R > Q > E > W
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
Situational itemstop 12
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
56.59%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
56.77%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
57.13%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
57.26%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.54%- Total Price
- 3,200
- Price
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
55.39%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
57.61%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
53.16%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
52.44%- Total Price
- 3,300
- Price
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
57.32%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
59.45%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
56.20%Starting items
- Total Price
- 900
- Price
- 550
+15 Attack Damage 7% Life Steal
57.49%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
57.49%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.11%- Total Price
- 950
- Price
- 950
+25 Attack Damage +150 Health 5% Life Steal
50.11%- Total Price
- 350
- Price
- 350
+10 Attack Damage
58.63%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
58.63%Core items
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
Situational itemstop 12
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
55.56%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
56.00%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
55.61%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.77%- Total Price
- 3,200
- Price
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
56.12%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
57.07%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
52.02%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
53.22%- 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%.
52.20%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
48.18%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
53.15%- Total Price
- 3,300
- Price
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
55.47%Starting items
- Total Price
- 900
- Price
- 550
+15 Attack Damage 7% Life Steal
55.33%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
55.33%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
54.45%- Total Price
- 950
- Price
- 950
+25 Attack Damage +150 Health 5% Life Steal
54.45%- Total Price
- 350
- Price
- 350
+10 Attack Damage
54.81%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
54.81%Core items
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
Situational itemstop 12
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
53.92%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.95%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
52.86%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
52.90%- 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.
54.62%- 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%.
51.05%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
58.28%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
61.59%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
60.00%- 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%.
54.76%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
50.81%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
47.73%Starting items
- Total Price
- 900
- Price
- 550
+15 Attack Damage 7% Life Steal
54.92%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
54.92%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
49.41%- Total Price
- 950
- Price
- 950
+25 Attack Damage +150 Health 5% Life Steal
49.41%- Total Price
- 900
- Price
- 500
+350 Health
56.08%- Total Price
- 400
- Price
- 400
+150 Health
56.08%Core items
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
Situational itemstop 12
Starting items
- Total Price
- 900
- Price
- 550
+15 Attack Damage 7% Life Steal
51.14%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
51.14%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
63.08%- Total Price
- 950
- Price
- 950
+25 Attack Damage +150 Health 5% Life Steal
63.08%- Total Price
- 350
- Price
- 350
+10 Attack Damage
55.07%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
55.07%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T1 | 53.56% | 3.93% | 295 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 49.02% | 6.79% | 510 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T1 | 48.80% | 5.00% | 375 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T1 | 48.43% | 7.62% | 572 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T1 | 47.55% | 4.62% | 347 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T1 | 47.37% | 7.34% | 551 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T1 | 45.74% | 12.20% | 916 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 45.66% | 8.14% | 611 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 45.56% | 4.65% | 349 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 45.20% | 7.63% | 573 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 45.01% | 10.15% | 762 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T1 | 44.83% | 3.86% | 290 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 44.77% | 6.75% | 507 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T1 | 44.53% | 6.70% | 503 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T1 | 44.53% | 3.65% | 274 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 44.44% | 14.87% | 1,116 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T1 | 44.41% | 5.01% | 376 |
Gain 15% omnivamp . View augment details | Silver | T1 | 44.29% | 10.74% | 806 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 43.93% | 5.16% | 387 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 42.72% | 5.49% | 412 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 42.29% | 7.43% | 558 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T1 | 41.42% | 4.50% | 338 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T1 | 41.22% | 5.01% | 376 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 40.92% | 6.38% | 479 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T1 | 40.91% | 7.33% | 550 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T1 | 40.40% | 4.72% | 354 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T1 | 39.64% | 3.66% | 275 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 39.56% | 8.49% | 637 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T1 | 39.47% | 4.56% | 342 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 38.73% | 5.02% | 377 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T1 | 37.75% | 5.33% | 400 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 50.92% | 2.17% | 163 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T2 | 50.90% | 2.96% | 222 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 50.60% | 2.24% | 168 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 48.41% | 2.09% | 157 |
Grants 60 ability haste . View augment details | Gold | T2 | 47.37% | 2.03% | 152 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 47.04% | 3.37% | 253 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 46.78% | 2.28% | 171 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T2 | 46.51% | 1.72% | 129 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 45.45% | 2.05% | 154 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T2 | 45.00% | 2.66% | 200 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 44.97% | 1.99% | 149 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 44.94% | 2.37% | 178 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T2 | 44.31% | 2.22% | 167 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T2 | 44.31% | 2.22% | 167 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T2 | 44.07% | 2.36% | 177 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T2 | 43.71% | 2.22% | 167 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 43.45% | 1.93% | 145 |
Increases attack damage by 20% . View augment details | Silver | T2 | 43.24% | 1.97% | 148 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 43.04% | 2.10% | 158 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T2 | 42.95% | 2.08% | 156 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T2 | 42.49% | 3.10% | 233 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T2 | 42.45% | 1.85% | 139 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 41.79% | 1.79% | 134 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 41.62% | 2.46% | 185 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T2 | 41.46% | 3.28% | 246 |
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 | Prismatic | T2 | 41.04% | 2.30% | 173 |
Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely. View augment details | Prismatic | T2 | 40.80% | 2.68% | 201 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T2 | 40.30% | 1.79% | 134 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 40.10% | 2.56% | 192 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T2 | 39.75% | 3.18% | 239 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T2 | 39.52% | 3.30% | 248 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T2 | 39.46% | 2.46% | 185 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 39.23% | 1.73% | 130 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 38.92% | 2.22% | 167 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T2 | 38.71% | 3.30% | 248 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T2 | 38.71% | 2.48% | 186 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 37.91% | 2.42% | 182 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T2 | 37.27% | 2.93% | 220 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T2 | 37.08% | 2.37% | 178 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 36.64% | 3.49% | 262 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 36.17% | 3.13% | 235 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 35.53% | 2.03% | 152 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 53.75% | 1.07% | 80 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 53.54% | 1.32% | 99 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 53.39% | 1.57% | 118 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T3 | 51.76% | 1.13% | 85 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T3 | 51.35% | 0.99% | 74 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 49.44% | 1.19% | 89 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 48.36% | 1.63% | 122 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T3 | 48.10% | 1.05% | 79 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T3 | 47.56% | 1.09% | 82 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 47.37% | 1.01% | 76 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T3 | 47.13% | 1.16% | 87 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 46.32% | 1.27% | 95 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T3 | 46.22% | 1.59% | 119 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T3 | 46.15% | 0.87% | 65 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T3 | 45.83% | 1.60% | 120 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T3 | 45.83% | 1.28% | 96 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 45.71% | 1.40% | 105 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T3 | 45.59% | 0.91% | 68 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 45.56% | 1.20% | 90 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T3 | 45.45% | 1.47% | 110 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 43.94% | 0.88% | 66 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T3 | 43.68% | 1.16% | 87 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T3 | 43.18% | 1.17% | 88 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 42.73% | 1.47% | 110 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T3 | 42.73% | 1.47% | 110 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T3 | 42.62% | 1.63% | 122 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 42.28% | 1.64% | 123 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 41.94% | 1.24% | 93 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T3 | 40.85% | 0.95% | 71 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T3 | 40.54% | 0.99% | 74 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T3 | 39.37% | 1.69% | 127 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T3 | 39.24% | 1.05% | 79 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 38.64% | 1.17% | 88 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T3 | 37.78% | 1.20% | 90 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T3 | 37.40% | 1.64% | 123 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T3 | 35.23% | 1.17% | 88 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 34.29% | 1.40% | 105 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T3 | 34.12% | 1.13% | 85 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T4 | 54.69% | 0.85% | 64 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 52.73% | 0.73% | 55 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 50.98% | 0.68% | 51 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T4 | 46.43% | 0.75% | 56 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 45.90% | 0.81% | 61 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 45.16% | 0.83% | 62 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T4 | 41.94% | 0.83% | 62 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T4 | 40.63% | 0.85% | 64 |
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 | Silver | T4 | 40.38% | 0.69% | 52 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T4 | 36.54% | 0.69% | 52 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 36.54% | 0.69% | 52 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T4 | 36.51% | 0.84% | 63 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T4 | 36.21% | 0.77% | 58 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T4 | 26.42% | 0.71% | 53 |
Irelia Skill Combos
Extracted from the skill order guide
R > Q > W > E (Condition: Heavy Burst Augments or Enemy Poke Comp)
Irelia Counters
Counters and threats extracted from the matchup guide
Counters
5Irelia counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Irelia is countered by these champions in ARAM: Mayhem.
Read counter detailsIrelia Team Comp Highlights
Partner patterns extracted from the team comp guide
What Irelia Needs From Her Team
Reliable Hard Engage: Someone must force the enemy to burn cooldowns or group up before Irelia commits.
Irelia ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Tempo | Forced into a tanky initiator role, she plays patiently, waiting for enemies to overextend or waste cooldowns before committing to a fight. | Augments transform her into a relentless diving threat who dictates engagements, forcing the enemy backline into bad positions with constant aggression. | Stop waiting for setup; create your own opportunities and dive immediately. |
| Skill Usage | Prioritizes Q for farming and trading, saves Q for last-hitting minions for resets, and uses W to absorb burst during engages. | Values E more for lower stun cooldown, uses Q aggressively to gap-close trusting augment damage, and uses W for burst or stalling rather than survival. | Use Q to engage aggressively and treat W as utility, not a shield. |
| Snowball Usage | Uses Snowball as the primary engage tool, throwing it and waiting for the mark to dash in and start the fight. | Snowball becomes a backup option for chasing or dodging CC, as Q range and movement speed augments often allow engaging without it. | Engage with Q first; save Snowball for chasing or escaping. |
| Build Path | Focuses on sustain and survivability with items like Blade of the Ruined King, Sundered Sky, and tank items for extended fights. | Rewards burst and ability haste; rush attack speed and damage components, consider lethality, and avoid full tank builds. | Build for burst and haste; skip tank items unless augments provide defense. |
| Target Selection | Often hits the closest target and works her way back, front-lining for the team and absorbing poke damage. | Has the damage to delete carries; ignore the tank and dash through the frontline to go straight for the damage dealers. | Ignore tanks; dive the backline and trade if needed. |
Champion Analysis
Role / Current performance
Irelia the Blade Dancer is a mechanically demanding fighter in Hextech Mayhem whose gameplay revolves around blade dances and projectile deflection, with dramatically reduced cooldowns allowing her to perform both with unprecedented frequency. Her core role combines fighter attributes with blade dance mechanics and defensive projectile deflection, making her one of the most skill-intensive champions in the mode. Irelia's sustained damage output and mobility make her a powerful presence in extended fights where she can maintain her attack patterns. Her passive, Ionian Fervor, stacks attack speed on champion hits, and at maximum stacks she gains bonus damage based on maximum health. The frequent attacks possible in Hextech Mayhem allow her to reach maximum passive stacks quickly, accelerating her damage output significantly. Her Q ability, Bladesurge, serves as her primary damage and mobility tool, dashing to a target and dealing damage while resetting on kill. The reduced cooldowns in this mode enable extremely high damage and mobility frequency through repeated casts. Defiant Dance, her W ability, functions as her core defensive tool, reducing incoming damage during its charge phase and dealing damage on release. This ability is useful for absorbing enemy damage while still contributing to her overall damage output. Her E ability, Flawless Duet, provides her core crowd control functionality by placing two blades that form a damage zone, stunning any enemies who pass through it. This ability is valuable for controlling enemy formations and setting up engagement opportunities. Vanguard's Edge, Irelia's ultimate, launches a wall of blades that damages and slows enemies passing through it. In Hextech Mayhem, this ability almost always splits enemy formations, functioning as the ultimate teamfight control tool. The ability to divide enemy teams creates significant strategic advantages in the chaotic teamfight environment that defines the mode. Irelia's strategic value lies in her combination of sustained damage, mobility, defensive capabilities, and formation control. Her kit allows her to dash frequently through targets, deflect incoming damage, stun enemies who enter her control zones, and split the enemy team with her ultimate. Players who can manage her mechanical demands find a champion capable of maintaining extremely high damage output while controlling the flow of teamfights. Her recommended builds focus on attack speed and attack damage to maximize sustained damage and mechanical playmaking potential. Irelia the Blade Dancer rewards skilled players with one of the most dynamic and impactful fighter experiences available in Hextech Mayhem.
Core Tips
Long-form tips / Play pattern
Irelia the Blade Dancer excels in ARAM: Mayhem by leveraging her passive stacks, Q resets, and the chaotic single-lane environment to dominate fights. Engage only when your passive is fully stacked, as the attack speed and damage from a maxed Blade of the Exalted make your all-in significantly stronger. Never engage with zero stacks unless cleaning up a low-health target. Lead with Flawless Duet to set up the stun, predicting enemy dash paths rather than their current position, then follow with Vanguard's Edge. Once R lands, spread marks to multiple targets by dashing through them with Q resets, applying damage and on-hit effects rapidly. Use the minion wave as your dash highway. When the wave is even or pushing toward enemies, space aggressively and threaten Q onto champions. When pushed under your tower, play back without Q resets and wait to counter-engage when enemies overextend. Avoid standing mid-lane during stalemates; flank from the sides to land surprise E stuns while avoiding area-of-effect crowd control. Save Mark/Dash for when enemies use key escapes or crowd control. The ideal sequence is Snowball into Dash, then E1 behind them, E2 on top, R, and Q chain. Against heavy disengage champions like Janna or Gragas, bait cooldowns first before committing. Prioritize enemy carries in early to mid-game, using tanks as stepping stones to reach the backline. In late-game, if the enemy backline has massive crowd control, peel for your carry by stunning divers instead. Always refresh Q on marked targets, as the reset differentiates between a triple kill and getting stranded. Trigger on-attack, on-hit, or on-dash augments by Qing through a minion before fights. Weave abilities between auto-attacks to maximize augment triggers for shields and healing. Save R for moments when you are in the middle of the enemy team to hit as many targets as possible. Push waves under enemy towers when ahead and threatening dives, but pull back when Q is on cooldown or passive stacks are dropping. Against strong wave-clear, let enemies push to you and counter-engage when they dive too deep. Dive only with an exit strategy or sufficient lifesteal, using W to tank tower shots, and avoid diving against point-and-click crowd control like Lissandra R or Malzahar R. When behind, switch to counter-engage, stand near your carry, and stun divers with E. Stack passive on waves before fights, use Q for resets and survival rather than aggression, and build sustain or defensive items to stay alive longer. Look for picks on overextended enemies to reset gold income and reenter the game.
Read full guidePlaystyle Guide
Playstyle / Team structure
Irelia the Blade Dancer requires a methodical approach to Mayhem fights that evolves significantly across the early, mid, and late game phases. In the early game, she must start near the front line but avoid committing to the first minion wave until she identifies the enemy poke composition. Building passive stacks is essential before engaging enemy champions, which means hitting frontline minions with Q to reach four stacks. Against heavy disengage or point-and-click crowd control, she should play a step back and let the wave come to her. Snowball serves as a gap-closer when enemies overextend for poke, but it should not be fired on cooldown. The optimal pattern involves waiting for enemies to burn key cooldowns, then using Snowball to engage, auto-attacking, and dashing out with Q to a low-health minion for a reset. This trading rhythm preserves health while establishing respect for her all-in range. Positioning near caster minions provides Q dash targets to dodge linear skill shots. Short trades follow a Q-auto-E-Q pattern before disengaging. Pushing is viable only with a clear health advantage, while stalling enables safer farming near her tower. When ahead, freezing the wave near her tower creates opportunities for Q dives on overextending enemies. When behind, giving up ground and stacking passive on backline minions while waiting for enemy mistakes becomes the priority. The mid game marks the point where Irelia threatens solo kills and skirmishes. With a major item component and at least one strong augment, she should seek flanks or side angles during team fights rather than approaching directly down the middle. Approaching from brushes or using Snowball to bypass the frontline counters enemy peel attempts. Vanguard's Edge functions as a powerful zone tool beyond its damage, creating a blade wall that slows and disarms enemies attempting to retreat or chase. Catching the enemy backline in the wall forces them to fight at a disadvantage or burn Flash. The full all-in pattern involves stacking passive, using Q to reach a minion, Q to the target, E for the stun, R for zoning, and Q to chase. Snowball becomes a tool to bypass the frontline entirely and land on enemy carries, following up with E for a near-guaranteed stun. When behind, peeling for allied carries with E and R provides team value through disengage and protection. Late game demands caution due to long death timers where one bad engage can end the game. Irelia excels at cleaning up messy fights but should not start engagements herself unless a clear opening exists. Letting tanks or supports engage first allows her to capitalize when enemy crowd control is on cooldown. Q resets become critical, requiring a plan for the next dash target after each kill. Diving into five enemies without an exit path or means to sustain through damage is a fatal mistake. Staying hidden until fights begin, then approaching from the side or rear applies maximum pressure on enemy carries. Snowball should be saved for final chases, escape after dives, or dodging game-changing ultimates. When ahead, sieging inhibitor towers and forcing fights with numbers advantages or isolated targets pushes toward victory. When behind, defending at tower with E and R to stop dives and counter-engaging on overcommits offers the best path to recovery. Successful team fights should end the game immediately with a push, while failed engagements require resetting and regrouping.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Irelia the Blade Dancer operates as a dive-focused champion whose effectiveness shifts dramatically based on her game state. When ahead, she becomes a threat that most backlines cannot handle, transforming into a sustained damage powerhouse through reset mechanics and healing. The key indicators of an advantageous position include completing her first item, securing key resets, and maintaining full passive stacks during extended fights. At this stage, passive play becomes a mistake. Instead, she should seek flanks through Snowball or fog of war to force enemy carries into unfavorable engagements. Commitment requires confidence. Her ultimate marks multiple targets and creates a healing reduction zone, while dashing through marked targets sustains her health and maintains damage output. In Mayhem's high-damage environment, her sustain from Conqueror and items allows her to outlast burst damage if she keeps moving. Closing out games demands discipline: avoiding fountain dives and overextension past inhibitor turrets, resetting after successful fights to purchase items and heal, prioritizing enemies with strong waveclear or crowd control, and saving her W for critical burst windows rather than wasting it early. Augments that provide extra dash range, attack speed, or healing amplification cover her natural vulnerability to burst. Cooldown reset augments on takedown enable chained resets across low-health targets, turning single picks into team wipes. When behind, Irelia feels clunky and fragile, unable to survive diving into multiple enemies. Her role shifts from carry to setup and cleanup. She should look for opportunities to land a strong ultimate on multiple enemies, peel for allied carries, or clean up low-health targets after teammates initiate. Defensive play becomes necessary when down items or levels compared to enemy carries, when the team lacks frontline, when facing multiple hard crowd control abilities that interrupt dash chains, or when passive stacks fall off before finishing fights. Playing from behind requires playing around the team's win condition. If a strong ranged carry exists, use her dash to peel divers. Her E and R provide valuable zone control even when she cannot secure kills, slowing enemy advances and creating space for teammates. Snowball serves as a disengage and repositioning tool, not solely for engagement. Recovery demands avoiding forced 1v1s or 1v2s, focusing on waveclear to buy time, waiting for enemies to overextend or expend key abilities, and building defensive items like Steelcaps, Wit's End, or Spirit Visage earlier than usual. Augments providing tankiness, tenacity, or healing on ability hit become essential for staying relevant when damage output is low. The ultimate goal is surviving initial burst to contribute meaningfully. Patience outperforms desperation, as a behind Irelia who lands one good ultimate and survives provides more value than one who dives and dies instantly, leaving the team in a 4v5 disadvantage.
Read full guideChampion Background
Lore / Identity / Text block
Irelia the Blade Dancer thrives in Mayhem because the mode's accelerated pace and constant fighting let her stack her passive faster and reset Q more often. She is not a burst assassin but a sustained diver who dances through fights, resetting on dying minions and chaining crowd control. Engaging without stacks or a reset plan leads to death, making every ability part of a deliberate sequence. Ionian Fervor serves as her damage engine. Hitting enemy champions with abilities grants stacks, and at maximum stacks, basic attacks deal bonus on-hit magic damage while providing attack speed. The faster rhythm of Mayhem means reaching full stacks almost instantly in a proper combo. Fighting to get stacks means fighting harder afterward, and diving onto a full-health target with zero stacks requires a clear reset path. Gaining stacks comes from landing the outer edge of R, hitting E or W on champions, or auto-attacking. One good ability against clumped enemies creates instant momentum, and four stacks turn a trade lethal. Hard disengage ruins her effectiveness, as backing off or peeling during stack-up causes damage to drop sharply. Bladesurge functions as her mobility and wave-clear. In Mayhem, minion waves arrive faster and die faster, making Q useful for last-hitting dying minions to reset and using them as stepping stones to reach the enemy backline. Marked champions become priority targets due to significant bonus damage. The most common mistake involves using Q on a full-health target without a mark, leaving Irelia stranded next to the enemy team with no reset. Point-and-click CC stops her mid-dash, and smart enemies freeze waves to deny minions. Defiant Dance provides massive damage reduction in chaotic teamfights, useful for soaking burst while waiting for cooldowns or for teammates to follow up. Flashing during the channel repositions the release. Hard CC interrupts the channel, stopping damage and ending damage reduction, so channeling at the wrong time creates vulnerability. Flawless Duet acts as her setup tool. Enemies constantly moving and dodging Snowballs become predictable, allowing placement of the first marker behind them and the second on top to catch retreat paths. The delay requires prediction, and mobile champions can dash out before blades snap. Missing E is catastrophic, removing her only hard CC and primary way to mark targets for Q resets. Vanguard's Edge defines her teamfight impact. The disarm is brutal in Mayhem where auto-attackers and AD assassins are common, creating a zone where enemies cannot fight back effectively. Firing R through the enemy frontline to hit the backline marks multiple targets for Q resets. The initial projectile can be blocked by windwalls or spell shields, and using R on a single low tank wastes the ability's potential.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Irelia in Mayhem ARAM lives and dies by her passive stacks and reset discipline. The accelerated pacing means one bad engagement turns into an instant gray screen, but the constant minion waves also give her infinite reset potential when played correctly. The most critical mechanical mistake is engaging with zero passive stacks, which results in significantly reduced damage and insufficient attack speed to stack passive mid-fight. Players should hit minions with Q to stack passive to maximum before engaging any enemy champion, treating the minion wave as a battery. If caught in a dry engagement, immediately look for a low-health minion to reset Q and start stacking, then disengage with E or W if possible. Using Q as pure damage without a reset target available strands players in the middle of the enemy team with dash on cooldown, which is a death sentence in Mayhem. Players should only Q a champion with a guaranteed kill or a marked target or low minion nearby for instant reset. If Q is wasted, pop W immediately to reduce incoming damage and buy time. Missing E stun on mobile threats like Zed or Yasuo loses kill pressure and invites retaliation. Place the first blade behind the target and the second on top, or catch them during their own dash animation. If E misses, do not force the follow-up Q. Wasting W damage reduction on poke leaves players vulnerable to the next real burst combo, so save W for focused fire or specific high-damage projectiles. Decision mistakes include diving the enemy backline without a minion escape route, which results in getting stuck behind enemy lines. Identify a path of low-health minions leading back toward your team before committing. Fighting in a cleared wave with no minions nearby removes Q resets, turning Irelia into a stationary auto-attacker. Disengage when the minion wave dies and wait for the next wave. Using R too late causes players or targets to die before R blades pop, losing execute damage and healing reduction. Ult early to spread blades and apply Grievous Wounds immediately. Ignoring enemy Grievous Wounds causes sustain to drop off dramatically. Check enemy items and augments early, and if they have healing reduction, play more like an assassin picking isolated targets. Chasing a single kill for too long wastes time while the team dies elsewhere. Limit chases to two or three Q resets, then switch focus. Snowball discipline requires having E and R ready and seeing a minion wave behind for escape via Q resets. Panic Q-ing under tower causes accidental targeting of enemy champions instead of minions, resulting in heavy tower damage. Be extremely precise with mouse targeting near towers. Fix these habits and Irelia becomes a relentless reset machine in Mayhem. Respect the minion wave, manage stacks, and always have an exit plan.
Read full guideFAQ
Irelia
Is Irelia strong in ARAM: Mayhem? She is a strong early skirmisher who becomes a late-game raid boss if she survives the initial burst. Mayhem's faster gold and experience gain helps her hit key item spikes sooner than on Summoner's Rift. The tradeoff is that the enemy team has more crowd control and damage, so one bad engage ends your spree. What is the best starting item for Irelia? Start with a damage item component rather than a tank item to maximize your early all-in potential. You need the attack damage to last-hit minions with your Q and stack your passive quickly. If you start too defensive, you lack the damage to threaten kills before their first buy. How should I use Snowball effectively? Use Snowball to mark a squishy target, then wait for them to use their escape or peel ability before dashing in. You can also use it to gap-close, then immediately Q to a different target to confuse the enemy's focus. Do not Snowball into five people without your E or R ready, because you will get burst down instantly.
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