ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #150

Samira ARAM Mayhem Build & Best Augments

Samira role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control. Key ARAM traits include long-range poke. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Samira Samira the Desert Rose Mage
TierT5
Rank#150
Win Rate46.68%
Pick Rate0.63%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate43.87%
Pick Rate22.09%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate51.40%
Pick Rate12.06%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate46.78%
Pick Rate11.59%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

49.47%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

49.48%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

46.59%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

53.88%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

49.57%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

50.53%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

50.53%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

51.99%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

52.35%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

48.45%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

44.27%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

54.99%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

48.63%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

48.63%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

48.51%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

48.51%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

48.51%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

48.22%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

48.22%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate53.73%
Pick Rate19.82%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

Win Rate52.74%
Pick Rate14.31%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate58.73%
Pick Rate5.08%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

54.61%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

55.97%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

54.88%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.97%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

55.71%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

55.27%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

55.15%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

52.63%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

54.39%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

54.83%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

54.39%
Mercurial Scimitar Mercurial Scimitar Mercurial Scimitar
Total Price
3,200
Price
125

+50 Attack Damage +35 Magic Resist 10% Life Steal ACTIVE Quicksilver Removes all crowd control debuffs (excluding Airborne) and grants Move Speed.

54.72%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

54.06%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

54.06%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.91%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.91%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

53.91%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

54.34%
Pickaxe Pickaxe Pickaxe
Total Price
875
Price
875

+25 Attack Damage

54.34%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

54.34%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Win Rate45.09%
Pick Rate12.93%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate48.56%
Pick Rate3.17%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

Win Rate47.03%
Pick Rate2.90%

Situational itemstop 12

Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

47.45%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

46.80%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.10%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

54.37%
Mercurial Scimitar Mercurial Scimitar Mercurial Scimitar
Total Price
3,200
Price
125

+50 Attack Damage +35 Magic Resist 10% Life Steal ACTIVE Quicksilver Removes all crowd control debuffs (excluding Airborne) and grants Move Speed.

48.00%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

50.14%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

56.61%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

43.22%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

55.36%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

48.03%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

47.92%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

45.75%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

39.31%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

39.31%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.50%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

50.50%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

50.50%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.89%
Pickaxe Pickaxe Pickaxe
Total Price
875
Price
875

+25 Attack Damage

49.89%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

49.89%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
70.63%
Pick Rate
9.28%
Games
1,774

Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions.

View augment details
PrismaticT170.63%9.28%1,774
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
53.95%
Pick Rate
6.95%
Games
1,329

Gain one random Prismatic augment, excluding the other two offerings in your current assortment.

View augment details
GoldT153.95%6.95%1,329
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.47%
Pick Rate
17.64%
Games
3,372

You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp .

View augment details
GoldT150.47%17.64%3,372
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
50.21%
Pick Rate
8.80%
Games
1,683

Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds.

View augment details
GoldT150.21%8.80%1,683
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
50.05%
Pick Rate
4.77%
Games
911

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
GoldT150.05%4.77%911
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
49.31%
Pick Rate
14.50%
Games
2,772

Gain 15% omnivamp .

View augment details
SilverT149.31%14.50%2,772
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
49.28%
Pick Rate
16.37%
Games
3,129

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
GoldT149.28%16.37%3,129
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
47.94%
Pick Rate
5.97%
Games
1,141

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
SilverT147.94%5.97%1,141
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
47.94%
Pick Rate
6.97%
Games
1,333

Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance .

View augment details
GoldT147.94%6.97%1,333
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.75%
Pick Rate
9.86%
Games
1,885

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
PrismaticT147.75%9.86%1,885
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
47.73%
Pick Rate
12.22%
Games
2,336

Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 .

View augment details
SilverT147.73%12.22%2,336
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
46.21%
Pick Rate
5.39%
Games
1,030

Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown).

View augment details
SilverT146.21%5.39%1,030
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.15%
Pick Rate
4.82%
Games
921

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

View augment details
PrismaticT146.15%4.82%921
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
46.09%
Pick Rate
7.63%
Games
1,458

Grants 18% armor penetration and magic penetration .

View augment details
GoldT146.09%7.63%1,458
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
45.96%
Pick Rate
5.44%
Games
1,040

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT145.96%5.44%1,040
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
45.67%
Pick Rate
8.52%
Games
1,629

Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance .

View augment details
GoldT145.67%8.52%1,629
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
45.56%
Pick Rate
11.31%
Games
2,162

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
GoldT145.56%11.31%2,162
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
45.47%
Pick Rate
5.54%
Games
1,060

Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds.

View augment details
GoldT145.47%5.54%1,060
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
45.06%
Pick Rate
11.28%
Games
2,157

Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 .

View augment details
GoldT145.06%11.28%2,157
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.03%
Pick Rate
5.32%
Games
1,017

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
PrismaticT145.03%5.32%1,017
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
45.00%
Pick Rate
5.13%
Games
980

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
GoldT145.00%5.13%980
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
44.44%
Pick Rate
6.82%
Games
1,303

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
GoldT144.44%6.82%1,303
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
44.21%
Pick Rate
6.78%
Games
1,296

Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage .

View augment details
GoldT144.21%6.78%1,296
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
43.71%
Pick Rate
10.97%
Games
2,098

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
GoldT143.71%10.97%2,098
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
43.44%
Pick Rate
5.11%
Games
976

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT143.44%5.11%976
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
41.69%
Pick Rate
6.74%
Games
1,288

Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects.

View augment details
SilverT141.69%6.74%1,288
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
54.23%
Pick Rate
1.98%
Games
378

Gain 2 Stat Anvils .

View augment details
SilverT254.23%1.98%378
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.33%
Pick Rate
2.20%
Games
420

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
GoldT253.33%2.20%420
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
52.91%
Pick Rate
1.89%
Games
361

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
SilverT252.91%1.89%361
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
52.65%
Pick Rate
3.46%
Games
661

Gain one random Gold augment, excluding the other two offerings in your current assortment.

View augment details
SilverT252.65%3.46%661
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
52.43%
Pick Rate
3.12%
Games
597

Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils.

View augment details
GoldT252.43%3.12%597
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.23%
Pick Rate
3.52%
Games
672

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
PrismaticT252.23%3.52%672
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.20%
Pick Rate
2.50%
Games
477

Gain two completely random augments, excluding the other two offerings in your current assortment.

View augment details
PrismaticT252.20%2.50%477
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
50.78%
Pick Rate
2.34%
Games
447

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
GoldT250.78%2.34%447
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
50.36%
Pick Rate
3.58%
Games
685

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

View augment details
SilverT250.36%3.58%685
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
50.32%
Pick Rate
2.48%
Games
475

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
SilverT250.32%2.48%475
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
50.10%
Pick Rate
2.63%
Games
503

Increases attack damage by 20% .

View augment details
SilverT250.10%2.63%503
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
47.71%
Pick Rate
2.51%
Games
480

Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health .

View augment details
SilverT247.71%2.51%480
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
47.26%
Pick Rate
2.48%
Games
474

Gain 1750 upon acquiring this augment.

View augment details
GoldT247.26%2.48%474
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
46.62%
Pick Rate
2.17%
Games
414

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT246.62%2.17%414
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.42%
Pick Rate
2.70%
Games
517

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
PrismaticT246.42%2.70%517
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
46.31%
Pick Rate
3.05%
Games
583

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

View augment details
SilverT246.31%3.05%583
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
45.99%
Pick Rate
2.74%
Games
524

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
GoldT245.99%2.74%524
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
45.90%
Pick Rate
3.89%
Games
743

Grants 60% bonus attack speed .

View augment details
SilverT245.90%3.89%743
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.72%
Pick Rate
3.05%
Games
584

Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown).

View augment details
PrismaticT245.72%3.05%584
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
45.34%
Pick Rate
2.80%
Games
536

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
GoldT245.34%2.80%536
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.23%
Pick Rate
3.68%
Games
703

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
PrismaticT245.23%3.68%703
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
44.33%
Pick Rate
3.46%
Games
661

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
SilverT244.33%3.46%661
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.63%
Pick Rate
4.47%
Games
855

Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness.

View augment details
PrismaticT243.63%4.47%855
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
43.62%
Pick Rate
3.15%
Games
603

Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance .

View augment details
GoldT243.62%3.15%603
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
43.56%
Pick Rate
2.76%
Games
528

Grants 50% critical strike chance .

View augment details
GoldT243.56%2.76%528
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
43.36%
Pick Rate
2.40%
Games
459

Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit.

View augment details
GoldT243.36%2.40%459
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.34%
Pick Rate
2.47%
Games
473

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
PrismaticT243.34%2.47%473
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
43.04%
Pick Rate
3.23%
Games
618

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
GoldT243.04%3.23%618
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
42.89%
Pick Rate
2.46%
Games
471

Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.

View augment details
GoldT242.89%2.46%471
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
42.82%
Pick Rate
2.08%
Games
397

Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% .

View augment details
PrismaticT242.82%2.08%397
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
42.30%
Pick Rate
2.41%
Games
461

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT242.30%2.41%461
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
41.80%
Pick Rate
3.03%
Games
579

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT241.80%3.03%579
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
41.40%
Pick Rate
1.79%
Games
343

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
GoldT241.40%1.79%343
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.51%
Pick Rate
2.48%
Games
474

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
PrismaticT240.51%2.48%474
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
36.78%
Pick Rate
2.18%
Games
416

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT236.78%2.18%416
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.60%
Pick Rate
1.16%
Games
222

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
PrismaticT353.60%1.16%222
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
52.17%
Pick Rate
1.32%
Games
253

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT352.17%1.32%253
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
51.45%
Pick Rate
0.90%
Games
173

Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds.

View augment details
SilverT351.45%0.90%173
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.26%
Pick Rate
1.45%
Games
277

Your current augments transform into an equal number of completely random Prismatic ones.

View augment details
PrismaticT351.26%1.45%277
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.35%
Pick Rate
1.51%
Games
288

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
GoldT350.35%1.51%288
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
49.06%
Pick Rate
0.83%
Games
159

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT349.06%0.83%159
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
48.79%
Pick Rate
1.51%
Games
289

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
SilverT348.79%1.51%289
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.26%
Pick Rate
1.35%
Games
259

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
GoldT348.26%1.35%259
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
48.19%
Pick Rate
1.44%
Games
276

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
SilverT348.19%1.44%276
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
48.00%
Pick Rate
1.31%
Games
250

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT348.00%1.31%250
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.43%
Pick Rate
0.92%
Games
175

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
PrismaticT347.43%0.92%175
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.45%
Pick Rate
1.10%
Games
211

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
PrismaticT346.45%1.10%211
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
46.29%
Pick Rate
1.20%
Games
229

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT346.29%1.20%229
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.72%
Pick Rate
1.59%
Games
304

Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds.

View augment details
PrismaticT345.72%1.59%304
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
45.69%
Pick Rate
1.03%
Games
197

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
GoldT345.69%1.03%197
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.15%
Pick Rate
1.24%
Games
237

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
PrismaticT345.15%1.24%237
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
44.48%
Pick Rate
1.71%
Games
326

Grants 20 bonus attack damage , 10 ability haste , and 5 lethality .

View augment details
SilverT344.48%1.71%326
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.32%
Pick Rate
1.38%
Games
264

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
PrismaticT344.32%1.38%264
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
44.30%
Pick Rate
0.83%
Games
158

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
GoldT344.30%0.83%158
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
44.30%
Pick Rate
1.19%
Games
228

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
GoldT344.30%1.19%228
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.18%
Pick Rate
1.30%
Games
249

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT344.18%1.30%249
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
43.40%
Pick Rate
1.11%
Games
212

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
PrismaticT343.40%1.11%212
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.79%
Pick Rate
1.05%
Games
201

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
PrismaticT342.79%1.05%201
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
42.42%
Pick Rate
1.04%
Games
198

Your champion's first basic ability (Q) gains 100 ability haste .

View augment details
GoldT342.42%1.04%198
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
42.29%
Pick Rate
1.32%
Games
253

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
GoldT342.29%1.32%253
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
41.42%
Pick Rate
1.25%
Games
239

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
GoldT341.42%1.25%239
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
41.18%
Pick Rate
1.16%
Games
221

Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT341.18%1.16%221
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
41.05%
Pick Rate
0.99%
Games
190

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
GoldT341.05%0.99%190
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.76%
Pick Rate
0.96%
Games
184

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
PrismaticT340.76%0.96%184
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.49%
Pick Rate
1.07%
Games
205

Gain the Hail of Blades and Press the Attack keystone runes.

View augment details
PrismaticT340.49%1.07%205
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.09%
Pick Rate
1.16%
Games
222

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
PrismaticT340.09%1.16%222
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
38.96%
Pick Rate
0.81%
Games
154

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
SilverT338.96%0.81%154
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
36.79%
Pick Rate
1.11%
Games
212

Your champion's second basic ability (W) gains 100 ability haste .

View augment details
GoldT336.79%1.11%212
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
34.89%
Pick Rate
1.68%
Games
321

Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.

View augment details
GoldT334.89%1.68%321
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
33.77%
Pick Rate
0.79%
Games
151

Your abilities apply on-hit effects (1 second cooldown per target).

View augment details
GoldT333.77%0.79%151
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
60.67%
Pick Rate
0.47%
Games
89

Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions.

View augment details
SilverT460.67%0.47%89
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
54.79%
Pick Rate
0.38%
Games
73

Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) .

View augment details
GoldT454.79%0.38%73
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.93%
Pick Rate
0.47%
Games
89

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
PrismaticT453.93%0.47%89
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.17%
Pick Rate
0.48%
Games
92

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
PrismaticT452.17%0.48%92
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.49%
Pick Rate
0.52%
Games
99

Grants 3 random Dragon Souls .

View augment details
PrismaticT449.49%0.52%99
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.33%
Pick Rate
0.39%
Games
75

你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间

View augment details
PrismaticT449.33%0.39%75
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
48.86%
Pick Rate
0.46%
Games
88

Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled.

View augment details
GoldT448.86%0.46%88
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.65%
Pick Rate
0.58%
Games
111

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
PrismaticT448.65%0.58%111
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
48.19%
Pick Rate
0.43%
Games
83

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
SilverT448.19%0.43%83
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.15%
Pick Rate
0.28%
Games
54

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT448.15%0.28%54
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
47.96%
Pick Rate
0.51%
Games
98

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
GoldT447.96%0.51%98
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
47.46%
Pick Rate
0.31%
Games
59

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
SilverT447.46%0.31%59
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.31%
Pick Rate
0.49%
Games
93

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
PrismaticT447.31%0.49%93
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
47.24%
Pick Rate
0.66%
Games
127

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
GoldT447.24%0.66%127
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.90%
Pick Rate
0.59%
Games
113

Grants 35% bonus health , 15% adaptive force , and 50% increased size.

View augment details
PrismaticT446.90%0.59%113
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
46.15%
Pick Rate
0.54%
Games
104

Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health .

View augment details
SilverT446.15%0.54%104
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.27%
Pick Rate
0.77%
Games
148

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
PrismaticT445.27%0.77%148
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
45.00%
Pick Rate
0.31%
Games
60

Gain 1500 bonus health , but reduce your damage output by 10%.

View augment details
GoldT445.00%0.31%60
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
44.92%
Pick Rate
0.62%
Games
118

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
SilverT444.92%0.62%118
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
43.55%
Pick Rate
0.65%
Games
124

Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken).

View augment details
SilverT443.55%0.65%124
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
43.53%
Pick Rate
0.44%
Games
85

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
SilverT443.53%0.44%85
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
42.86%
Pick Rate
0.44%
Games
84

Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT442.86%0.44%84
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.86%
Pick Rate
0.45%
Games
86

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
PrismaticT441.86%0.45%86
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
41.51%
Pick Rate
0.55%
Games
106

Your champion's third basic ability (E) gains 100 ability haste .

View augment details
GoldT441.51%0.55%106
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
40.00%
Pick Rate
0.42%
Games
80

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
SilverT440.00%0.42%80
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
39.76%
Pick Rate
0.43%
Games
83

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
GoldT439.76%0.43%83
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
39.55%
Pick Rate
0.70%
Games
134

Gain 60 ability haste , increased by 3 each time you score a champion takedown .

View augment details
PrismaticT439.55%0.70%134
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.18%
Pick Rate
0.51%
Games
97

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
PrismaticT439.18%0.51%97
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
38.00%
Pick Rate
0.52%
Games
100

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
GoldT438.00%0.52%100
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
37.04%
Pick Rate
0.28%
Games
54

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
SilverT437.04%0.28%54
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
35.66%
Pick Rate
0.75%
Games
143

Grants 60 ability haste .

View augment details
GoldT435.66%0.75%143
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
34.34%
Pick Rate
0.52%
Games
99

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
PrismaticT434.34%0.52%99
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
32.81%
Pick Rate
0.33%
Games
64

Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health .

View augment details
SilverT432.81%0.33%64
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
32.14%
Pick Rate
0.29%
Games
56

Grants 100 item haste , which is equivalent to 50% cooldown reduction for items.

View augment details
GoldT432.14%0.29%56
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
31.51%
Pick Rate
0.38%
Games
73

Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health .

View augment details
GoldT431.51%0.38%73
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
30.88%
Pick Rate
0.36%
Games
68

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
PrismaticT430.88%0.36%68
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
40.38%
Pick Rate
0.27%
Games
52

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT540.38%0.27%52

Samira Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

REQW

R > E > Q > W (Mobility/Sustain Augments)

RQWE

R > Q > W > E (Heavy Poke/Defense Augments)

Samira Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Samira counters these champions in ARAM: Mayhem.

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

Jinx Jinx Jinx T1
Tier
T1
Rank
#6
Win Rate
54.66%
Pick Rate
1.18%

Jinx is a backline marksman who turns one good kill into a full team wipe. She pokes and farms safely with rockets, swaps to minigun when a target is locked down, and uses her traps to punish anyone who walks too far forward. Her signature pattern is simple: stay alive, tag a low-health enemy, then use the takedown speed reset to chase the next one. In ARAM: Mayhem, Jinx loves the constant fighting and narrow lane, but she also gets punished harder for poor spacing. More brawls mean more chances to snowball with resets, yet divers and long-range engage can reach her quickly if she stands too close. Play behind your frontline, fire rockets when enemies group up, save traps for incoming threats, and only step forward once the first enemy is already falling. View champion guide

Sona Sona Sona T2
Tier
T2
Rank
#38
Win Rate
52.11%
Pick Rate
0.55%

Sona is a backline enchanter who wins by staying near her team, cycling auras, and turning messy fights into clean chases or retreats. Her basic pattern is simple: poke when enemies step up, keep allies topped off between trades, speed the group into good angles, then use her big crowd-control moment when several enemies commit too far.In ARAM: Mayhem, Sona feels stronger when fights happen around your whole team instead of in scattered duels. The mode is faster and more explosive, so positioning matters even more: stand close enough to empower allies, but far enough back that divers have to spend real tools to reach you. Augments can push her toward heavier shielding and healing, safer utility, or more aggressive poke, but her job stays the same. Keep the team moving, punish overcommits, and make every extended fight worse for the enemy. View champion guide

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

Ashe Ashe Ashe T2
Tier
T2
Rank
#24
Win Rate
51.83%
Pick Rate
1.23%

Ashe is a utility marksman who wins fights by slowing targets, checking space, and setting up picks before the brawl fully starts. Her basic pattern is simple: keep enemies tagged with Frost, punish anyone who steps too far forward, and use her long-range engage to start clean fights for your team. In ARAM: Mayhem, Ashe is less about quiet lane control and more about constant teamfight value. The single-lane map makes her poke, vision control, and slows easy to apply, but it also means divers and hard engage reach her faster. Play her like a backline caller: soften enemies, create catches, follow allied crowd control, and reposition early whenever the fight turns messy. View champion guide

Read counter details

Countered By

5

Samira is countered by these champions in ARAM: Mayhem.

Malzahar Malzahar Malzahar T1
Tier
T1
Rank
#17
Win Rate
53.30%
Pick Rate
0.91%

Malzahar is a control mage who wins fights by making one target miserable. He pushes waves with Void pressure, spreads damage over time, and punishes divers with reliable lockdown when they step too far forward. His pattern is simple: mark a target, let the Void do the work, then hold suppression for the enemy carry, assassin, or overconfident frontliner who gives your team a clean focus window.In ARAM: Mayhem, Malzahar is less about slow lane control and more about surviving the chaos long enough to choose the right victim. Fights start faster, engage angles are messier, and enemies have more ways to force contact, so your spell shield, spacing, and ultimate timing matter a lot. Play behind your frontline, keep waves and summons moving, and do not waste your lockdown on the first body you see unless killing that target actually wins the fight. View champion guide

Warwick Warwick Warwick T4
Tier
T4
Rank
#126
Win Rate
47.95%
Pick Rate
0.31%

Warwick the Uncaged Wrath of Zaun Warwick is a diving juggernaut who hunts low-health targets and sustains through damage. In ARAM: Mayhem, he becomes a relentless raid boss who rarely leaves his Blood Hunt speed path. His signature pattern is simple: smell blood, run fast, suppress the target, and heal faster than they can damage you. He excels at punishing overextended enemies and turning messy fights into cleanup duty. Mayhem's accelerated pace helps him more than most. Frequent fighting means his passive healing triggers constantly. Shorter death timers mean he's back hunting before enemies recover. The mode's chaos creates the wounded targets he needs to thrive. He plays best as a frontline disruptor who forces enemies to deal with him or die trying. Snowball gives him the gap-close he sometimes lacks, letting him engage on healthy targets before his passive speed kicks in. View champion guide

Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. View champion guide

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

Read counter details

Samira Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Hard Crowd Control: She needs stuns, roots, and knock-ups to safely dash in and stack her Style meter. Without this, she cannot generate the S-rank required for her ultimate. Follow-Up Damage: Samira excels at cleaning up low-health targets after an engagement. She needs teammates who can chunk the enemy team first or layer damage while she is invulnerable during her ultimate. Peel and Protection: Because she is a melee-ranged hybrid who dives the enemy backline, she draws massive aggro. She needs a dedicated support or a tank to bodyblock skillshots and disrupt enemy divers. Top Teammate Synergies

1. Malphite (The Ultimate Setup)

Soraka Soraka Soraka T3
Tier
T3
Rank
#77
Win Rate
50.36%
Pick Rate
0.55%

Soraka the Starchild is a backline enchanter who wins fights by keeping allies alive longer than the enemy expects. Her core pattern is simple: stay behind your frontline, tag enemies when it is safe, silence or zone threats trying to dive, and spend your healing at the moment it denies a kill. In ARAM: Mayhem, the constant grouped fighting makes Soraka feel powerful but also very punishable. She shines when her team can protect a stable backline and take extended trades. She struggles when assassins, hard engage, or poke force her to heal too early. Play patiently, value positioning over greed, and make enemies commit badly before you spend your biggest saves. View champion guide

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Synergy Mechanism: Malphite’s R (Unstoppable Force) provides a massive knock-up that instantly sets up Samira’s combo. In Mayhem, where cooldowns are short, this duo can engage on cooldown. Combo: Malphite presses R into the enemy team. As they are knocked up, Samira dashes in with E and immediately casts R (Inferno Trigger). The knock-up keeps enemies suspended inside her ultimate damage radius. Best Scenario: The enemy team is grouped tightly on the bridge or near a health relic. Malphite engages, and Samira follows up for a pentakill. Enemy Answer: The enemy team can buy Zhonya's Hourglass or Guardian Angel to stall out the burst. A well-timed Lulu polymorph or Soraka silence can also cancel Samira’s ultimate before it fires. Failure Risk: If Malphite misses his R or engages alone, Samira has no way to safely enter the fight. Dashing in without the knock-up usually results in her getting instantly blown up. Recovery: If the engage fails, Samira must hold her E and use her W (Steel Tempest) to parry projectile damage while retreating. She should look for a cleanup opportunity on low-health stragglers rather than forcing a bad fight.

2. Yasuo (The Windwall Brothers)

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

Ryze Ryze Ryze T2
Tier
T2
Rank
#60
Win Rate
51.53%
Pick Rate
0.66%

Ryze is a short-range scaling mage who wins fights by chaining spells, locking down a target, and turning mana into steady damage. He is not a poke artillery pick; he wants to step into threat range, unload a clean combo, then keep moving until his next cast window opens. In ARAM: Mayhem, Ryze plays more like a durable battle mage than a backline caster. The constant teamfighting gives him plenty of chances to stack damage, but the narrow lane also punishes bad positioning fast. Look for fights where an ally can start first, follow with your root setup, and keep casting while enemies are forced to walk through your team. Pick Ryze when you want a scaling mage who rewards clean spacing, target focus, and calm decision-making in messy brawls. If you rush forward alone or waste your crowd control too early, you get collapsed on. If you wait for the right engage and keep your spell rhythm, he can take over extended fights. View champion guide

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Synergy Mechanism: Yasuo provides a windwall that blocks the projectile damage Samira hates most. His own knock-up synergy allows him to chain CC with her, keeping enemies airborne longer. Combo: Yasuo lands a tornado or uses his own dash to stack a knock-up. He casts R (Last Breath), keeping the enemy suspended. Samira follows with her own R, layering massive AoE damage while the targets cannot move. Best Scenario: Fighting against heavy ranged compositions (marksmen or mages) where Yasuo’s Windwall creates a safe zone for Samira to approach. Enemy Answer: Enemies can play around Windwall cooldowns. Smart players will bait the wall, then unload their burst while it is down. Point-and-click CC like Ryze W or Lissandra R ignores the wall entirely. Failure Risk: Both champions want to go in. If they dive too deep without backup, they get isolated and collapsed on. Double diving can also lead to kill stealing tension, leaving one carry without resets. Recovery: If the dive goes wrong, Yasuo can use his own mobility to escape, but Samira is often committed. She should look to use her W to weave out if her E reset is available from a takedown.

3. Nami (The Perma-CC Enabler)

Fizz Fizz Fizz T1
Tier
T1
Rank
#30
Win Rate
53.38%
Pick Rate
0.71%

Fizz is a slippery melee assassin who looks for one clean opening, dives past the front line, and deletes a fragile target before they can fully answer. His signature pattern is simple: threaten with mobility, dodge the key retaliation, then commit when his shark or follow-up damage can force a panic fight. In ARAM: Mayhem, Fizz plays even more around timing than patience. The map keeps enemies close, so he gets frequent chances to punish low-health carries, but missed engages are punished fast because there is less room to reset. Pick him when your team can start fights or distract the enemy front line; play carefully when the enemy has layered crowd control, shields, or instant peel waiting for your dive. View champion guide

Zed Zed Zed T3
Tier
T3
Rank
#52
Win Rate
50.26%
Pick Rate
0.75%

Zed is a mobile AD assassin who looks for isolated or softened targets, marks them with his shadows, then snaps back out before the enemy team can punish him. His signature pattern is simple to understand: poke with shadow angles, wait for a key cooldown to miss, dive the carry, and use the return shadow to escape or dodge retaliation.In ARAM: Mayhem, Zed gets more chances to fight because teams clash constantly and targets are often already low. He is still not a frontliner, so patience matters. Use the chaos to hide your engage, punish squishy champions who step past their team, and avoid diving into layered crowd control unless you have a clear way back out. View champion guide

Nami Nami Nami T3
Tier
T3
Rank
#63
Win Rate
50.13%
Pick Rate
0.53%

Nami is a backline enchanter who wins fights by keeping allies moving, healthy, and hard to chase. Her core pattern is simple: buff the teammate who is ready to trade, look for a clean Bubble on enemies already slowed or committed, then use her wave to start a fight or peel one off. In ARAM: Mayhem, Nami is less about sitting safely and more about reacting fast to constant engages, Snowball threats, and augment-powered burst. She shines when your team has divers, marksmen, or poke champions who can use her speed and sustain to take repeated short fights. If she misses crowd control or steps too far forward, she gets punished quickly, so play near your carries, hold spells for real commits, and let enemy aggression walk into your setup. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Synergy Mechanism: Nami’s Q (Aqua Prison) and R (Tidal Wave) offer the knock-ups Samira needs. Her E (Tidecaller's Blessing) adds a slow and bonus magic damage to Samira’s rapid-fire attacks, helping her stick to targets. Combo: Nami lands a long-range bubble or R. Samira uses the CC window to E onto a target, stacking her Style grade rapidly. Nami heals Samira during the dive to sustain her through return fire. Best Scenario: Skirmishes where Samira needs a small, precise window to delete a single target before moving to the next. Nami’s single-target peel is excellent for protecting Samira from assassins. Enemy Answer: High-mobility champions like Zed or Fizz can dodge Nami’s bubbles easily. If Nami misses her CC, Samira is left standing still with no engage tool. Failure Risk: Nami is squishy. If she gets picked off before the fight starts, Samira loses her primary engage tool and sustain, rendering her much less effective. Recovery: If Nami dies, Samira switches to a poke playstyle using her Q and auto-attacks, waiting for an enemy mistake or a Snowball hit to re-engage.

4. Sett (The Yank and Slam)

Sett Sett Sett T1
Tier
T1
Rank
#11
Win Rate
54.29%
Pick Rate
0.70%

Sett is a frontline bruiser who wins by walking into the fight, forcing someone to deal with him, then turning that pressure into a big counterpunch. He is simple to start: grab targets when they step too close, keep punching through the brawl, and save your hardest hit for the moment enemies commit into you. His signature pattern is all about timing. If Sett reaches the enemy backline or catches a diver near his team, he can start a fight fast and make the return damage hurt. In ARAM: Mayhem, the constant grouped fights give him more chances to find those scrappy moments, but they also punish bad entries harder. Go in when your team can follow, use the chaos to soak pressure, and do not waste your big turn-around tools before the enemy has actually committed. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Synergy Mechanism: Sett can grab an enemy and slam them into the middle of his team. This forced positioning groups enemies perfectly for Samira’s cone-based ultimate. Combo: Sett uses his E (Facebreaker) to stun two enemies, then R (The Show Stopper) to slam a high-value target into the rest of their team. Samira times her R to hit everyone as they land from Sett’s slam. Best Scenario: Against a team with a squishy backline that plays far back. Sett can kidnap the carry, and Samira deletes them instantly. Enemy Answer: Enemies can flash or use mobility tools the moment Sett grabs them, breaking the combo chain. Cleanse or QSS can also break the stun before Samira fully channels her damage. Failure Risk: Sett is melee and has to walk up. If he gets poked down before engaging, he cannot start the fight, and Samira is left waiting for an opening that never comes. Recovery: If Sett dies on the engage, Samira should look for a reset on the lowest health enemy. She can use the chaos to dash out or finish off the targets Sett softened up.

5. Lulu (The Anti-Burst Bodyguard)

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Malphite (The Ultimate Setup)

Malphite’s R (Unstoppable Force) provides a massive knock-up that instantly sets up Samira’s combo. In Mayhem, where cooldowns are short, this duo can engage on cooldown.

Samira ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoSamira acts as a cleanup carry who waits for frontline allies to engage, playing a stop-and-start pace while waiting for cooldowns or enemy overextensions.She becomes a tempo-setter with near-constant pressure, forcing enemies to respect her dash range rather than waiting for perfect engage moments.Play forward and create pressure constantly instead of waiting for the perfect engage signal.
Style StackingReaching Style rank S feels like an achievement, requiring careful weaving of autos between abilities before the target dies.You hit S almost incidentally as faster cooldowns on Q and E let you cycle through your combo in seconds without overthinking stack count.Focus on hitting abilities at all rather than optimizing stack count; S rank comes naturally.
E Usage and RiskE is a major commitment where you dash in and need a kill or flash to survive, making it a high-stakes engage tool.E returns faster but danger is higher, so treat it as a repositioning tool first to dodge skillshots, and a gap-closer second.Dash sideways to dodge skillshots rather than only forward to engage.
Snowball StrategySnowball is a binary engage tool: land the mark, dash to a priority target, and unload your full combo.Snowball becomes a spacing tool to follow disengages or bypass frontline, since your E is up more often for starting fights.Do not use Snowball to initiate into a full team unless your R is ready.
Build AdaptationBuilds lean into early lifesteal or lethality to survive poke phases during extended lane attrition.Poke is negligible due to healing, so build pure damage earlier, but consider defensive options like Guardian Angel against higher burst threats.Adapt your build to augments rather than forcing standard crit rush paths.
Teamfight PositioningSamira stays on the fight's edge, looking for flanks or cleanup angles while waiting for enemies to collapse.Hover near your tank ready to dash, but stay mid-range: close enough to stack Style quickly, far enough to W burst and E out.Do not dive as deep as normal; enemies punish overcommits faster with their own cooldown reduction.

Champion Analysis

Role / Current performance

Overview

Samira the Desert Rose is a ranged marksman defined by her unique combo rating system and explosive burst damage in ARAM: Mayhem. Her core identity revolves around stacking a rating from E to S through varied attacks and abilities, with higher ratings amplifying her damage output. The mode's dramatically reduced cooldowns allow her to reach S-rank at unprecedented speed, making her one of the most explosive marksmen available. Her gameplay centers on aggressive combo execution and frequent ability use. Her Q ability, Flair, fires a barrage that enables rapid rating stacking. Her W ability, Blade Whirl, serves as her primary defensive tool, destroying all projectiles and blocking enemy ranged attacks and abilities. This gives her significant protection against poke and burst in the single-lane environment. Her E ability, Wild Rush, provides a dash to a target for flexible repositioning, and its frequent availability in this mode enhances her mobility considerably. Samira's ultimate, Inferno Trigger, represents her signature move and primary win condition. Unlocked only at S-rank, it unleashes a massive barrage of bullets dealing catastrophic area-of-effect damage. The ability to frequently reach S-rank in this mode enables devastating ultimate casts on a regular basis, transforming her into a high-threat burst damage dealer. Her strategic value lies in her combination of burst damage, projectile denial, and mobility. The W ability's capacity to destroy all projectiles makes her particularly effective against ranged compositions, as she can neutralize incoming poke and ability damage while advancing. Her dash provides repositioning flexibility that helps her navigate the confined lane space and find optimal angles for her ultimate. The interplay between her rapid rating stacking, defensive tools, and catastrophic ultimate damage defines her playstyle: aggressive, flashy, and focused on spectacular combat performance. Samira the Desert Rose excels when players chain varied attacks and abilities to maintain rating momentum, use Blade Whirl to neutralize enemy ranged threats, and position for maximum Inferno Trigger impact. Her combination of burst damage, defensive utility, and frequent ultimate access makes her a high-value pick for players who can execute her combo-driven playstyle effectively.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Samira lives and dies by her Style grade management, and every engagement decision flows from understanding where her style stacks stand. Players cannot force fights without a plan to build stacks first. Tagging enemies with Q grants two stacks instantly when it hits a champion, but hitting multiple champions with one Q does not provide extra stacks, so players should not tunnel vision on hitting the entire team. The E dash serves as the true engage tool and should not be wasted just to close distance without follow-up. The ideal pattern involves Qing an enemy, stacking a second hit with an auto-attack, then Eing onto a low-priority target or minion to enter the fight at Style grade B or higher. Engaging at grade E is a mistake unless cleaning up a 1v1, since the ultimate windup is too long to start from zero in a crowded Mayhem fight. Spacing in the single lane requires using W (Blade Whirl) to block incoming poke while farming style. W destroys linear skillshots and grants a stack, making it the primary tool for existing in lane without getting chipped down. Players should not hold W too long since blocking a single stun or heavy nuke outweighs saving it for a hypothetical all-in. Movement must stay variable, close enough to Q the frontline but far enough to react to dives. Standing still means death. When Style grade S activates, the ultimate range is deceptively large, so backing up slightly to avoid point-blank CC before ulting from mid-range often catches the backline in crossfire. Snowball serves as both gap-closer and panic button. Using it to start fights at zero style is a suicide mission. The correct pattern builds style with Q and autos first, throws Snowball, and if it hits, flies in looking for the ultimate immediately. Missing Snowball requires resetting positioning rather than panicking. Snowball should be held defensively to dodge key abilities like hooks or cages, using it for long travel repositioning while E handles short, precise adjustments. Inferno Trigger hits everyone in a cone, so players need not click the carry directly. Hitting the frontline shreds the backline through AoE, which is crucial in Mayhem where teams ball up. The ultimate should trigger the instant Style S appears, as the delay between hitting S and pressing R creates a window for CC cancellation. Only exception involves incoming knock-ups or stuns, where dodging with W or Flash takes priority since a cancelled ult leaves Samira without her biggest damage tool and escape plan. Samira excels at counter-engage using W to destroy projectiles when enemies dive, disrupting their burst combo and creating opportunities to turn. When collapsed on with cooldowns available, turning and fighting often enables 1v2 or 1v3 outcomes through ultimate and lifesteal. Without E or W however, playing passively until the rotation returns is essential. Wave control follows a push-pull rhythm where style leads enable pushing waves under towers for free poke, while losing states require letting waves come and farming safely. Diving requires numbers advantages or enemy cooldowns being down, never diving alone. Behind-state play shifts to secondary damage dealer status, focusing on consistent Q and auto damage, staying behind frontline, using W to protect carries, and looking for cleanup kills after enemies burn abilities on teammates.

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Playstyle Guide

Playstyle / Team structure

Play guide

Samira the Desert Rose plays as an aggressive style-stacking marksman who thrives on constant ability usage to build toward her ultimate. In the early game, she starts near the front line and looks for forward positioning without overcommitting past the first brush. She auto-attacks minions to build passive style meter stacks before trading, taking advantage of Mayhem's faster cooldowns and increased resource generation to spam abilities on cooldown. Her primary early goal is reaching Style Rank E or S to threaten a quick ultimate. She uses Q constantly to poke the enemy backline while last-hitting minions, following up with W to block return fire and create safe trading windows. Snowball serves as her main engage tool and should never be wasted on poke. She saves it for clean Q hits on squishy targets or enemies overstepping for cannon minions. After marking and dashing in, she immediately uses W to destroy incoming projectiles while auto-attacking. If her style meter is high, she can ultimate early for a kill. If trades go badly, she uses E dash on a minion to escape. She pushes waves hard to crash minions into the enemy tower for resets or dive opportunities. Early augments that boost damage or healing enable more aggressive play, while falling behind requires focusing entirely on farming style points on minions without forcing fights. In the mid game, Samira moves to the center of the lane and controls health relic brushes. Her ultimate becomes available frequently due to Mayhem's reduced cooldowns, and she plays around Style Rank S, always keeping her meter at B or higher before engaging. Her trading rhythm shifts to burst patterns where she pokes with Q until enemies reach half health, then engages with Snowball, E onto the target to reset her dash, and instantly ults. She uses W to block key crowd control or burst abilities during dives. Against heavy crowd control teams, she waits for enemies to burn major cooldowns on her frontline before engaging. Augments granting lifesteal, omnivamp, or ability haste are particularly valuable. She pushes to take the enemy inhibitor tower and forces fights around it without diving deep without her team. In the late game, Samira positions behind her frontline or inside side brushes, acting as cleanup crew. She does not engage first unless catching a squishy target alone with Snowball. Once enemies burn their major crowd control, she looks for flanks or direct dives. Her trading pattern becomes all-in rather than poke for sustain. She builds style on the nearest target, then dives the backline using E to dash through the fight while dodging skill shots. She uses her ultimate when in the middle of the enemy team, not at long range. Snowball serves as her gap-closer to the backline. If behind, she plays for resets by waiting for enemies to dive her tower, then using her full combo on the first diver while using W to block tower dive damage.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Samira the Desert Rose hits her power spike in Mayhem the moment she completes her first item and unlocks Inferno Trigger. When ahead, her role shifts from surviving to forcing fights on her terms, with enough damage to eliminate squishy targets inside a single Wild Rush combo and short enough cooldowns that she need not wait for long windows. An early lead means securing kills before level 6 or building a gold lead of 1,000 or more over the enemy ADC, finishing a core item while the enemy backline remains on components, or rolling a damage or reset augment when the enemy team lacks hard crowd control to stop her ultimate. When ahead, Samira should play forward and use Style stacks to threaten engages rather than sitting back to farm. She uses Flair to poke and build style from a distance, then looks for Wild Rush onto a low-health target or a minion near an enemy champion. The dash resets on kills, making chaining through minions to reach a carry her primary gap-closer. Once she hits Style rank S, she should use Inferno Trigger immediately when in the middle of the enemy team, as it shreds through Mayhem's inflated health pools. A fed Samira clears waves with Flair and auto-attacks, then zones enemies off their own turret, with the damage to turn contests into dives. Samira's main weakness is getting locked down before firing her ultimate. When ahead, augments providing tenacity, cleanse effects, or revival help cover this fragility. Survival augments let her play like a true diver without getting punished for small mistakes. The most common way a fed Samira throws is engaging into a full enemy team with hard crowd control ready. Even with a lead, a single polymorph, stun, or suppression stops her ultimate and gets her killed. She should check enemy cooldowns and poke with Flair until they burn those abilities on someone else. Chasing kills into unwarded darkness past the inhibitor turret leads to death without using her ultimate. When behind, Samira feels clunky, lacking the damage to finish targets and unable to reset her dash. Her role changes from carry to setup and cleanup, existing to help her team start fights and finish off weakened targets. This occurs when dying multiple times before level 6, facing enemy teams with three or more hard CC abilities or a dedicated diver, or rolling utility or tank augments that do not synergize with her kit. A behind Samira should stop trying to force 1v1s and instead play near her tank or support, using Flair to build Style stacks safely from max range. Her goal becomes reaching Style rank S so Inferno Trigger exists as a threat rather than a primary damage source. Wild Rush should be used almost exclusively for dodging or repositioning, not engaging. Her ultimate becomes a cleanup tool, waiting for tanks to absorb initial burst and crowd control before looking for low-health targets. Survival augments that provide shields, movement speed, or healing let her stay in the fight longer, while pure damage augments will not fix a gold deficit. She should never use Inferno Trigger the moment she hits Style S when behind, instead holding it as a zoning threat until seeing a clear opening with multiple enemies low on health or the enemy team having committed their CC on her frontline.

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Champion Background

Lore / Identity / Text block

Background copy

Samira lives or dies by her style meter, and understanding this mechanic is the foundation of playing her effectively in Mayhem ARAM. Unlike traditional marksmen, Samira operates as a burst-diver who must stack style through varied inputs, gap-close with precision, and unleash her ultimate before enemy crowd control can shut her down. The constant fighting in Mayhem accelerates style generation significantly compared to Summoner's Rift, meaning skilled players will reach maximum style grade much faster. However, this works both ways: if Samira gets poked down and forced to play passively, she provides zero pressure because she cannot access Inferno Trigger without max style. The style meter requires varying inputs to build efficiently. Casting an ability, auto-attacking, then casting another ability builds style faster than spamming one spell repeatedly. Hitting the same enemy with the same method stalls progress, so switching targets or attack types keeps the grade climbing. Every decision in a fight must account for the current style grade, as the passive acts as a gatekeeper to Samira's ultimate. Her gun-sword swap mechanic adds another layer, automatically switching to melee-ranged attacks with bonus magic damage when close to enemies. This melee bonus is strong, but walking into a stacked enemy team for a sword swing is a quick way to die without proper setup. In early fights, Samira should play the range game using Q to poke and build grade safely, only forcing melee trades when she has a clear health advantage or support crowd control ready. The ultimate, Inferno Trigger, represents Samira's win condition and can only be cast at maximum style. It fires a stream of shots in a cone, dealing massive damage and applying life steal that can heal her from near death to full when hitting multiple champions. However, it is a channeled ability, meaning any hard crowd control will interrupt it instantly and leave Samira without her style meter, basic abilities on cooldown, and no escape plan. Smart enemies will save their interrupts specifically for this moment, so Samira must wait for key enemy crowd control abilities to be used before committing. Enemies can see her style grade, making predictable flash-ult attempts easily punishable. A Samira without style access is simply a short-range marksman with no escape tools, making style management the single most important skill to master.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Samira in Mayhem lives and dies by her Style grade, and most mechanical failures happen when players treat her like a standard marksman instead of a rhythm-based dive assassin. Auto-attacking from maximum range without weaving abilities prevents Style grade from building, leaving Samira stuck at grade E or D and unable to use Inferno Trigger when kill opportunities arise. The correct approach alternates between auto-attacks and abilities on every key press, with each input generating one grade stack. Players who hold Inferno Trigger for a perfect five-man ultimate often die with their ability ready or let enemies escape, so the correct action is using Inferno Trigger the instant Style Grade S is reached with targets in range, as a single-target ult that secures a kill beats a theoretical pentakill that never happens. Wild Rush should function as a combo linker rather than pure movement, always followed by an immediate auto-attack or Q to stack Style. If diving, Samira players must ensure W is available to block return fire. Using Blade Whirl at the start of a fight wastes the primary defensive tool, leaving Samira vulnerable to burst and projectile crowd control. This ability should be saved for the moment of commitment to block key projectiles or stack Style grade during an all-in. Decision mistakes often prove deadlier than mechanical ones. Dashing through the frontline tank to reach backline carries results in getting peeled, stunned, or burst down before touching priority targets. The correct approach waits for frontline cooldowns to burn and seeks flank angles or isolated squishy targets. Engaging the moment enemies group invites crowd control that interrupts Inferno Trigger, so Samira should track major CC abilities and commit during the ten to fifteen second window after enemies waste peeling tools. Ignoring Snowball as a setup tool limits threat radius and makes Samira predictable. Using Snowball to close the gap saves Wild Rush for the combo reset. Building pure damage when the team lacks a frontline or when getting deleted instantly results in no sustained damage output, so adapting with defensive options like Guardian Angel, Sterak's Gage, or Stopwatch enables longer fights and more Style stacks. Using Inferno Trigger on a single full-HP tank wastes the highest damage cooldown into a target that survives while carries remain healthy. Samira mistakes typically stem from impatience. Players rush engages, force ultimates, or burn dashes without backup plans. Slowing down decision-making, letting Style grade build naturally, waiting for crowd control to burn, and committing only when windows open leads to success. Missing a window means resetting and waiting for the next opportunity, as dying on cooldown is the only mistake with no recovery.

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FAQ

Samira

FAQ

How do I quickly stack Samira's Style rating in Mayhem ARAM? You need to chain abilities with auto-attacks while staying in combat. Use Q to poke, then immediately auto-attack a different target to get two stacks. W gives two stacks on its own, so save it for when enemies cluster or to block incoming projectiles. E onto a low-minion or isolated enemy to finish your combo and secure the full rating. When should I use my ultimate, Inferno Trigger? Fire it the moment you hit Style rating "S" and have multiple enemies in range. Do not wait for the perfect low-health execute, because the AoE damage and lifesteal are more valuable for winning teamfights. If you get CC'd before casting, you waste your window, so look for moments after enemies burn their key crowd control. Press R to heal back up and finish off low targets. Is Samira's E dash just for engaging? No, it is your most versatile tool for both aggression and survival. You can E onto an enemy minion to close the gap, or E away from a dangerous engage like a Malphite ultimate. Each dash resets on takedowns, so in a messy Mayhem fight you can chain multiple jumps. Save it if you have no Flash, because overcommitting without an exit plan gets you killed.

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