ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #40

Kassadin ARAM Mayhem Build & Best Augments

Kassadin role and playstyle: baseline role is AP mid-lane style, with a core identity built around burst damage. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include dash mobility. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. 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.

Kassadin Kassadin the Void Walker Tank / Mage / Assassin
TierT2
Rank#40
Win Rate52.51%
Pick Rate0.32%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

Win Rate51.02%
Pick Rate11.63%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate47.11%
Pick Rate6.05%
#3
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

Frozen Heart Frozen Heart Frozen Heart
Total Price
2,500
Price
600

+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.

Win Rate52.13%
Pick Rate4.19%

Situational itemstop 12

Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

49.67%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

51.52%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.78%
Frozen Heart Frozen Heart Frozen Heart
Total Price
2,500
Price
600

+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.

55.00%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

52.65%
Abyssal Mask Abyssal Mask Abyssal Mask
Total Price
2,650
Price
1,000

+350 Health +45 Magic Resist +15 Ability Haste Unmake Nearby enemy champions take 12% more magic damage.

50.22%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

48.83%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.

45.93%
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%.

43.98%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

55.00%
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

47.54%
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%.

54.07%

Starting items

Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

51.53%
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.

51.53%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

51.53%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

50.04%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

51.57%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

51.57%

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

Win Rate46.04%
Pick Rate17.37%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Win Rate49.86%
Pick Rate13.60%
#3
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

Win Rate49.54%
Pick Rate9.03%

Situational itemstop 12

Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

48.22%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

48.12%
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

47.66%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

46.99%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

46.23%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

48.54%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

51.80%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

47.52%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.73%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

45.75%
Frozen Heart Frozen Heart Frozen Heart
Total Price
2,500
Price
600

+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.

48.77%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

48.47%

Starting items

Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

47.12%
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.

47.12%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

47.12%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

48.14%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

45.44%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

45.44%

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

Win Rate50.39%
Pick Rate10.01%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Win Rate48.83%
Pick Rate7.55%
#3
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate51.80%
Pick Rate6.68%

Situational itemstop 12

Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

49.01%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

52.47%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

46.97%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

47.98%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.11%
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

46.51%
Frozen Heart Frozen Heart Frozen Heart
Total Price
2,500
Price
600

+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.

54.49%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

61.76%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

53.99%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

46.98%
Abyssal Mask Abyssal Mask Abyssal Mask
Total Price
2,650
Price
1,000

+350 Health +45 Magic Resist +15 Ability Haste Unmake Nearby enemy champions take 12% more magic damage.

57.95%
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

45.37%

Starting items

Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

50.63%
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.

50.63%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

50.63%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

41.79%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

46.83%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

46.83%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
62.48%
Pick Rate
12.98%
Games
1,559

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT162.48%12.98%1,559
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
58.26%
Pick Rate
7.96%
Games
956

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

View augment details
GoldT158.26%7.96%956
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.25%
Pick Rate
9.99%
Games
1,200

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
PrismaticT157.25%9.99%1,200
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
54.67%
Pick Rate
13.64%
Games
1,639

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT154.67%13.64%1,639
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.37%
Pick Rate
8.37%
Games
1,006

Gain ability haste equal to 30% AP .

View augment details
PrismaticT154.37%8.37%1,006
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
54.26%
Pick Rate
8.70%
Games
1,045

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
SilverT154.26%8.70%1,045
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
54.15%
Pick Rate
11.53%
Games
1,385

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

View augment details
GoldT154.15%11.53%1,385
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
54.12%
Pick Rate
8.09%
Games
972

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

View augment details
SilverT154.12%8.09%972
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.79%
Pick Rate
5.60%
Games
673

Gain 15% omnivamp .

View augment details
SilverT153.79%5.60%673
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.72%
Pick Rate
9.73%
Games
1,169

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
PrismaticT153.72%9.73%1,169
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
52.80%
Pick Rate
7.13%
Games
856

Grants 20 – 80 (based on level) ability power .

View augment details
SilverT152.80%7.13%856
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
52.72%
Pick Rate
13.48%
Games
1,620

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

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GoldT152.72%13.48%1,620
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
52.71%
Pick Rate
6.14%
Games
738

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT152.71%6.14%738
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
52.61%
Pick Rate
11.17%
Games
1,342

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.

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GoldT152.61%11.17%1,342
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
52.31%
Pick Rate
15.83%
Games
1,902

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
GoldT152.31%15.83%1,902
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
51.55%
Pick Rate
13.68%
Games
1,643

Basic attacks deal bonus physical damage equal to 75% AP .

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GoldT151.55%13.68%1,643
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
51.21%
Pick Rate
8.27%
Games
994

Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% .

View augment details
SilverT151.21%8.27%994
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
50.88%
Pick Rate
8.98%
Games
1,079

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

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GoldT150.88%8.98%1,079
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
50.55%
Pick Rate
8.27%
Games
993

Grants 18% armor penetration and magic penetration .

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GoldT150.55%8.27%993
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.06%
Pick Rate
7.43%
Games
893

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT150.06%7.43%893
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.74%
Pick Rate
6.38%
Games
766

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
GoldT149.74%6.38%766
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
48.49%
Pick Rate
5.25%
Games
631

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT148.49%5.25%631
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
48.13%
Pick Rate
5.78%
Games
694

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
GoldT148.13%5.78%694
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
45.65%
Pick Rate
6.13%
Games
736

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.

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GoldT145.65%6.13%736
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
59.09%
Pick Rate
3.48%
Games
418

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
SilverT259.09%3.48%418
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
57.83%
Pick Rate
3.45%
Games
415

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

View augment details
SilverT257.83%3.45%415
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
57.67%
Pick Rate
4.07%
Games
489

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

View augment details
GoldT257.67%4.07%489
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
57.14%
Pick Rate
2.91%
Games
350

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT257.14%2.91%350
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
56.95%
Pick Rate
3.11%
Games
374

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
GoldT256.95%3.11%374
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.46%
Pick Rate
2.45%
Games
294

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
PrismaticT256.46%2.45%294
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
56.03%
Pick Rate
2.56%
Games
307

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
GoldT256.03%2.56%307
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
55.88%
Pick Rate
1.98%
Games
238

Gain 2 Stat Anvils .

View augment details
SilverT255.88%1.98%238
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.48%
Pick Rate
3.50%
Games
420

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.

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PrismaticT255.48%3.50%420
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.20%
Pick Rate
4.64%
Games
558

Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second.

View augment details
PrismaticT255.20%4.64%558
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.89%
Pick Rate
3.06%
Games
368

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

View augment details
PrismaticT254.89%3.06%368
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
54.88%
Pick Rate
4.10%
Games
492

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

View augment details
GoldT254.88%4.10%492
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
54.73%
Pick Rate
2.81%
Games
338

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
SilverT254.73%2.81%338
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.42%
Pick Rate
2.36%
Games
283

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

View augment details
PrismaticT254.42%2.36%283
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.67%
Pick Rate
1.81%
Games
218

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

View augment details
PrismaticT253.67%1.81%218
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.60%
Pick Rate
2.41%
Games
289

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
PrismaticT252.60%2.41%289
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
52.58%
Pick Rate
1.77%
Games
213

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
SilverT252.58%1.77%213
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.54%
Pick Rate
1.96%
Games
236

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
PrismaticT252.54%1.96%236
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
52.41%
Pick Rate
2.94%
Games
353

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
SilverT252.41%2.94%353
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.40%
Pick Rate
2.43%
Games
292

Gain 1750 upon acquiring this augment.

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GoldT252.40%2.43%292
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.26%
Pick Rate
2.02%
Games
243

Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp .

View augment details
PrismaticT252.26%2.02%243
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.10%
Pick Rate
3.77%
Games
453

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.

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PrismaticT252.10%3.77%453
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
51.75%
Pick Rate
3.81%
Games
458

Grants 60 ability haste .

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GoldT251.75%3.81%458
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
51.28%
Pick Rate
3.91%
Games
470

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

View augment details
SilverT251.28%3.91%470
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
51.20%
Pick Rate
2.78%
Games
334

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

View augment details
SilverT251.20%2.78%334
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.48%
Pick Rate
2.59%
Games
311

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 .

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GoldT250.48%2.59%311
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.33%
Pick Rate
3.75%
Games
451

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

View augment details
GoldT250.33%3.75%451
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
2.25%
Games
270

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT250.00%2.25%270
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.81%
Pick Rate
2.17%
Games
261

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
PrismaticT249.81%2.17%261
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
49.34%
Pick Rate
1.89%
Games
227

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
GoldT249.34%1.89%227
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
49.07%
Pick Rate
3.14%
Games
377

【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。

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SilverT249.07%3.14%377
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
48.83%
Pick Rate
3.19%
Games
383

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT248.83%3.19%383
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.78%
Pick Rate
4.10%
Games
492

Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap .

View augment details
PrismaticT248.78%4.10%492
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
48.08%
Pick Rate
2.82%
Games
339

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
GoldT248.08%2.82%339
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
47.97%
Pick Rate
3.07%
Games
369

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT247.97%3.07%369
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
43.84%
Pick Rate
2.30%
Games
276

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
GoldT243.84%2.30%276
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
41.15%
Pick Rate
1.74%
Games
209

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

View augment details
GoldT241.15%1.74%209
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
58.62%
Pick Rate
1.21%
Games
145

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
GoldT358.62%1.21%145
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
57.89%
Pick Rate
1.42%
Games
171

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
SilverT357.89%1.42%171
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.14%
Pick Rate
1.34%
Games
161

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

View augment details
PrismaticT357.14%1.34%161
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.85%
Pick Rate
1.22%
Games
146

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
PrismaticT356.85%1.22%146
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
56.80%
Pick Rate
1.04%
Games
125

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
SilverT356.80%1.04%125
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
56.65%
Pick Rate
1.69%
Games
203

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
GoldT356.65%1.69%203
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
54.72%
Pick Rate
0.88%
Games
106

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT354.72%0.88%106
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
54.63%
Pick Rate
0.90%
Games
108

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
GoldT354.63%0.90%108
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
53.70%
Pick Rate
0.90%
Games
108

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

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GoldT353.70%0.90%108
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.00%
Pick Rate
1.04%
Games
125

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
PrismaticT352.00%1.04%125
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
51.97%
Pick Rate
1.27%
Games
152

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

View augment details
GoldT351.97%1.27%152
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.77%
Pick Rate
1.62%
Games
195

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
GoldT350.77%1.62%195
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.54%
Pick Rate
1.55%
Games
186

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
PrismaticT350.54%1.55%186
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.88%
Games
106

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
PrismaticT350.00%0.88%106
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.74%
Pick Rate
0.99%
Games
119

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
PrismaticT348.74%0.99%119
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
48.06%
Pick Rate
1.07%
Games
129

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

View augment details
GoldT348.06%1.07%129
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
47.83%
Pick Rate
0.96%
Games
115

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

View augment details
GoldT347.83%0.96%115
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
47.10%
Pick Rate
1.15%
Games
138

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

View augment details
SilverT347.10%1.15%138
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.06%
Pick Rate
0.85%
Games
102

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

View augment details
PrismaticT347.06%0.85%102
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
46.96%
Pick Rate
1.51%
Games
181

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
SilverT346.96%1.51%181
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
46.48%
Pick Rate
1.18%
Games
142

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
GoldT346.48%1.18%142
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
46.39%
Pick Rate
1.61%
Games
194

You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game.

View augment details
GoldT346.39%1.61%194
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
46.15%
Pick Rate
1.08%
Games
130

Grants 50% critical strike chance .

View augment details
GoldT346.15%1.08%130
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
46.07%
Pick Rate
1.48%
Games
178

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

View augment details
GoldT346.07%1.48%178
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
46.00%
Pick Rate
1.25%
Games
150

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

View augment details
GoldT346.00%1.25%150
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
45.54%
Pick Rate
0.84%
Games
101

Your slowing effects reduce the movement speed of targets by an additional 75 .

View augment details
SilverT345.54%0.84%101
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.45%
Pick Rate
1.01%
Games
121

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
PrismaticT345.45%1.01%121
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.16%
Pick Rate
1.58%
Games
190

Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target.

View augment details
PrismaticT343.16%1.58%190
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
42.61%
Pick Rate
0.96%
Games
115

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT342.61%0.96%115
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
42.07%
Pick Rate
1.21%
Games
145

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
GoldT342.07%1.21%145
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
41.58%
Pick Rate
0.84%
Games
101

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

View augment details
SilverT341.58%0.84%101
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
40.74%
Pick Rate
1.12%
Games
135

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
SilverT340.74%1.12%135
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
57.38%
Pick Rate
0.51%
Games
61

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

View augment details
GoldT457.38%0.51%61
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
56.79%
Pick Rate
0.67%
Games
81

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT456.79%0.67%81
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
54.55%
Pick Rate
0.46%
Games
55

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

View augment details
SilverT454.55%0.46%55
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
54.10%
Pick Rate
0.51%
Games
61

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
SilverT454.10%0.51%61
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.85%
Pick Rate
0.43%
Games
52

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
PrismaticT453.85%0.43%52
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
51.79%
Pick Rate
0.47%
Games
56

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
SilverT451.79%0.47%56
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
51.67%
Pick Rate
0.50%
Games
60

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

View augment details
SilverT451.67%0.50%60
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
50.79%
Pick Rate
0.52%
Games
63

Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target).

View augment details
GoldT450.79%0.52%63
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.79%
Pick Rate
0.52%
Games
63

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
PrismaticT450.79%0.52%63
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
50.00%
Pick Rate
0.65%
Games
78

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT450.00%0.65%78
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.43%
Games
52

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT450.00%0.43%52
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.78%
Pick Rate
0.75%
Games
90

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
PrismaticT447.78%0.75%90
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.37%
Pick Rate
0.63%
Games
76

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

View augment details
SilverT447.37%0.63%76
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
46.99%
Pick Rate
0.69%
Games
83

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT446.99%0.69%83
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
46.38%
Pick Rate
0.57%
Games
69

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
GoldT446.38%0.57%69
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.23%
Pick Rate
0.43%
Games
52

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
PrismaticT444.23%0.43%52
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
44.00%
Pick Rate
0.62%
Games
75

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
GoldT444.00%0.62%75
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.82%
Pick Rate
0.74%
Games
89

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
PrismaticT443.82%0.74%89
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
43.14%
Pick Rate
0.42%
Games
51

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

View augment details
GoldT443.14%0.42%51
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
43.10%
Pick Rate
0.48%
Games
58

Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%.

View augment details
SilverT443.10%0.48%58
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.08%
Pick Rate
0.54%
Games
65

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
PrismaticT443.08%0.54%65
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
40.91%
Pick Rate
0.73%
Games
88

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

View augment details
GoldT440.91%0.73%88
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.51%
Pick Rate
0.66%
Games
79

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
PrismaticT440.51%0.66%79
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
39.73%
Pick Rate
0.61%
Games
73

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

View augment details
GoldT439.73%0.61%73
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
37.04%
Pick Rate
0.67%
Games
81

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
GoldT437.04%0.67%81

Kassadin Skill Combos

Extracted from the skill order guide

Skill Order
REQW

Standard order: R > E > Q > W.

RQEW

Anti-poke or anti-mage setup: R > Q > E > W.

REWQ

Melee-finisher or commit-heavy setup: R > E > W > Q.

REQW

Max E first, max Q second, and leave W for last after taking one early point.

Kassadin Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Kassadin counters these champions in ARAM: Mayhem.

Xerath Xerath Xerath T2
Tier
T2
Rank
#61
Win Rate
50.90%
Pick Rate
0.96%

Xerath is a long-range artillery mage who wins fights before they fully start. His job is to sit outside the main brawl, charge up poke, punish grouped enemies, and finish low-health targets when they try to retreat. He is strongest when your team can hold space for him; he is weakest when mobile bruisers or assassins get a clean angle onto him. His signature pattern is simple: keep distance, soften targets with repeated spell hits, then look for a stun or follow-up damage when someone is forced to walk in a straight line. In ARAM: Mayhem, the pace is less forgiving. Augments, extra engage tools, and constant fighting make positioning harder, but they also give Xerath more crowded targets to hit. Play him patiently, punish enemies during their approach, and save your defensive tools for the champion who can actually reach you. View champion guide

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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Read counter details

Countered By

6

Kassadin 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

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

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Leona Leona Leona T2
Tier
T2
Rank
#37
Win Rate
51.64%
Pick Rate
0.65%

Leona is a hard-engage tank who starts fights, locks one target in place, and gives her team a clear signal to go in. Her basic pattern is simple: find an angle, land the engage, chain her stun and ultimate, then stand in front while allies finish the target. In ARAM: Mayhem, Leona’s job gets even more direct. Fights happen often, damage comes fast, and augments can make both teams much harder to predict. She shines when your team can follow her first move, but she is punished if she dives too early or picks a target her allies cannot reach. Play her like a trigger, not a solo carry: wait for a real opening, force the fight, then keep the enemy backline or diver under control. View champion guide

Fiddlesticks Fiddlesticks Fiddlesticks T4
Tier
T4
Rank
#128
Win Rate
48.02%
Pick Rate
0.51%

Fiddlesticks the Ancient Fear Fiddlesticks is a terrifying ambush mage who wins games by jumping out of the dark and locking down entire teams. In ARAM: Mayhem, he becomes one of the most consistent teamfight monsters because the single-lane format forces enemies to stay close together. There is nowhere to run. His signature pattern is simple but deadly: hide your presence with his passive, channel Crowstorm from an unexpected angle, then flash or snowball in while spamming crowd control. The Mayhem format accelerates this loop. You get your ultimate up faster, and the constant fighting means enemies are often too distracted to track your position. What changes here is the pressure density. In normal ARAM, Fiddlesticks can struggle if enemies hard-push and deny his ult angles. In Mayhem, the chaos works in your favor. Fights break out constantly, cooldowns spin rapidly, and a well-timed Crowstorm can wipe a clustered enemy team in seconds. You are not a passive poke mage. You are a flash-bang predator who forces enemies to play paranoid or die grouped up. View champion guide

Read counter details

Kassadin Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Sejuani Sejuani Sejuani T3
Tier
T3
Rank
#68
Win Rate
49.87%
Pick Rate
0.33%

Sejuani is a durable engage tank who starts fights, locks down priority targets, and gives her team a clear front line to play behind. Her signature pattern is simple: walk up with allies nearby, threaten crowd control, then commit when an enemy steps too far forward. In ARAM: Mayhem, the constant brawling makes her job easier to understand but harder to execute cleanly. You get more chances to force fights, but bad engages are punished fast, so look for clumped enemies, follow-up damage, or a teammate ready to dive with you before you go in. View champion guide

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. 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

Hard-engage tanks: Malphite, Amumu, Sejuani, Nautilus

These champions create the safest Kassadin fights because they force the enemy backline to spend mobility and defensive spells before Kassadin commits. Kassadin does not want to be the first body seen in the fight. He wants a stunned, knocked-up, or trapped target that cannot instantly kite his first blink.

Leona Leona Leona T2
Tier
T2
Rank
#37
Win Rate
51.64%
Pick Rate
0.65%

Leona is a hard-engage tank who starts fights, locks one target in place, and gives her team a clear signal to go in. Her basic pattern is simple: find an angle, land the engage, chain her stun and ultimate, then stand in front while allies finish the target. In ARAM: Mayhem, Leona’s job gets even more direct. Fights happen often, damage comes fast, and augments can make both teams much harder to predict. She shines when your team can follow her first move, but she is punished if she dives too early or picks a target her allies cannot reach. Play her like a trigger, not a solo carry: wait for a real opening, force the fight, then keep the enemy backline or diver under control. View champion guide

Rakan Rakan Rakan T3
Tier
T3
Rank
#112
Win Rate
49.18%
Pick Rate
0.25%

Rakan The Charmer Rakan is a mobile support designed to set up plays and keep his carry alive. He pairs naturally with Xayah, but in ARAM: Mayhem, he functions as a strong independent engager. His identity revolves around dancing in and out of fights, layering shields, and locking down multiple enemies with his crowd control. In Mayhem, the faster pace and reduced cooldowns make his engage pattern much safer. He can dive the backline, ult, and dash back to an ally without waiting long for his cooldowns to reset. Expect to see him build tanky with ability haste, constantly looking for the angle to start a fight. View champion guide

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Lockdown pick supports: Leona, Rakan, Thresh, Blitzcrank

Pick supports give Kassadin a single target he can actually finish. Their value is not just the crowd control; it is the forced formation break. When one enemy is hooked, charmed, rooted, or pulled forward, the rest of the team must either abandon them or walk into Kassadin’s threat range.

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

Milio Milio Milio T2
Tier
T2
Rank
#64
Win Rate
51.34%
Pick Rate
0.40%

Milio is a backline enchanter who wins fights by keeping carries safe, extending their threat range, and turning messy trades into survivable ones. His signature pattern is simple: stay behind the damage dealers, shield or heal before the burst lands, then use his defensive tools to let allies keep hitting instead of backing away. In ARAM: Mayhem, Milio is less about quiet lane support and more about fast reaction in constant brawls. Augments and nonstop teamfights make good positioning matter even more: if he is caught first, the fight can collapse, but if he survives the opening engage, his team gets much harder to finish off. Pick him when your side has strong carries that want time, space, and a second chance in every fight. View champion guide

Karma Karma Karma T4
Tier
T4
Rank
#120
Win Rate
47.92%
Pick Rate
0.70%

Karma the Enlightened One Karma is an offensive support mage who defines games through poke, disengage, and burst shielding. She sits in the backline, charging her Mantra to decide when a fight turns. Her identity is simple: land Qs, empower the right ability, and keep her team healthy while chipping away at the enemy. In ARAM: Mayhem, she becomes a relentless spam engine. The mode's accelerated gold and experience let her hit her cooldown reduction cap quickly, turning her from a tempo mage into a constant pressure source. She does not one-shot tanks, but she makes sieging impossible for the enemy and surviving easy for her team. Core Identity and Role She functions primarily as a poke and disengage support. Unlike pure enchanters who heal, Karma prevents damage with shields and speed bursts. Unlike burst mages, she relies on sustained damage and crowd control over time rather than a single rotation. She fits best on compositions that want to kite backward or siege towers without diving. Her signature pattern is the Mantra Q. She activates her ultimate, fires an empowered Inner Flame, and creates a wide explosion that slows and deals heavy area damage. This creates a zone the enemy cannot walk through. If they force the issue, she uses Mantra E to shield her whole team and grant a massive movement speed burst, repositioning everyone instantly. What Changes in Mayhem Mayhem speeds up her entire game plan. In standard ARAM, Karma often struggles with mana early or feels weak if she falls behind on gold. Here, she reaches her power spikes faster and stays relevant longer. The increased ability haste available in the mode means her Mantra cooldown drops rapidly, letting her empower abilities in almost every skirmish. Constant Mantra access: She empowers abilities much more often, making her burst shielding or poke available for every engagement. Enhanced disengage: The mode favors aggressive engages, but her Mantra E shuts down dives harder when she has the haste to cast it repeatedly. Sustained poke pressure: She forces enemies off objectives or towers faster because she never runs out of resources to throw. She excels at keeping her team at full health while forcing the enemy to recall. Her weakness remains her lack of hard crowd control and low durability if caught. If the enemy has unstopabble engages or long-range burst, she has to play further back and rely on her empowered shields to recover. In Mayhem, her ability to dictate pacing makes her a consistent and reliable pick for players who prefer positioning over mechanical execution. 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

Protective enchanters: Lulu, Karma, Janna, Milio

Enchanters let Kassadin take sharper angles without instantly dying on the way out. Shields, speed, peel, and disengage tools are valuable because Kassadin often wins fights by entering, forcing panic, leaving, then entering again when the enemy formation is broken.

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. View champion guide

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. View champion guide

Waveclear and zone mages: Anivia, Viktor, Orianna, Ziggs

Kassadin appreciates teammates who control the lane before he can. Waveclear mages stop the enemy from permanently shoving him under turret, and zone control makes it harder for the enemy backline to hold a perfect formation. They do not need to start the fight; they need to make the enemy walk through bad space.

Ekko Ekko Ekko T2
Tier
T2
Rank
#46
Win Rate
52.09%
Pick Rate
0.53%

Ekko is a mobile AP assassin who looks for short trades, delayed burst, and messy re-engage angles. His core pattern is simple: tag enemies, slip in when they are already pressured, then use his time tools to either finish the kill or escape before the enemy team can punish him. In ARAM: Mayhem, Ekko plays more like a skirmish cleaner than a patient side-lane assassin. Fights happen often, space is tight, and enemies group up, so his best moments come when he waits for crowd control or poke to soften a target before diving. If he goes first into five ready champions, he usually gets locked down. If he enters second, he can break the fight open. Pick Ekko when you want an AP threat that can punish squishy backliners, chase low-health enemies, and survive risky engages with smart timing. He rewards confidence, but he is not just a button-masher. Watch enemy crowd control, use terrain and fog when possible, and save your escape plan for the moment the fight turns against you. View champion guide

Diana Diana Diana T3
Tier
T3
Rank
#92
Win Rate
49.64%
Pick Rate
0.38%

Diana is an AP dive assassin-bruiser who wants to mark a target, dash in, and turn the fight with a close-range burst combo. She is best when she can enter after enemies have spent key crowd control, then pull multiple champions together and finish with her team’s damage. In ARAM: Mayhem, Diana’s job becomes more explosive but also riskier. The constant fighting gives her more chances to find multi-target engages, while augments can push her toward harder burst, stronger follow-up, or more durable brawling. She still has the same core rule: do not be the first champion to disappear into five enemies unless your team can instantly follow. Pick Diana when your team needs a decisive AP engager who can punish grouped enemies. Play around flanks, Snowball angles, and cooldown tracking. If the enemy keeps disengage or hard CC ready, wait it out, poke with your setup, then commit when their punish window is gone. View champion guide

Pyke Pyke Pyke T3
Tier
T3
Rank
#122
Win Rate
48.56%
Pick Rate
0.71%

Pyke the Bloodharbor Ripper Pyke is a support assassin designed to execute low-health targets and share the gold with his teammates. He plays as a lane bully who fishes for picks with Bone Skewer (Q) and sets up kills with Ghostwater Dive (W). His entire identity revolves around his ultimate, Death from Below (R), which executes enemies and grants bonus gold to the last ally to assist. In ARAM: Mayhem, he is a relentless kill-stealer who turns every skirmish into a gold fountain for his team. Mayhem accelerates his already aggressive playstyle. The mode's increased gold generation and constant fighting mean Pyke hits his power spikes faster and finds more execute opportunities. He thrives in the chaos, slipping in and out of combat with his camouflage and mobility. The single-lane format forces enemies to cluster, making his Phantom Undertow (E) stun easier to land on multiple targets. He is not a traditional healer or shielder; he keeps his allies alive by killing the enemy first and sharing the wealth. View champion guide

Irelia Irelia Irelia T5
Tier
T5
Rank
#170
Win Rate
45.18%
Pick Rate
0.26%

Irelia the Blade Dancer Irelia is a mobile diver who thrives on reset mechanics and sustained fighting. Her entire gameplay loop revolves around stacking her passive, landing her ultimate to mark targets, and dashing repeatedly to chase down kills. She is a high-execution champion where positioning and timing matter more than raw stat-checking. In ARAM: Mayhem, the accelerated pace and constant team fighting actually favor her reset style. You get to team fight non-stop, which is exactly where Irelia wants to be. The mode's chaos gives her more opportunities to find resets, though she still needs to respect burst damage and heavy crowd control. Her signature pattern is simple: stack your passive on minions or approaching enemies, hit your ultimate to create kill zones, then dash through marked targets to reset and continue the chase. Miss your ultimate or enter a fight without passive stacks, and you will likely die before getting anything done. View champion guide

Secondary divers and reset threats: Irelia, Diana, Ekko, Pyke

A second backline threat splits enemy attention. Kassadin becomes much harder to answer when the enemy cannot save every disable for him. Divers who force carries to move, burn defensive tools, or chase low-health targets create the messy fights Kassadin likes.

Kassadin ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityKassadin plays as a late-entry assassin who waits for crowd control and burst to be used, then jumps onto damaged carries. Teams accept early weakness for late mobility.He becomes a tempo-sensitive skirmisher who must participate earlier through short trades and threat positioning. Passive play becomes a liability unless already winning the poke war.Actively threaten angles and punish overextension instead of waiting for perfect resets.
Riftwalk DisciplineRiftwalk can sometimes be used aggressively just to force space, with less punishment for casual mobility use during the slower early game pacing.The first jump is the most important decision. Enemies have stronger engage patterns and augment-backed punishment. One jump in needs a planned jump out.Enter from an angle where retreat exists; never dive without an exit route planned.
Early Fight TempoKassadin can lose early space, farm under pressure, and still reach the stage where he cleans fights. The map is forgiving with proper team waveclear.Early deaths and lost space snowball into constant forced fights. You must identify the first realistic fight where you can matter, sometimes just threatening angles.Stop looking for hero dives when behind; take guaranteed damage on overextended targets.
Snowball UsageSnowball helps solve early access problems and can be used more freely to close distance on targets.Taking every hit mark throws fights. Snowball should create better entry than walking or Riftwalking alone, not replace judgment. Check exit before committing.Only recast Snowball when the arrival point improves your position and escape exists.
Build FlexibilityGreedy scaling choices are sometimes acceptable because game pace gives time to reach power spikes and survive weak early stages.Builds must answer the lobby immediately. Layered burst requires survivability to cast twice. Pure greed gets punished faster when behind.Balance damage with reliability; a dead Kassadin deals no second rotation damage.
Teamfight PositioningKassadin often hides behind frontline, catching experience and waiting for the right moment to engage on vulnerable backline targets.Best positioning is one screen angle away from the obvious fight line. Hover near cover where enemies must respect your jump but cannot instantly lock you down.Enter after the first major crowd control exchange; do not tunnel forward after kills.

Champion Analysis

Role / Current performance

Overview

Kassadin the Void Walker is a melee mage-assassin in Hextech Mayhem whose strength comes from extraordinary mobility and devastating burst damage that scales powerfully into the late game. His passive, Void Stone, grants innate magic damage reduction, giving him a natural defensive edge against enemy mage compositions and allowing him to survive poke while looking for engage windows. Kassadin’s primary damage tool is his Q, Null Sphere, which fires a void energy orb that deals magic damage and silences the target. This silence is extremely valuable in the chaotic fights of Hextech Mayhem, as it can interrupt key enemy abilities and prevent counterplay during his assassination attempts. His W, Nether Blade, empowers his next basic attack with bonus magic damage and restores mana, helping him sustain in extended skirmishes and maintain pressure. Kassadin’s E, Force Pulse, serves as his core mobility and damage tool by allowing him to dash through terrain after charging from nearby spell casts, giving him a unique ability to traverse the map and engage or disengage through walls. This terrain dash sets him apart from many assassins and creates unpredictable angles for flanking. His ultimate, Riftwalk, is his signature mobility spell—a short-range teleport with a very low cooldown in Hextech Mayhem. This allows him to reposition constantly, chase down fleeing enemies, dodge skillshots, and weave in and out of fights with exceptional fluidity. The combination of Riftwalk and Force Pulse makes Kassadin one of the most mobile champions in the mode, enabling him to always be where he is needed most. His gameplay pattern revolves around waiting for spell casts to charge Force Pulse, using Null Sphere to lock down a priority target, then diving in with Riftwalk and following up with empowered basic attacks from Nether Blade. Kassadin excels in the late game when his burst becomes lethal and his Riftwalk cooldown allows near-constant uptime. His primary strategic value lies in his ability to delete squishy backline carries while being extremely difficult to pin down thanks to repeated teleports and terrain dashes. The magic damage reduction from Void Stone further cements him as a counterpick to teams that rely heavily on magic damage. Kassadin the Void Walker is at his most dangerous when he can isolate a silenced target and execute them before they can retaliate, making him a feared assassin in Hextech Mayhem who dictates the pace of fights through relentless mobility and precision burst.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Kassadin wins Mayhem fights by entering late, not by starting fair. In the narrow ARAM lane, wait until the enemy has spent the first layer of crowd control or mobility, then blink onto a target that cannot immediately answer. If you jump in while everyone is still holding knockups, roots, hooks, or exhaust-style tools, you give them the clean punish window they want. Play the first seconds of each fight like a shark: close enough to threaten, far enough that they must waste something to reach you. Use Snowball to mark, not to commit automatically. Throw it when the enemy backline is forced into a straight line by minions, tower pressure, or your team’s poke. If it lands on a carry but their frontline is still healthy and facing you, wait. The second activation is strongest after they sidestep badly, burn a dash, or your team starts moving forward with you. Blink after the fight has a direction. If your tank or bruiser has already made the enemy kite backward, your blink becomes a chase tool and your damage lands safely. If both teams are still staring at each other, blinking first usually turns you into the target. Take short trades before full commits. Step up, cast your safe damage, then move back behind your frontline or minion wave. If the enemy answers with a major spell and misses, that is your real engage signal. If they hold everything, do not force. Do not blink into fog or brush without a reason. In Mayhem, a hidden support or control mage can turn one greedy jump into an instant death. When an enemy diver jumps your backline, punish the landing spot. Blink in, burst them, then leave before the second enemy wave follows. Hold one movement option when the enemy has layered engage. Move sideways for the first threat, blink for the second, and Snowball only if it gives you a confirmed escape or counter-kill. Turn on overextended poke champions. If a mage steps forward past their frontline to land a spell, move toward them immediately. The punish is not always a kill; sometimes it is making their best poke champion stop casting for several seconds. Always know your exit before you blink in. The best exits are back through your team, over a thin wall, or onto a marked Snowball target. After a failed jump, disengage at once. Kassadin can recover from a missed trade if he leaves quickly; he cannot recover from staying in melee range with no clean exit. Stand off-center, not directly behind your minions. Hooks and long skillshots often travel through the same lane angles. Use minion waves as timing, not permanent cover. When the wave is healthy, step up for a quick trade. When the wave is gone, back up immediately unless your team is already engaging. Respect stacked area damage in choke points. Do not blink through it just because a carry is visible. Kill the target that cannot answer, not always the lowest-health target. Look for missing escape tools, poor positioning, and isolated angles. Backline carries are priority when their peel is late. If the support is standing directly on top of them with cooldowns ready, hit the frontline first and wait. Do not chase tanks unless they are the only safe damage source. Use Snowball to extend threat range after the enemy dodges your normal approach. Take Snowball only when the landing position is better than your current one. Use defensive Snowball lines when behind. If your augment rewards casting or mobility, stack value before the all-in.

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Playstyle Guide

Playstyle / Team structure

Play guide

Kassadin's playstyle in Mayhem is built around patience and controlled aggression, with clear timing windows for each stage of the game. During early levels one through six, the priority is survival—Kassadin must start behind the front line or next to terrain, not in the center of the wave, to avoid eating poke meant for the minions. He looks for very short trades only after an enemy uses a key poke, crowd control, or dash, then steps out before the next rotation lands. Snowball should be treated as a threat and escape setup, not always a go button; a bad recast into a full-health backliner with peel ready wastes the chance to stay safe. Early augment choices should fix the part of the lane that is actually killing Kassadin, such as sustain or damage reduction if he is getting poked out, rather than flashy dive augments. He stalls more than pushes, letting ranged teammates clear while he guards against divers. An early lead means using space for safe gold and turret pressure without overextending, while a deficit means playing near the health relic, giving up low-value minions, and waiting for level six. From levels seven through eleven, Kassadin shifts from a backline passenger to a side-angle threat, standing off to one side where the enemy backline has to respect his entry. His best trades follow when the enemy spends crowd control or burst on someone else, using a fast combo then leaving before a second layer of spells. Snowball becomes a stronger target access tool but should still be picky—good targets are isolated carries or low-health champions, not tanks standing in their team. Augments should be used around his entry pattern, defensive ones saved for the moment he commits past the wave, damage ones when the enemy has lost peel. He pushes when the enemy has dead members or low waveclear, and stalls when his team lacks cooldowns. In the lead, Kassadin should hover outside vision to threaten the carry who steps up for minions; when behind, he plays second engage, letting a tank or bruiser start the fight so he can finish wounded targets. By late levels twelve and above, Kassadin wants fog and staggered angles, never starting every fight from the same side. His rhythm is pressure, retreat, and pressure again—he does not need to all-in on the first touch unless the target is already killable. Late Snowball is either a fight-winning entry or a fight-losing delivery system, so he uses it only on carries separated by allied crowd control or after a fight is already won. Augment value must land during the real commit, not harmless poke, and hard pushes follow a clean kill due to long death timers. When ahead, he chokes the enemy under their structure without diving blind; when behind, he plays for overextension and shutdowns, waiting for the fed carry to misstep. In every final fight, Kassadin must enter with a clear purpose—kill the carry, peel the diver, or clean up low-health targets—ensuring every dash has a purpose and every exit path is planned.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Kassadin the Void Walker’s effectiveness in ARAM: Mayhem depends entirely on how he manages the gap between his mobility and his vulnerability. When ahead, Kassadin controls space by holding Riftwalk as a threat rather than using it on cooldown. He stands off-center, forces enemy carries to respect his flank, and waits for a key defensive spell—dash, shield, stasis, or crowd control—to be spent on a teammate. Only then does he Riftwalk in from an angle, unload damage, and immediately decide whether to finish or escape. The goal is not to jump first every time; the goal is to make the enemy waste resources before the real fight starts. A clean ahead fight pattern is enter, delete or chunk a priority target, then reposition. A thrown ahead fight is entering, chasing an extra low-health enemy, getting locked down, and giving a shutdown that resets the game. When ahead, Kassadin protects his lead like an objective: he does not need to hard dive if his team is winning poke—he stands just outside engage range and lets the enemy walk into a bad choice. He picks targets by punish window rather than health bar, and he ends fights through staggered kills rather than tunnel vision. When behind, Kassadin’s role shifts from space controller to cleanup specialist. He stops asking for perfect all-ins and instead survives the enemy’s first engage, punishes overextensions, and collects safe damage. He respects the first wave of enemy pressure, never Riftwalking forward to farm if the enemy can instantly crowd control him after he lands. He trades around enemy mistakes—a carry stepping past their frontline, a poke champion missing their main spell, an engage tank using crowd control on someone else—rather than his own impatience. Behind Kassadin uses defensive augments to buy one more rotation, letting him stay healthy enough to threaten or survive a collapse. He lets teammates start losing fights slowly instead of making them unwinnable instantly, and he uses Snowball defensively to follow only when the follow-up is safe. Cleanup is his window: he waits until tanks have moved past their carries or someone chases a low-health ally, then jumps on the isolated target, takes the trade or kill, and leaves before the enemy team turns. In both states, risk management is constant. The throw always happens when Kassadin confuses mobility with invulnerability. He must keep an exit, track the spell that stops him, and use augments to cover the exact weakness the enemy is exploiting. Whether ahead or behind, the core decision is the same: make the enemy pay for walking too far rather than trying to win a fight that does not exist.

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Champion Background

Lore / Identity / Text block

Background copy

Kassadin the Void Walker in ARAM: Mayhem plays as a reset-based assassin who scales faster than on Summoner’s Rift but still needs to survive an early beatdown. The mode’s accelerated gold and experience bring his power spike earlier, yet constant teamfighting leaves no room to hide during the laning phase. He is not a frontliner and exists to flank, delete a squishy target, and then reset or escape with his ultimate. His passive, Void Stone, reduces magic damage and ignores unit collision, keeping him from being chipped out by incidental poke and allowing him to walk through minion waves to line up Riftwalks without being body-blocked. This is most relevant early when he is weakest and does nothing against physical or true damage, so overestimating it is a common mistake. Null Sphere is his primary trading tool and anti-poke mechanic; it fires a point-and-click projectile that deals magic damage, interrupts channels, and grants a magic damage shield. The interrupt is high-value in Mayhem where many champions rely on channeled ultimates, and the shield is crucial for surviving the early game. Using it on the wrong target wastes both the damage and the shield duration, and losing the interrupt leaves the team vulnerable to channels. Nether Blade provides mana sustain and tower-taking through an auto-attack modifier that restores mana on activation. Weaving it between Riftwalks smooths damage output and refunds mana, enabling longer chains, but the short range puts him in danger if he walks up just to use it. Force Pulse is his waveclear and teamfight disruption, charging stacks from nearby spell casts. Because Mayhem fights are chaotic, it charges very fast and is available for almost every engage. The cone deals magic damage and slows enemies, making it essential to stick to targets after diving, but missing it removes his only reliable slow. His defining ability is Riftwalk, a ground-targeted blink that deals area damage and has a stacking mana cost that resets after a delay. In Mayhem, lower cooldowns and faster gold let him reach the point where R is a spam ability much earlier. He uses it to flank, dodge skillshots, chase, and reset out after a kill. The standard burst is R into E into a W-enhanced auto into Q, then either another R to chase or one to escape. Hard crowd control is his nightmare because if he Rifts into a stun or silence, he dies and loses his reset chain. Enemies will also try to force him to stack the mana cost before the real fight starts, draining his pool and leaving him stranded. Using R without purpose drains mana, and panic-casting three times in a row without killing the target leaves him out of mana and stuck in the enemy team with no way out.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Kassadin wins in Mayhem when he chooses the fight, enters late, and leaves before the enemy can turn their whole screen onto him. Most bad Kassadin games come from forcing the first jump, spending mobility for damage only, or pretending he is a frontliner because Riftwalk feels safe. The central mechanical mistake is Riftwalking straight into the center of the enemy team because a low-health target is visible, which lands him inside every stun, knockup, silence, and instant burst tool at once, leaving no escape. The correct habit is to jump to the side of the fight first, then angle toward the target after key crowd control is used. Another common error is stacking Riftwalks without watching mana, which leaves him stuck with no escape and no follow-up damage after two seconds. The correct action is to keep enough mana for the jump out before jumping in. Riftwalk must be treated as movement first and damage second; using it only as a damage button on the nearest target destroys his repositioning strength and lets enemies read his landing spot. Opening trades with all spells into a shielded, untargetable, or protected enemy wastes burst while exposing cooldowns; the correct habit is to wait for visible protection to drop or hit the overextended front target. Area damage spells should be cast after the enemy commits to a direction or gets slowed, not without considering movement. Hesitating after a clean dodge should be replaced by stepping forward immediately to punish the enemy’s cooldown window. The snowball summoner spell should be used as an option, not an obligation—taking it only when the team can follow, the target is isolated, or a clear Riftwalk escape is available. Fighting stationary between spells makes Kassadin an easy target; weaving movement between casts and stepping out of retaliation range after burst is essential. Decision mistakes revolve around role and positioning. Acting as the team’s primary engage starts fights before enemy cooldowns are committed, so every defensive tool is saved for him. The correct habit is to let tanks, poke, or enemy impatience create the first break, then follow up as a cleanup threat. Chasing a single low-health enemy past the main fight isolates him and costs his team their finisher; kills on the exit path are preferable. Diving before checking who can stop his reset leads to instant removal; he should identify the two most dangerous punish tools and wait until at least one is used or missed. Ignoring wave state ties the team under pressure and removes flanking room; helping clear when being shoved creates space. Taking fights at low health because mobility feels safe is punished by stray poke—enter with enough health to survive the first answer. Tunneling on enemy carries while an exposed bruiser or mage is already inside the team’s damage skips a free kill; he should kill what the team can actually reach first. Forcing the same flank route after the enemy marks it makes him predictable; rotating angles is critical. Using his life for a one-for-one trade when the team needs him for cleanup lets low-health enemies escape; valuing survival unless the kill removes the enemy’s main damage is the better pattern. The simple rule is this: never spend both position and escape for a kill that the team cannot support, and when a mistake occurs, back out, reset the angle, and wait for the next punish window.

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FAQ

Kassadin

FAQ

Is Kassadin good in ARAM: Mayhem? Yes, but he is not a blind button-masher. Kassadin is strongest when he survives the first messy fights, finds low-health targets, and uses Riftwalk-style mobility to punish enemies who have already spent crowd control. If your team has no frontline or wave control, you must play slower because forcing first usually gets you locked down before you can reset the fight. What is Kassadin’s main job in a Mayhem fight? Your job is to threaten the backline without donating your health bar on the first jump. Wait for a stun, hook, knockup, or major burst spell to miss, then enter from an angle and hit the squishy target that cannot kite backward. The tradeoff is simple: if you jump too early, you become the engage target instead of the cleanup threat. How should I play the early game? Play for health, experience, and safe last hits when the wave reaches your side. If the enemy has strong poke, stand behind minions and only step up when your shield, allies, or a missed enemy spell gives you a window. Giving up a few minions is fine; dying early often delays the point where Kassadin becomes scary.

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