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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
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- 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%.
- 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
- 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%.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- 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
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
Situational itemstop 12
- 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.
56.37%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
55.01%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
57.94%- 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%.
55.50%- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
56.93%- Total Price
- 2,900
- Price
- 750
+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.
55.44%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.03%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
55.56%- 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).
56.08%- 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.
47.90%- 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.
56.49%- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
54.62%Starting items
- Total Price
- 850
- Price
- 850
+45 Ability Power
59.64%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
59.64%- 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.
59.64%- 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.
54.38%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
56.88%- 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.
56.88%Core 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
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
- 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
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- 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%.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
48.12%- 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%.
48.32%- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
48.98%- 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.
49.67%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
47.81%- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
45.83%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
46.96%- 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.
46.03%- Total Price
- 2,850
- Price
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
42.93%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
47.23%- 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.
46.39%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
43.58%Starting items
- Total Price
- 850
- Price
- 850
+45 Ability Power
48.91%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
48.91%- 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.
48.91%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
47.30%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
47.30%- 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.
52.05%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
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 | 50.72% | 5.79% | 1,043 |
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 | 49.64% | 5.35% | 963 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 49.56% | 11.40% | 2,054 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T1 | 49.56% | 10.05% | 1,810 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 49.27% | 6.81% | 1,226 |
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 | T1 | 49.02% | 5.64% | 1,016 |
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 | 48.28% | 6.13% | 1,104 |
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 | 48.16% | 18.85% | 3,395 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 48.10% | 14.58% | 2,626 |
【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 | T1 | 46.92% | 4.86% | 876 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 46.87% | 11.00% | 1,982 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 46.76% | 16.26% | 2,928 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T1 | 46.22% | 13.87% | 2,499 |
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 | T1 | 46.07% | 12.14% | 2,186 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T1 | 45.88% | 5.19% | 935 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 45.44% | 18.44% | 3,321 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T1 | 45.08% | 4.85% | 874 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T1 | 44.81% | 7.06% | 1,272 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T1 | 44.72% | 5.67% | 1,022 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 44.39% | 5.69% | 1,025 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T1 | 44.32% | 5.42% | 977 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 44.30% | 9.25% | 1,666 |
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 | T1 | 44.06% | 9.68% | 1,743 |
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 | 43.88% | 4.90% | 882 |
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 | 43.37% | 7.32% | 1,319 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 42.86% | 8.51% | 1,533 |
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 | T1 | 42.20% | 5.16% | 929 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 41.21% | 7.96% | 1,434 |
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 | T2 | 51.88% | 2.67% | 480 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T2 | 50.08% | 3.57% | 643 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 49.61% | 2.14% | 385 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 48.83% | 3.81% | 686 |
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 | T2 | 48.70% | 3.00% | 540 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T2 | 48.15% | 4.06% | 731 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 48.12% | 1.92% | 345 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 47.90% | 1.85% | 334 |
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 | 47.89% | 3.03% | 545 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 47.29% | 3.18% | 573 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 47.14% | 1.65% | 297 |
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 | 46.84% | 3.69% | 664 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T2 | 46.79% | 1.82% | 327 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 46.58% | 2.68% | 483 |
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 | 46.35% | 3.11% | 561 |
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 | 46.28% | 3.36% | 605 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 46.25% | 2.29% | 413 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T2 | 45.75% | 4.44% | 800 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 45.75% | 2.22% | 400 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 45.71% | 3.17% | 571 |
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 | 45.58% | 1.95% | 351 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 45.50% | 2.10% | 378 |
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 | T2 | 44.58% | 3.74% | 673 |
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 | 44.08% | 3.19% | 574 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T2 | 43.79% | 2.46% | 443 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 43.65% | 1.70% | 307 |
Grants 60 ability haste . View augment details | Gold | T2 | 41.95% | 3.14% | 565 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 41.71% | 3.11% | 561 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 55.03% | 1.05% | 189 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 52.99% | 0.74% | 134 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 52.63% | 0.95% | 171 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 52.50% | 1.55% | 280 |
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 | T3 | 50.74% | 0.76% | 136 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T3 | 50.00% | 0.71% | 128 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 49.66% | 0.81% | 145 |
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 | T3 | 48.83% | 1.18% | 213 |
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 | 48.78% | 1.14% | 205 |
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 | T3 | 48.70% | 1.07% | 193 |
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 | T3 | 48.51% | 0.74% | 134 |
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 | T3 | 48.17% | 1.21% | 218 |
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 | T3 | 47.62% | 1.40% | 252 |
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 | 47.39% | 1.17% | 211 |
Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities. View augment details | Gold | T3 | 46.98% | 1.29% | 232 |
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 | T3 | 46.55% | 1.29% | 232 |
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 | T3 | 45.63% | 1.46% | 263 |
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 | T3 | 45.56% | 0.94% | 169 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 45.37% | 1.26% | 227 |
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 | 45.26% | 0.76% | 137 |
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 | 45.03% | 0.84% | 151 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 44.59% | 1.28% | 231 |
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 | T3 | 44.39% | 1.24% | 223 |
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 | 44.12% | 0.94% | 170 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T3 | 43.97% | 0.78% | 141 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 43.93% | 1.19% | 214 |
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 | T3 | 43.88% | 0.77% | 139 |
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 | T3 | 43.66% | 1.18% | 213 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 43.06% | 0.80% | 144 |
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 | T3 | 42.47% | 1.22% | 219 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 41.90% | 1.17% | 210 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 41.35% | 1.32% | 237 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 40.00% | 1.03% | 185 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 39.13% | 1.02% | 184 |
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 | 38.93% | 0.83% | 149 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 38.41% | 0.84% | 151 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T3 | 37.86% | 0.78% | 140 |
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 | 55.83% | 0.67% | 120 |
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 | T4 | 55.43% | 0.51% | 92 |
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 | T4 | 51.95% | 0.43% | 77 |
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 | T4 | 51.89% | 0.59% | 106 |
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 | T4 | 51.79% | 0.31% | 56 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 51.72% | 0.32% | 58 |
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 | 51.22% | 0.46% | 82 |
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 | 50.00% | 0.66% | 118 |
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 | 49.41% | 0.47% | 85 |
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 | T4 | 48.53% | 0.38% | 68 |
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 | 48.44% | 0.36% | 64 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 47.41% | 0.64% | 116 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T4 | 46.15% | 0.43% | 78 |
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 | 45.74% | 0.52% | 94 |
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 | 45.45% | 0.43% | 77 |
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 | 44.87% | 0.43% | 78 |
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 | T4 | 44.83% | 0.48% | 87 |
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 | T4 | 44.55% | 0.56% | 101 |
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 | 44.44% | 0.35% | 63 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 43.62% | 0.52% | 94 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T4 | 43.42% | 0.42% | 76 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 42.86% | 0.58% | 105 |
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 | T4 | 42.31% | 0.29% | 52 |
Gain 15% omnivamp . View augment details | Silver | T4 | 42.28% | 0.68% | 123 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T4 | 42.25% | 0.39% | 71 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T4 | 41.82% | 0.31% | 55 |
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 | T4 | 40.98% | 0.34% | 61 |
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 | 40.79% | 0.42% | 76 |
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 | T4 | 40.38% | 0.29% | 52 |
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 | T4 | 40.30% | 0.37% | 67 |
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 | 37.50% | 0.44% | 80 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T4 | 37.25% | 0.28% | 51 |
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 | T4 | 35.48% | 0.34% | 62 |
Anivia Skill Combos
Extracted from the skill order guide
R > E > Q > W
Anivia Counters
Counters and threats extracted from the matchup guide
Counters
5Anivia counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Anivia is countered by these champions in ARAM: Mayhem.
Read counter detailsAnivia Team Comp Highlights
Partner patterns extracted from the team comp guide
Synergy Mechanism: Malphite provides the instant engagement Anivia lacks, while Anivia provides the sustained damage Malphite needs to finish targets. Combo: Malphite lands Unstoppable Force on the enemy backline. As they recover from the knockup, Anivia places Glacial Storm directly on the clustered targets and follows with Flash Frost for the stun. Malphite’s ground slam slows attack speed, making it harder for enemies to destroy Anivia’s Crystallize wall or focus her. Best Scenario: The enemy team is grouped in a narrow corridor. Malphite forces them to scatter, and Anivia’s wall cuts off their escape route, trapping them in the storm. Enemy Answer: Fast disengage tools like Janna’s Monsoon or Gragas’s Explosive Cask can separate Malphite from Anivia, leaving her isolated. Failure Risk: If Malphite engages too deep without Anivia in range to follow up, he dies instantly in Mayhem’s high-damage environment. Recovery: Anivia uses Crystallize to block the enemy chase path, allowing her to resurrect safely in Egg Form if she gets caught transitioning.
Orianna (High Value)
Synergy Mechanism: This is the classic "ball delivery" combo. Anivia’s stun setup guarantees Orianna’s ultimate, creating a massive area of denial. Combo: Anivia lands Flash Frost to stun a priority target. Orianna commands Shockwave immediately on the stunned location. Anivia then activates Glacial Storm on top of the pulled enemies. The combination of pull, stun, and slow makes escaping nearly impossible without flash. Best Scenario: Enemies are hiding behind minions or tanks. Anivia’s wall forces them to reposition, often funneling them directly into Orianna’s ball placement. Enemy Answer: High-mobility champions like Zed or Fizz can dodge the initial Flash Frost and engage on Orianna before the combo starts. Failure Risk: Both champions are immobile and vulnerable to dive. If they miss their crowd control, they have no tools to escape a re-engage. Recovery: Anivia drops Glacial Storm at her own feet and walls off the corridor, forcing divers to walk through a damage zone to reach Orianna.
Jarvan IV (Medium-High Value)
Synergy Mechanism: The "Cataclysm + Glacial Storm" trap. Jarvan creates an inescapable arena, and Anivia fills it with damage. Combo: Jarvan IV uses his E-Q combo to knock up the enemy team, then immediately casts Cataclysm on the clustered targets. Anivia places Glacial Storm inside the terrain ring. She then uses Crystallize to further divide the interior of the Cataclysm, making movement inside the crater almost impossible. Best Scenario: Fighting against low-mobility melee compositions that rely on sticking to targets. They are forced to auto-attack Jarvan while melting in Anivia’s ultimate. Enemy Answer: Champions with blinks or dashes that can pass through terrain, such as Camille or Zac, can simply walk out of the combo. Failure Risk: Jarvan can accidentally trap his own teammates inside with a fed enemy carry. Anivia must be careful not to wall her own team inside the death zone. Recovery: If Jarvan collapses, Anivia uses her wall to create a secondary barrier, buying time for the team to collapse on the trapped enemies.
Sion (Medium Value)
Synergy Mechanism: Sion acts as an unstoppable meat shield that disrupts enemy formations, giving Anivia time to set up her slow-moving skill shots. Combo: Sion charges his Unstoppable Onslaught through the enemy team. As they scatter to avoid the knockup, Anivia predicts the escape path and places Crystallize to intercept them. If Sion dies in the engage, his Passive allows him to continue fighting, drawing aggro while Anivia channels Glacial Storm safely from the back. Best Scenario: Sieging or defending a tower. Sion’s zombie form creates chaos under the tower, and Anivia’s zone control prevents enemies from clearing the wave or diving. Enemy Answer: Kiting. Ranged champions with high mobility can ignore Sion and flank Anivia directly. Failure Risk: Sion engages too fast and dies before Anivia can walk into range to assist. Recovery: Anivia uses Crystallize to block the enemy pathing toward her, forcing them to take a long route around while she falls back to her egg.
Miss Fortune (Medium Value)
Synergy Mechanism: Area-of-effect layering. Anivia’s crowd control sets up the perfect target zone for Miss Fortune’s Bullet Time. Combo: Anivia lands a stun with Flash Frost or creates a choke point with Crystallize. Miss Fortune casts Bullet Time perpendicular to Anivia’s wall. Enemies slowed by Glacial Storm cannot walk out of the cone fast enough. Best Scenario: Team fights in the open center of the map where enemies have no terrain to hide behind. The wall acts as the artificial terrain. Enemy Answer: Hard interrupts. Any stun or knockup on Miss Fortune cancels her ultimate instantly. Failure Risk: Anivia’s wall might accidentally block Miss Fortune’s bullets if placed incorrectly, completely wasting the ultimate. Recovery: If Miss Fortune is interrupted, Anivia maintains Glacial Storm to zone enemies away from her body, preventing an immediate execute. Required Team Functions
Anivia cannot function as a solo carry in Mayhem because her kill pressure relies on enemies staying in her zones. She needs teammates to provide specific utilities:
Malphite (High Value)
Malphite provides the instant engagement Anivia lacks, while Anivia provides the sustained damage Malphite needs to finish targets.
Anivia ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Tempo | Plays for survival and poke early, then transitions into a teamfight carry around one or two items, relying on enemies making mistakes or overextending. | Forces fights from level three with the mana and cooldowns to start engages, shifting from reactive peel to dictating the pace and setting up kills. | Stop playing passive and reactive; use your tools to force fights and control the flow from the start. |
| Wall Usage | A misplaced wall can lose a fight, so you use it carefully, often to peel or cut off retreats rather than creating chaos. | Lower cooldown means a bad wall hurts less, allowing you to check bushes, interrupt channels, or force enemies into your Q aggressively. | Use W to create chaos and engage; do not wait for the perfect wall or you miss engage windows. |
| Ultimate Management | You save Glacial Storm for big teamfights because of the long cooldown and high mana cost, treating it as a precious resource. | R is up for almost every fight, letting you drop it constantly to zone, slow, stack tear, or force enemies out of position. | Use R constantly to poke and zone; do not let it sit unused waiting for the perfect moment. |
| Build Philosophy | Builds for sustain and scaling with Tear, Rod of Ages, and Liandry's, preparing for long games and late-game teamfight impact. | Games move too fast for Rod of Ages; rush immediate power with Lost Chapter into Luden's or Archangel's, prioritizing burst over sustain. | Build for immediate impact, not for a late game that may never come. |
| Teamfight Positioning | Fights at max range, using Q and R to zone while staying safe and avoiding direct confrontation with enemies. | You need to play closer to cycle abilities faster and follow up on your own walls, moving forward when you have cooldowns available. | Play closer to follow up on walls, but back off when your cooldowns are down. |
| Passive Egg Reliance | Enemies often ignore the egg because it takes too long to kill, making it a genuine safety net during extended fights. | Higher damage means the egg dies faster; it is a backup, not a strategy, and should not be used as an excuse for bad fights. | Do not use your passive as a license to take bad fights; it is a safety net only. |
Champion Analysis
Role / Current performance
Anivia the Cryophoenix functions as a frost mage specializing in zone control and crowd control in Hextech Mayhem. The dramatically reduced cooldowns in this mode transform her into one of the most zone-dominating mages available, allowing her to unleash frost magic and create ice walls with unprecedented frequency. Her core identity combines frost control, zone blocking, and crowd control into a cohesive strategic package. Her passive, Rebirth, provides a unique safety mechanism by transforming her into an ice egg upon death. If the egg survives, she revives and returns to combat, giving her a second chance even when killed. This passive adds durability to an otherwise squishy mage and allows for riskier positioning when the egg has a reasonable chance of survival. Flash Frost, her Q ability, fires an ice ball that damages and stuns enemies on hit. The reduced cooldowns in Hextech Mayhem enable continuous crowd control, making this ability a reliable tool for disrupting enemy advances and setting up follow-up damage. Her E ability, Frostbite, synergizes directly with Flash Frost by dealing bonus damage to stunned or wall-affected enemies, creating high burst damage potential when properly comboed. Crystallize, her W ability, serves as her signature move and becomes devastatingly powerful in Hextech Mayhem's narrow terrain. The ice wall can perfectly split enemy formations, block escape routes, and protect allies. This terrain-manipulation tool defines her strategic value, allowing her to control engagement angles and isolate priority targets. In a mode where movement and positioning are critical, the ability to reshape the battlefield gives Anivia the Cryophoenix unmatched zone-blocking capabilities. Her ultimate, Glacial Storm, creates a persistent blizzard that deals massive area-of-effect damage and applies a continuous slow. This ability excels at blocking key areas and continuously damaging enemy teams who attempt to push through contested zones. The combination of sustained damage and crowd control makes her ultimate a powerful tool for holding ground and denying enemy advances. Anivia's practical strategic value centers on her ability to dictate positioning for both teams. She excels at creating chokepoints, isolating enemies with well-placed walls, and punishing opponents who cluster together. Her damage pattern relies on combo execution, requiring Flash Frost stuns or wall placement to maximize Frostbite damage. Players should prioritize ability power and mana to sustain her zone control presence throughout extended fights. Her combination of revival mechanics, terrain manipulation, and sustained area damage makes her a powerful control mage in Hextech Mayhem's chaotic environment.
Core Tips
Long-form tips / Play pattern
Anivia the Cryophoenix functions as a zone control turret in Mayhem ARAM, where players should prioritize forcing enemies to walk through misery rather than chasing kills early. Spacing revolves entirely around Glacial Storm, which should be planted on the wave center immediately upon reaching level six. This forces enemies to choose between stepping into the storm to farm or surrendering ground. Mana constraints are looser in Mayhem, allowing players to keep the storm active longer to create a permanent no-go zone. Flash Frost serves dual purposes for checking bushes and zoning off-angle approaches. Players should aim for the slow rather than both stuns against mobile targets, as a slowed enemy makes landing Frostbite for double damage trivial. Against poke compositions, maintaining maximum Flash Frost range is essential, and players should avoid auto-attacking unless Crystallize is ready to block a return engage. Anivia operates as a counter-engage mage first and an initiator second. Fights begin by creating an immediate problem for the enemy, dropping Glacial Storm on the frontline to slow approaching enemies and set up Flash Frost stuns. Crystallize represents the highest-impact skill in Mayhem where movement speed augments are common. Rather than clipping enemies, players should use walls to cut the enemy team in half, isolating tanks from healers and creating collapse opportunities. Snowball should be used reactively rather than at fight start. Landing a long-range Flash Frost stun on a key target allows Snowball follow-up for guaranteed Frostbite damage and point-blank Glacial Storm. Snowball also serves as a repositioning tool to dodge critical abilities like Nidalee spears or Blitzcrank hooks by targeting nearby minions. Target priority focuses on enemies standing within Glacial Storm, as Anivia's damage output relies on the double-damage Frostbite requiring chilled targets. The priority flow is Glacial Storm to chill, Flash Frost to stun, and Frostbite to burst. Players should not waste Frostbite on un-chilled targets unless securing a kill. When behind, Anivia becomes a stall machine. Players should abandon aggressive Crystallize usage, save Flash Frost exclusively for disengage, and maximize Glacial Storm uptime on retreat paths. Utility becomes more valuable than damage in this state, and one well-placed stun on an overconfident diver can swing a losing fight. Players should never chase kills when behind, as Anivia is too slow to pursue escaping enemies effectively.
Read full guidePlaystyle Guide
Playstyle / Team structure
Anivia the Cryophoenix begins the early game as a fragile survivor who must treat the first wave like a defensive test. Position near the tower and avoid spamming Flash Frost due to its heavy mana cost and slow projectile speed. Instead, wait for overextended melee champions to commit or dodge a Snowball before firing. Follow a successful stun with Frostbite for the double-damage proc, which represents the only real burst window available before level 6. Use the passive egg as a mental shield rather than a license to play recklessly. If enemies dive at levels 1 or 2, let them hit the egg while the team collapses, often winning the trade simply by respawning while their cooldowns are down. Snowball serves primarily as an escape tool or setup for a guaranteed Flash Frost. Focus on stalling the wave and reaching level 6 without dying, which unlocks the real game plan. Once Glacial Storm becomes available, Anivia shifts from survivor to zone controller. Position in the middle of the team or just behind the frontline. Drop the ultimate on the enemy front line or directly on the wave to shove. The storm applies chill instantly, making Flash Frost easier to land because enemies are slowed. The trading rhythm becomes: R on approach, Q for the stun while slowed, and E for empowered damage. With mana sustain, keep R up longer to zone enemies off their minions. If low on mana, turn R off immediately after applying chill for Frostbite. Use Snowball to start fights by marking a target in the backline, waiting for a major cooldown, then flying over their frontline. Drop R and Crystallize immediately to cut off retreat, creating a scenario where enemies either fight in the storm or run into the wall and team. If the engage looks bad, do not confirm the flight. Push the wave aggressively to force fights in R, siege towers by placing R at enemy feet, or use W to block bridges and choke points when behind. In late game team fights, positioning is everything. Stay behind allies and avoid face-checking brushes. Drop R on the highest-value cluster of enemies and use Crystallize to split their team or block melee champions from reaching the backline. A well-placed wall can isolate a carry and turn a 5v5 into a 5v4. Save Frostbite strictly for targets affected by chill, as using it without the double-damage proc is a massive loss. Snowball becomes a high-stakes execution tool or desperate reposition. Use it to close gaps on low enemies or escape over walls when dived by assassins. Do not engage blindly unless multiple key cooldowns are down. Decide between pushing for the inhibitor or stalling for objectives based on team state. If ahead, use W to block the enemy exit from their base. If behind, use W and R to delay pushes at chokes. If Anivia dies, trust the passive and rely on teammates to protect the egg for a respawn to continue the defense.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Anivia the Cryophoenix excels when playing from ahead, with leads that snowball rapidly in Mayhem due to her inescapable zone control. A lead is recognized when she completes her first major item component while enemies remain on starter items, or when she secures two or more early kills without dying. When ahead, her role shifts from scaling to choking the enemy fountain. She should shove the wave constantly using empowered waveclear to force enemies to choose between clearing and fighting. Glacial Storm and Flash Frost create kill zones that enemies cannot walk through, making siege plays highly effective. She should avoid reckless dives and instead place her wall and ultimate at the edge of tower range, stunning enemies who step up to clear. Gold leads should be invested in controlling the Snowball brushes, particularly the middle brush, which forces enemies into narrow lines and makes landing combos nearly guaranteed. When ahead, she should target the enemy backline rather than tanks, as forcing recalls resets fights and enables structure takes. Overconfidence remains a danger, as one bad fight can erase a lead. She should avoid face-checking brushes and instead use her wall to check fog of war. Defensive augments that grant survivability or healing allow her to play more forward, catch Snowballs for her team, and use her passive, Rebirth, as a bait tool. Enemies often underestimate the egg's durability, creating opportunities for teammates to clean up during her revival. When behind, Anivia's role transforms from carry to disengage machine. Being behind means dying multiple times early, losing both outer towers, or lacking gold for core item spikes. She falls behind when missing stuns or getting run down by mobile divers. Her damage becomes too low to threaten fed enemies, so she should stop forcing kills and focus on keeping teammates alive. Flash Frost should be saved for disengage rather than poke, stunning divers point-blank before retreating. Crystallize becomes her most valuable tool when losing, creating escape paths for teammates or blocking choke points during retreats. Waveclear becomes her primary objective, using her ultimate to instantly clear ranged minions and prevent enemies from diving easily. Stalling for a few minutes often allows her team to catch up in gold through passive generation. Augments providing crowd control duration or utility should be leveraged to become a support anchor, peeling for the teammate with carry potential. The all-in mindset must be avoided, as one bad engagement ends the game. She should wait for enemies to make mistakes, using her wall to pin them against terrain or under her tower. Protecting her egg is critical when behind, as enemies will attempt to dive it. She should play closer to her tower or team and communicate cooldowns, playing further back when her stun is unavailable. A single well-placed wall can turn a losing defense into a kill by trapping overextended enemies under her tower.
Read full guideChampion Background
Lore / Identity / Text block
Anivia the Cryophoenix is a zone-control mage who thrives on chaos in Mayhem ARAM, where her damage output and crowd control are amplified to transform her from a scaling control mage into an early-game oppressor. Rather than playing to survive until late game, the strategic focus shifts to locking down the entire enemy team in a frozen corridor from level one. Her Rebirth passive creates a high-stakes bait tool in this mode, where reduced death timers and increased damage mean enemies can burst the egg much faster than in standard play. The passive works best when death occurs underneath your own tower or deep inside your team's protection, and it should be saved for when you are getting dove or sieging the enemy inhibitor. Dying in a bad spot creates a 4v5 situation for six seconds, which in Mayhem is enough time for the enemy team to ace your squad and take a tower. Flash Frost serves as the primary setup tool, with projectile speed and width in Mayhem making it much harder to dodge. It must be manually reactivated to get the stun, and if allowed to travel to max range, enemies often walk out of the detonation radius. The ability starts the core combo: land the stun, then immediately cast Frostbite for double damage. Crystallize creates impassable terrain for five seconds and serves as a displacement tool that creates kill windows without dealing damage. In the narrow ARAM bridge, a well-placed wall can split the enemy team in half, forcing them to either fight at a numbers disadvantage or retreat. A bad wall can save enemies by blocking your own teammates from chasing. Frostbite functions as the nuke, with the double-damage proc hitting incredibly hard in Mayhem. It should almost never be cast on a target that is not chilled, as the point-and-click ability cannot miss once you are in range. Casting it on an un-chilled target wastes a massive damage opportunity and leaves you without burst follow-up for several seconds. Glacial Storm creates a zone of death where the mana drain is less relevant due to faster regen and augments. The storm applies the chill status instantly, enabling Frostbite's double damage. At level six, dropping the ultimate on the enemy wave and champions pushes them under tower and forces them to burn resources or take heavy damage. The ability should not be cast if you are about to be stunned or silenced, as displacement effects can push you out of your own ultimate and cancel it.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Anivia is one of the most punishing controllers in Mayhem ARAM, demanding precise geometry and patience from players who wish to harness her full potential. Her egg passive invites aggression, but this very strength leads many players to throw games by dying in useless positions or wasting abilities on cooldown. Understanding the mechanical and decision errors that turn this zoning nightmare into a free kill for the enemy team is essential for consistent performance. The most critical mechanical mistakes center on ability timing and positioning. Missing the Q double-hit occurs when players reactivate Glacial Path too early or too late, losing the massive stun and second burst while leaving Anivia vulnerable. Players must wait until the ice shard visually passes the target's center before reactivating, leading targets further than usual due to common movement speed augments in Mayhem. Without Q available, Anivia has no escape tool and must back off immediately. Wall placement errors prove equally devastating. Placing Crystallize behind a target at point-blank range during an assassin's engage traps the enemy with Anivia, forcing them to fight and often killing her before help arrives. The correct action places the wall directly on top of the enemy or slightly in front, creating a stutter effect that forces them to path around while gaining distance. Canceling Glacial Storm prematurely prevents the ultimate from reaching maximum size and damage ramp-up, wasting both cooldown and mana. Players should commit to ultimate placement and let it grow to full size, as the persistent slow and damage outweigh mana concerns in Mayhem. Using Flash offensively while the egg passive is unavailable leaves Anivia with zero safety net, making defensive Flash the priority when Rebirth is on cooldown. Decision mistakes often prove more costly than mechanical errors. Dying in a bad egg position occurs when players get caught in the open, allowing the enemy team to focus the egg instantly. Players should track their passive timer and stay within tower or ally range, pathing toward teammates or bushes when death is imminent. Walling off your own team's engage blocks allies from following up or retreating, isolating them for deletion. Players must hold the wall for blocking enemy reinforcements or peeling for the backline rather than instinctively throwing it during engages. Over-reliance on Frostbite without chill setup wastes Anivia's highest burst spell for minimal damage. Always apply chill first through Q or R before pressing E, or hold the ability for a guaranteed double-damage window. Ignoring the wave to poke allows enemy minions to block Q and absorb R damage while losing tower health. Clear the wave first with R, then look for picks with a clear lane. Building pure damage into dive compositions results in getting one-shot before the egg can be saved. Anivia's base damage and utility allow for survivability sacrifices through health and resistances. Success on Anivia comes from respecting cooldowns and understanding geometry. If Q is missed, stop pressing buttons. If Passive is down, stop playing aggressive. Correct wall usage wins fights, while incorrect usage loses games.
Read full guideFAQ
Anivia
Is Anivia strong in ARAM: Mayhem? She is a control monster who thrives when she can set up her combo without getting dove. Mayhem's faster pace means her wall and stun are more valuable for stopping aggressive engages, but her egg form is easier to burst down with increased damage. Pick her when your team has other lockdown to help her land Q, and avoid picking her into five assassins who can delete the egg instantly. What is the core combo for teamfights? Open with R to create a slowing zone, then use Q to stun targets trying to escape the storm. Save W to cut off escape paths or peel divers off your backline, rather than using it for damage. E is your finisher: only cast it on targets already chilled by R or Q to get the double damage. How do I use Crystallize (W) effectively? Don't throw the wall randomly or you will trap your own teammates in a bad spot. Use it to split enemy teams during corridor fights, pin enemies against terrain, or block melee champions from reaching your carry. A well-placed wall can completely deny a Snowball engage or force enemies to walk around into your R.
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