor a mindless dive tank, and his best games come from measured pressure across every stage of the match. In the opening minutes, Galio holds the front edge just ahead of his carries, trading short and forcing enemies to walk into his threat zone. His early strength comes from threatening counter-engage with Justice Punch and Shield of Durand, not from deep aggression. Short trades with Winds of War punish enemies who stop to last-hit, while early Snowball is best kept as a punish tool rather than a random opener. The decision to push or stall depends on team composition: push when ranged waveclear is available and the enemy cannot easily engage through the minion wave, stall when outranged or when carries need levels. If ahead, Galio stands on the enemy side of the wave to deny health relics without diving, building slow pressure. If behind, he stops fishing and sits near carries to peel, saving crowd control for whoever dives the backline and waiting for level 6 to gain a safer entry with Hero's Entrance. During the mid game, Galio plays around his ultimate and turns enemy engages into losing fights. He can stand in front when pushing, but should also watch for angles where an ally starts first, allowing him to follow with Hero's Entrance to make the fight safer. Trading happens in waves: poke with Winds of War, wait for enemy cooldowns, then look for one decisive crowd-control chain. Galio loses value when eating poke for ten seconds and engaging at half health, but gains value when absorbing one spell, stepping out, and re-entering as the enemy formation breaks. Snowball mid game can start fights, but only with a plan; if taking it puts Galio behind the enemy team with no ally follow-up, he waits. Augment usage ties to commitment, not impatience, and should shape whether he forces engages, peels for carries, or waits for extended combat. Pushing is optimal when Hero's Entrance is available and the team can threaten a dive; stalling happens when the ultimate is down or the enemy has stronger immediate engage. In the late game, Galio forces clean commitments and protects the carry. He sits just outside the enemy's comfortable poke range, angled toward the side where his main damage dealer can follow. Late trades are dangerous because one bad engage decides the game, so he uses Winds of War to check clumps and waits for the enemy to burn mobility or defensive tools before moving in. Late Snowball is either a fight-winning bridge or a throw, and should only be taken when the team is ready to follow. Augment timing in the late game matches the win condition, whether front-to-back control or diving the backline. Galio pushes after any pick, heavy poke advantage, or enemy cooldown mistake, and stalling when health is low or ultimate is unavailable. When ahead late, he plays disciplined, walking the wave in and controlling space around structures without chasing low-health targets. When behind, he stays near the carry who can still win the fight, hides his intent, and saves crowd control for the highest-value target that enters range, avoiding desperate solo Snowballs that give the enemy the final fight for free.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Galio the Colossus is at his best when he turns a messy fight into a clean one. When ahead, his goal is to press the edge without giving the enemy an easy reset; when behind, his job is to stop the bleeding, punish overcommit, and wait for one good engage rather than forcing every fight. In an ahead state, Galio walks forward with his frontline, forcing the enemy to choose between eating poke or giving ground. His taunt and follow-up damage are best used only when an enemy steps too far forward or burns a dash. Every clean catch should convert into wave pressure, map space, or a forced bad recall. As a durable frontline, he should step in first, absorb opening cooldowns, then turn with taunt and shield timing so damage dealers can free-hit. The primary throw when ahead is dashing deep without team follow-up, as a lone engage lets the lead vanish. Multi-target engages are key when the enemy clumps together, as his taunt and area damage get maximum value then. Augments that reward durability, crowd control, shield value, or repeated spell use encourage longer fights instead of pure burst, covering the weakness of overcommitting. If the first engage does not kill anyone, he should back a step, let his shield and tank stats work, then re-engage once key enemy cooldowns are down. He should force fights only when the enemy has already used main peel, and avoid chasing survivors past the safe line if the team cannot move with him. Against dive or short-range burst, Galio stays a step behind the most exposed teammate, holding peel tools for the first diver, not the first target seen. Counterplay check: if enemies bait cooldowns with fake entries, patience is essential. When behind, Galio stops trying to start fights from full screen unless the enemy is already mispositioned. Instead, he stands where his taunt and body block protect the most valuable teammate, reducing the enemy’s clean engage options. Using terrain and teammates as cover saves engage tools for when the enemy steps too far forward. The moment an enemy backline moves up to keep pressure, they become catchable. Too far behind to win by damage, Galio shifts into pure disruption: breaking enemy tempo, peeling divers off carries, and buying time for his team’s better-scaled damage or superior augments to matter. He must not dump all tools on the first target if the rest of the enemy team can still clean up his backline. Augments that add survivability, shielding, healing, or team utility should be prioritized over greedier damage picks, as his weakness when behind is dying before his crowd control matters. If the enemy overchases after winning a trade, Galio turns and punishes the chase, stalling their whole push with a single bad target. If the enemy resets safely, he takes the breathing room and waits for the next mistake. He only commits to an engage when at least one teammate can follow or when protecting a high-value ally from a dive, avoiding free shutdowns. Augments that improve survival or allow re-entry after casting are used to stall, not to sprint into the backline; the best behind play is often a second-wave engage after the enemy has spent tools on someone else. The critical mistake in both ahead and behind states is the same: rushing in just because Galio’s kit looks aggressive, rather than waiting for the enemy to step wrong and making them pay for it.
Read full guideChampion Background
Lore / Identity / Text block
Galio the Colossus in ARAM: Mayhem is defined by his ability to turn chaotic, clustered fights into controlled engagements through a mix of crowd control, area damage, and reactive protection. His passive, Colossal Smash, empowers his next basic attack to hit a small area, rewarding him for landing crowd control first and punishing enemies who stay grouped near minions, portals, or narrow lane space. Using it prematurely leaves his all-in noticeably weaker, while weaving it after a taunt or knock-up maximizes burst. Q, Winds of War, serves as his primary ranged tool for poking through minions and creating a damaging zone where the two blasts meet. It buys space when he cannot dive directly and becomes especially threatening when paired with his own or an ally’s lockdown, because the meeting point is much harder to dodge against a slowed or taunted target. Missing Q leaves him without meaningful poke, giving the enemy team a window to advance or clear the wave freely. W, Shield of Durand, is his most important commitment tool: a self-centered defensive stance that ends with a taunt. In Mayhem, where fights explode quickly, W can turn a losing dive into a winning brawl by punishing enemy divers the moment they commit to your backline. Instead of always initiating, Galio can stand near his carry and wait, then taunt after the enemy has spent mobility. Overcharging or wasting W by hitting no one gives the enemy a green light to dive your carries. E, Justice Punch, is his main engage and catch ability—a dash with a wind-up that knocks up the first champion hit. It is powerful near walls or when enemy options are limited, but a missed E is one of his largest punish windows because it leaves him overextended without mobility or knock-up threat. Blindly casting E down the center of the lane is easily sidestepped, so Galio relies on team slows or positioning to secure hits. Finally, his ultimate, Hero’s Entrance, lets him crash down near a targeted ally after a delay, protecting the area and knocking up enemies caught in the landing zone. This is not a solo engage; it is a follow-up, rescue, and fight-swinging tool. The best targets are allies who will stay in the fight long enough for him to arrive. Using it too early lets enemies walk away; using it too late means the ally dies and Galio lands alone. A wasted R removes his strongest follow-up threat, so timing and target selection are critical. Across all abilities, Galio’s success in ARAM: Mayhem depends on disciplined ability sequencing—crowd control before damage, avoiding wasted cooldowns, and choosing whether to engage or peel based on the enemy comp and team readiness—and enemies can punish him by spacing away from his melee range, baiting out E or W prematurely, or focusing him when his reactions are down.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Galio the Colossus in ARAM: Mayhem loses effectiveness quickly when common mistakes are made. The most frequent mechanical error is throwing his engage first and hoping the rest works out. He snowballs or dashes in too early, starting his control before his team is close enough to follow, which results in eating the full enemy response alone and leaving his team chasing a collapsed fight. The correct action is to hold engage until allies can hit the locked-down target, using arrival to start a real collapse rather than a solo dive. If already committed, he should back out, use his body to block damage, and reset instead of forcing another layer. Another mechanical mistake is using his taunt from the wrong angle, walking straight at the enemy where they can kite or walk around him. The correct approach is from a side angle or fog, or after a teammate has forced movement. If the angle is bad, he should peel with his body, reset vision, and wait for the enemy to step up. Wasting shield and damage tools on low-value poke leaves him without threat during the real engage; he should use cooldowns when they matter in a fight and if spent carelessly, slow down and play as a bodyguard until tools return. Starting every fight at max range, hovering too far back and tossing one spell without moving up, makes his presence easy to ignore. Galio matters when the enemy respects his body, so walking forward when the team is ready resets tempo. Decision mistakes also undermine his impact. Forcing engages into heavy poke when the team is low leads to going in at half value with no backup; he should respect the poke war, stabilize space, and only commit on an enemy misstep. Ignoring the enemy backline threat to tunnel on the nearest target causes his crowd control to touch the wrong person while the real danger free-hits. Before engaging, he should ask who actually wins if left alone and disturb that target. If committed on the wrong target, he should peel back through the fight toward the real threat. Saving presence for a perfect hero play instead of taking a free control fight costs tempo; a clean stop on one overextended champion often matters more than a greedy multi-target engage. If the window is gone, return to spacing for the next overstep. Standing too far from his backline when the enemy dives leaves carries vulnerable; sometimes his best play is to stay close and deny entry. If caught out, he should peel back immediately. Committing full engage when enemy cooldowns are still up means those answers blunt his approach; he should go in after the response has been forced, not into it. If answers remain, back off and make them use cooldowns on the next threat. Overchasing after a won fight hands back shutdown gold and loses position for the next wave; after the enemy front line breaks, stop, protect teammates, take space, and prepare for the next wave. Galio is strongest when he starts fights his team can finish or stands still enough to make diving costly. Rushing the wrong target, wasting setup, or chasing past where his team can help turns a strong engage champion into a free pick.
Read full guideFAQ
Galio
Is Galio a tank, engager, or peel champion in ARAM: Mayhem? Galio is usually a frontline engager who can switch into peel when the enemy dive is stronger than yours. If your carries are getting jumped, hold your crowd control near them instead of forcing deep engages. The tradeoff is that defensive Galio gives up some pick pressure, but he makes assassins and divers pay for entering first. When should I start fights as Galio? Start fights when an enemy is already close to your team, has used their escape, or is standing where your allies can immediately follow. Go in alone only if your team is in range to hit during your crowd control. If you engage from too far away, Galio becomes a big target with no backup and the enemy can punish after your first rotation ends. How do I use Galio’s taunt without getting blown up? Use the taunt when the enemy has stepped into your range or after another ally has started the fight. If you charge it in plain sight while your team is far back, good players will walk out, interrupt, or burst you after it ends. The safer pattern is to hide your angle, threaten space, then release when multiple enemies are forced to choose between retreating or hitting you.
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