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Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- 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
- 3,100
- 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).
Situational itemstop 12
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
52.15%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
53.03%- 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.
52.81%- 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.
50.65%- 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).
53.39%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
54.54%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
51.53%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
51.39%- 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.
52.79%- 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%.
53.76%- Total Price
- 2,800
- Price
- 750
+400 Health +55 Magic Resist +4% Move Speed Steadfast: Gain 70 Magic Resist and 6% bonus Move Speed after taking magic damage from Champions 8 times.
55.81%- 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%.
52.19%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
52.78%- 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.
52.78%- Total Price
- 900
- Price
- 500
+350 Health
52.78%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
52.78%- 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.
52.78%- Total Price
- 900
- Price
- 500
+350 Health
52.17%- Total Price
- 400
- Price
- 400
+150 Health
52.17%Core items
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
Situational itemstop 12
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
42.25%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
38.44%- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
34.32%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
41.51%- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
42.18%- Total Price
- 3,200
- Price
- 700
+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.
41.38%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
39.29%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
33.64%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.11%- 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%.
38.84%- Total Price
- 2,650
- Price
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
42.62%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
39.29%Starting items
- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
43.56%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
39.52%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
39.52%- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
40.69%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 49.29% | 4.79% | 1,205 |
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T1 | 48.38% | 4.18% | 1,052 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T1 | 48.31% | 5.17% | 1,300 |
Alternate between automatically casting a modified version of Sona's Aria of Perseverance and modified Song of Celerity , with the former being cast first (10 second cooldown). Aria of Perseverance: Heal yourself for 60 (+ 60% AP) and send out a tone to the most wounded allied champion within 1000 units that heals them for the same amount. Additionally, generate an aura that grants you and tagged allied champions a 80 (+ 40% AP) shield for 1. 5 seconds. Song of Celerity: Gain 30% bonus movement speed for 7 seconds. If you take damage during this time, the duration ends prematurely once or if 3 seconds have elapsed. Additionally, generate an aura that grants tagged allied champions 20% bonus movement speed for 3 seconds. View augment details | Gold | T1 | 47.90% | 7.27% | 1,829 |
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 | 47.79% | 14.11% | 3,549 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T1 | 47.57% | 5.65% | 1,421 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 47.47% | 6.14% | 1,544 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 47.43% | 17.82% | 4,482 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T1 | 46.72% | 16.96% | 4,266 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T1 | 46.69% | 6.49% | 1,632 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 46.62% | 7.81% | 1,965 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 46.52% | 6.29% | 1,582 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T1 | 46.50% | 6.08% | 1,529 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 46.37% | 10.19% | 2,564 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 46.08% | 12.26% | 3,084 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T1 | 45.92% | 5.21% | 1,311 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T1 | 45.89% | 12.64% | 3,179 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T1 | 45.88% | 4.00% | 1,007 |
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 | 45.32% | 3.53% | 887 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T1 | 45.21% | 4.98% | 1,252 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T1 | 45.16% | 3.62% | 910 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T1 | 44.60% | 6.07% | 1,527 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T1 | 44.47% | 8.16% | 2,053 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T1 | 44.40% | 3.87% | 973 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 44.30% | 4.99% | 1,255 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T1 | 43.92% | 4.12% | 1,036 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 43.91% | 4.05% | 1,018 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 43.50% | 7.25% | 1,823 |
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 | 41.29% | 3.70% | 930 |
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 | 51.43% | 2.91% | 733 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T2 | 49.70% | 2.00% | 503 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T2 | 49.32% | 2.94% | 740 |
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 | 49.17% | 2.64% | 665 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T2 | 49.09% | 2.19% | 552 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T2 | 48.49% | 2.51% | 631 |
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 | 48.05% | 2.96% | 745 |
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 | 47.97% | 2.06% | 517 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 47.72% | 2.96% | 744 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T2 | 47.64% | 3.20% | 804 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T2 | 47.56% | 2.20% | 553 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 47.49% | 2.06% | 518 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T2 | 47.12% | 2.00% | 503 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T2 | 47.00% | 2.25% | 566 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 46.81% | 1.87% | 470 |
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 | 46.46% | 3.14% | 790 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 46.08% | 2.99% | 753 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T2 | 45.96% | 2.07% | 520 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 45.96% | 3.24% | 816 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T2 | 45.93% | 1.76% | 442 |
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 | 45.78% | 3.34% | 841 |
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 | T2 | 45.30% | 1.61% | 404 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T2 | 45.16% | 1.73% | 434 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T2 | 44.79% | 1.91% | 480 |
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 | 44.36% | 2.68% | 674 |
Grants 20% heal and shield power . View augment details | Silver | T2 | 44.31% | 1.68% | 422 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 44.22% | 2.96% | 744 |
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 | 44.13% | 1.96% | 494 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 44.13% | 2.77% | 698 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 44.05% | 2.37% | 597 |
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 | 43.86% | 1.65% | 415 |
Grants 60 ability haste . View augment details | Gold | T2 | 43.76% | 2.58% | 649 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 43.30% | 2.17% | 545 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 43.27% | 3.28% | 825 |
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 | 42.31% | 2.58% | 650 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T2 | 41.87% | 1.96% | 492 |
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 | 41.77% | 3.24% | 814 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T2 | 41.44% | 1.88% | 473 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 40.88% | 1.63% | 411 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T2 | 40.65% | 1.72% | 433 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T2 | 40.63% | 3.29% | 827 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T3 | 51.52% | 1.05% | 264 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T3 | 49.77% | 0.87% | 219 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 49.69% | 1.28% | 322 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T3 | 49.20% | 1.49% | 374 |
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 | 49.14% | 0.92% | 232 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 48.70% | 1.22% | 308 |
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 | 47.60% | 1.08% | 271 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T3 | 47.60% | 0.99% | 250 |
Your heals and shields on allied champions are increased in effectiveness by 30%. View augment details | Gold | T3 | 46.45% | 0.84% | 211 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T3 | 45.89% | 0.82% | 207 |
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 | 45.82% | 1.19% | 299 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 45.81% | 0.90% | 227 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T3 | 45.39% | 1.12% | 282 |
Granting a buff , heal , or shield to your ally deals 30 – 150 (based on level) true damage to enemies within 450 units of them and slows targets by 30% for 2 seconds (2 second cooldown). View augment details | Silver | T3 | 45.22% | 1.42% | 356 |
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 | 44.91% | 1.13% | 285 |
Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds. View augment details | Prismatic | T3 | 44.88% | 1.13% | 283 |
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 | 44.88% | 1.13% | 283 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T3 | 44.81% | 1.22% | 308 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 44.40% | 1.03% | 259 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 44.11% | 1.45% | 365 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T3 | 43.90% | 0.98% | 246 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T3 | 43.37% | 1.23% | 309 |
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 | 43.10% | 1.38% | 348 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 42.90% | 1.43% | 359 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T3 | 42.74% | 0.93% | 234 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 42.66% | 0.87% | 218 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T3 | 42.64% | 1.30% | 326 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T3 | 42.32% | 1.37% | 345 |
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 | T3 | 40.71% | 1.46% | 366 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T3 | 40.41% | 0.97% | 245 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T3 | 40.32% | 1.01% | 253 |
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 | 40.07% | 1.10% | 277 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T3 | 39.86% | 1.10% | 276 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T3 | 39.85% | 1.04% | 261 |
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 | T3 | 39.82% | 0.88% | 221 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 39.81% | 0.86% | 216 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 39.69% | 1.02% | 257 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 39.22% | 0.81% | 204 |
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 | T3 | 37.29% | 0.94% | 236 |
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 | 36.70% | 0.87% | 218 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T3 | 35.84% | 1.16% | 293 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T4 | 51.05% | 0.76% | 190 |
你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。 View augment details | Prismatic | T4 | 48.25% | 0.45% | 114 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T4 | 48.04% | 0.41% | 102 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 47.14% | 0.56% | 140 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 46.97% | 0.52% | 132 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T4 | 46.60% | 0.76% | 191 |
获得【米凯尔的祝福】。将【米凯尔的祝福】的冷却时间缩减至45秒。使用【米凯尔的祝福】的主动效果时,对附近的友军施放一道光波,清除其限制和定身效果,回复?生命值,并且提供持续3秒的65%韧性。 View augment details | Prismatic | T4 | 46.21% | 0.52% | 132 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 46.15% | 0.52% | 130 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T4 | 45.86% | 0.53% | 133 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T4 | 45.86% | 0.62% | 157 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T4 | 45.45% | 0.70% | 176 |
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 | T4 | 45.10% | 0.41% | 102 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T4 | 44.94% | 0.71% | 178 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 44.37% | 0.60% | 151 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 42.72% | 0.41% | 103 |
Replace a summoner spell with Empyrean Promise's Vigilance active. Additionally, gain 15% heal and shield power . Active - Vigilance: After a 0. 25 -second delay, dash to the current location of the target allied champion and gain a 100 – 250 (based on level) (+ 100% AP) (+ 10% bonus health) shield for 3 seconds. Upon arrival, grant the ally the same shield (20 second cooldown; 2000 range). View augment details | Prismatic | T4 | 42.50% | 0.48% | 120 |
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 | T4 | 42.22% | 0.54% | 135 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T4 | 42.11% | 0.76% | 190 |
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 | T4 | 41.03% | 0.78% | 195 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T4 | 40.85% | 0.65% | 164 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 40.71% | 0.45% | 113 |
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 | 40.54% | 0.44% | 111 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 40.46% | 0.52% | 131 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 40.00% | 0.52% | 130 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T4 | 38.73% | 0.56% | 142 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 38.67% | 0.60% | 150 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T4 | 38.02% | 0.48% | 121 |
Grants 60% bonus attack speed . View augment details | Silver | T4 | 37.97% | 0.63% | 158 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 37.40% | 0.49% | 123 |
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 | T4 | 37.04% | 0.75% | 189 |
Increases attack damage by 20% . View augment details | Silver | T4 | 36.89% | 0.41% | 103 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T4 | 36.89% | 0.49% | 122 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T4 | 36.63% | 0.40% | 101 |
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 | T4 | 35.92% | 0.56% | 142 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T4 | 34.67% | 0.60% | 150 |
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 | T4 | 34.09% | 0.70% | 176 |
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 | T4 | 28.43% | 0.41% | 102 |
Gain 15% omnivamp . View augment details | Silver | T5 | 52.11% | 0.28% | 71 |
Granting a heal or shield to an allied champion blesses them for 8 seconds. Whenever a blessed ally damages an enemy champion, you generate a stack of Devotion , stacking up to 50 times. Upon reaching maximum stacks, you unleash a shockwave that deals 50 – 300 (based on level) (+ 750% heal and shield power) magic damage to nearby enemies. Enemy champions damaged below a percentage of their maximum health equal to 25% of your heal and shield power are executed . View augment details | Prismatic | T5 | 51.79% | 0.22% | 56 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T5 | 50.00% | 0.29% | 74 |
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 | T5 | 50.00% | 0.27% | 68 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T5 | 47.06% | 0.20% | 51 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T5 | 46.39% | 0.39% | 97 |
Your shields detonate upon expiration, creating an explosion that deals magic damage equal to 100% of the shield's strength to nearby enemies. View augment details | Silver | T5 | 45.92% | 0.39% | 98 |
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 | T5 | 45.24% | 0.33% | 84 |
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 | T5 | 45.16% | 0.25% | 62 |
Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed . View augment details | Silver | T5 | 45.10% | 0.20% | 51 |
Bind with the nearest allied champion to you after 2 seconds, forming a tether between you and them (400 radius). While the tether persists, you gain 75% bonus movement speed and 50% heal and shield power . Additionally, gain 37. 5 % bonus movement speed while facing your bound ally within 1500 units. The tether will break when you or your bound ally dies, allowing you to form a new tether. View augment details | Prismatic | T5 | 45.05% | 0.36% | 91 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T5 | 44.71% | 0.34% | 85 |
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 | T5 | 43.01% | 0.37% | 93 |
Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed . View augment details | Prismatic | T5 | 42.86% | 0.39% | 98 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T5 | 42.55% | 0.37% | 94 |
Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage. View augment details | Silver | T5 | 41.56% | 0.31% | 77 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T5 | 40.74% | 0.21% | 54 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T5 | 39.62% | 0.21% | 53 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T5 | 39.13% | 0.27% | 69 |
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 | T5 | 37.50% | 0.32% | 80 |
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 | T5 | 35.53% | 0.30% | 76 |
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 | T5 | 34.38% | 0.25% | 64 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T5 | 33.90% | 0.23% | 59 |
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 | T5 | 27.59% | 0.35% | 87 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T5 | 26.23% | 0.24% | 61 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T5 | 25.00% | 0.21% | 52 |
Thresh Skill Combos
Extracted from the skill order guide
R > W > Q > E or R > W > E > Q
R > W > Q > E or R > W > E > Q
If the augment makes your Flay into a wide cone or adds a knockup, consider R > E > Q > W to prioritize that disruption over the hook.
Thresh Counters
Counters and threats extracted from the matchup guide
Counters
5Thresh counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Thresh is countered by these champions in ARAM: Mayhem.
Read counter detailsThresh Team Comp Highlights
Partner patterns extracted from the team comp guide
Synergy Mechanism: Thresh's hook and flay set up guaranteed AOE damage. A hooked target is a stationary target for a full Bullet Time channel. Combo: Thresh lands Death Sentence, pulls twice, then Flays the target backward. Miss Fortune immediately casts Bullet Time on the trapped victim. Alternatively, Thresh uses The Box to trap enemies inside her ultimate area. Best Scenario: The enemy team groups in a choke point or near a health relic. Thresh catches a squishy target, and Miss Fortune deletes them before the enemy frontline can react. Enemy Answer: Hard engage assassins like Zed or Kha'Zix who ignore the frontline and dive Miss Fortune. Enemies may also rush Quicksilver Sash or use Cleanse to break the hook stun. Failure Risk: Thresh hooks a tank like Malphite or Ornn into the backline. This feeds the enemy engage and forces Miss Fortune to ult defensively or die. Recovery: Thresh must save Flay and The Box to peel divers off Miss Fortune immediately. If the hook was bad, lantern her out of danger before the enemy collapses.
Yasuo
Synergy Mechanism: Thresh provides the knock-up required for Yasuo's Last Breath. Any Airborne target is a free kill opportunity. Combo: Thresh lands a hook or uses Flay to push an enemy up. Yasuo dashes through minions to reach the target, activates Steel Tempest Q3 if ready, and ults. Thresh follows with The Box to keep them trapped post-ult. Best Scenario: A chaotic melee where enemies are clumped. Thresh creates the displacement, Yasuo capitalizes with massive AOE damage. Enemy Answer: Point-and-click crowd control like Lissandra's Frozen Tomb or Vi's Assault and Battery. These shut down Yasuo's dash reset pattern instantly. Failure Risk: Yasuo dives too deep without Thresh's lantern available as an escape. He gets isolated and burst down before Thresh can reach him. Recovery: Thresh needs to walk forward and use The Box to slow the chasing enemy team. He should save lantern for the retreat, not the engage, if Yasuo is already committed.
Brand
Synergy Mechanism: Thresh provides the lockdown Brand needs to land his full combo. Brand lacks mobility and setup, so Thresh acts as the initiator. Combo: Thresh hooks a target. Brand places his Sear (Q) stun on the hooked enemy, followed by Pillar of Flame (W) and Pyroclasm (R). The chain CC guarantees the burst. Best Scenario: Catching a lone enemy wandering for health packs. The burst damage is usually enough to kill any non-tank before the hook duration ends. Enemy Answer: High magic resist stacking or spell shields like Morgana's Black Shield. Assassins can also flank Brand, who has no escape tools. Failure Risk: Thresh hooks an enemy with a spell shield up. The CC fails, Brand wastes his cooldowns on a blocked target, and both are vulnerable to counter-engage. Recovery: Thresh uses Flay to push the threat away from Brand. He must lantern Brand to safety if the enemy support dives the backline.
Malphite
Synergy Mechanism: Double engage layering. Malphite provides the primary AOE knock-up, and Thresh cleans up stragglers or traps survivors. Combo: Malphite lands Unstoppable Force on multiple targets. Thresh immediately throws The Box on the knocked-up cluster. As enemies try to flash or dash out, Thresh hooks the highest priority target trying to escape. Best Scenario: The enemy team is sieging a tower. Malphite forces them off the wave, and Thresh's box zones the entire exit path. Enemy Answer: AOE disengage like Gragas Explosive Cask or Janna Monsoon. These abilities push Malphite and Thresh apart, ruining the follow-up chain. Failure Risk: Malphite engages too early while Thresh is dead or out of range. Thresh cannot follow up, and Malphite dies alone. Recovery: Thresh plays the disengage role. If Malphite fails, Thresh uses Flay and The Box purely to protect the backline, abandoning the failed engage.
Katarina
Synergy Mechanism: Thresh's hook and flay keep enemies in Katarina's Death Lotus radius. He also provides a lantern escape if she gets focused. Combo: Thresh hooks a high-value target and pulls them into his team. Katarina Shunpos in, activates her ultimate. Thresh uses Flay to slow anyone trying to walk out of her range and drops The Box to zone enemy peeling attempts. Best Scenario: The enemy team has used their key interrupts. Thresh locks down the enemy mage or ADC, and Katarina spins for a pentakill. Enemy Answer: Any hard CC breaks Katarina's ult. Champions like Alistar, Janna, or anyone with a silence or stun can stop her damage instantly. Failure Risk: Thresh hooks a target with a ready interrupt. That target uses their CC on Katarina immediately, canceling her damage and likely getting her killed. Recovery: Thresh must lantern Katarina out the moment her ult is canceled. He should also use his basic attacks and Flay to bodyblock skillshots while she retreats. Required Team Functions
Thresh cannot solo carry a game through damage. He needs reliable damage dealers who can kill the targets he catches. He also benefits heavily from a dedicated frontline if he plans to play the lantern-save role for diving allies. Without a tank, Thresh is forced to build tanky and engage, which lowers his utility ceiling. Finally, the team needs waveclear. Thresh struggles to clear minion waves efficiently in Mayhem, so pairing him with a mage or marksman who can shove the wave is essential to avoid getting pushed under tower.
Miss Fortune
Thresh's hook and flay set up guaranteed AOE damage. A hooked target is a stationary target for a full Bullet Time channel.
Thresh ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Tempo | Plays a reactive, patient role focused on peeling for carries, disengaging with The Box, and punishing enemies who overextend. | Becomes an aggressive playmaker who must force fights constantly, as waiting allows opponents to reach power spikes much faster. | Shift from reactive peeler to proactive engage initiator or fall behind. |
| Hook Usage | Fishing for the perfect hook is key, as a missed hook means a long cooldown and significant loss of pressure. | Throw hooks on cooldown to create chaos and force movement; a missed hook that burns enemy Flash is still a win. | Prioritize creating disruption over waiting for one perfect hook. |
| Lantern Priority | Often saved for clutch rescues to pull a dying ally out of danger or save them from poke damage. | Used more for engaging, repositioning all-in teammates, or shielding burst during dives rather than holding for saves. | Use Lantern proactively for engage and shielding, not just saves. |
| Snowball Engagement | Used to close distance for hooks or escape bad positioning, sometimes just to poke and retreat safely. | Serves as the primary engage tool; Snowball in to force reactions, then hook fleeing targets with full commitment. | Commit fully when using Snowball rather than testing the waters. |
| Augment Integration | Late-game utility is strong but takes time to come online through stacking souls and item progression. | Augments provide instant power spikes, letting you control corridors earlier or turn auto-attacks into legitimate threats. | Adapt play to augment power spikes immediately rather than waiting. |
| Teamfight Spacing | Stands near the carry to peel divers and hook threats during extended, structured skirmishes. | Spacing must be flexible; act as frontline soaking burst or flank for catches, as fights end in seconds. | Abandon rigid peeling positioning for flexible, aggressive playmaking. |
Champion Analysis
Role / Current performance
Thresh the Chain Warden functions as one of the most controlling supports in Hextech Mayhem, leveraging dramatically reduced cooldowns to fire hooks and collect souls with unprecedented frequency. His core role combines support utility, hook control, and soul collection, making him a dominant presence in the mode's chaotic teamfights. His passive, Damnation, defines his scaling pattern. Thresh collects souls when nearby units die, with each soul permanently increasing his ability power and health. The frequent combat inherent to Hextech Mayhem enables rapid soul collection, allowing Thresh to accumulate significant stat bonuses throughout the match. This mechanic rewards staying near ongoing fights and positions Thresh as a champion who grows stronger simply by participating in the constant action. Death Sentence, Thresh's Q ability, serves as his signature weapon. The hook grabs and pulls enemies, and Hextech Mayhem's narrow terrain makes hit rates extremely high. Successful hooks enable instant focus-fire on grabbed targets, giving Thresh's team reliable pick potential. The reduced cooldowns in the mode mean Thresh can threaten hooks far more often than on the standard Rift, transforming him into a persistent zoning threat that enemies must constantly respect. Dark Passage, his W ability, provides crucial rescue utility. The lantern allows allies to click and teleport to Thresh's position, making it essential for saving focused teammates who get caught in the mode's burst-heavy environment. This ability gives Thresh unique defensive value beyond his crowd control, letting him bail out allies who overextend or get engaged upon. Flay, Thresh's E ability, adds versatility to his kit by pushing or pulling enemies. This tool proves useful for interrupting engages or repositioning enemies, giving Thresh answers to divers trying to reach his backline. The Box, his ultimate, creates five walls of souls that damage and slow enemies passing through. This ability excels at blocking escape routes in Hextech Mayhem's confined spaces, trapping enemies in disadvantageous positions during chaotic fights. Thresh's strategic value centers on his ability to control space and dictate engagement terms. His hook creates kill pressure, his lantern provides safety, his flay disrupts enemy movement, and his ultimate zones off retreat paths. The combination makes him a versatile support who can initiate picks, protect allies, and control chokepoints. His soul collection mechanic ensures he remains relevant in extended games, scaling naturally through participation rather than gold dependency. Thresh the Chain Warden thrives in Hextech Mayhem's constant fighting, where his crowd control chain potential and rescue utility give his team both offensive and defensive advantages in the mode's narrow, fight-heavy terrain.
Core Tips
Long-form tips / Play pattern
Thresh the Chain Warden excels in Mayhem by combining aggressive engage pressure with strong defensive peel, adapting his role based on fight conditions. Start most fights by walking up rather than fishing for long-range hooks, since opponents often tunnel vision on teammates and point-blank hooks are nearly impossible to dodge. When landing a hook on a priority target, immediately reactivate Death Sentence to dash in, follow with a backward Flay to keep them in place, and drop The Box directly on top of them for massive lockdown. Save Flay until the hook ends if you have augments that add pull distance or bonus crowd control to maximize disable duration. Avoid constantly fishing for long-range hooks since missing leaves you vulnerable; instead, back off and use auto-attack range and Dark Passage threat to zone enemies while waiting for cooldowns. When enemies dive your backline, shift from catcher to bodyguard by saving Flay specifically for interrupting dashes like Zac, Rakan, or Pyke. Watch for wind-up animations and hold Flay until they commit. The Box serves as your panic button for counter-engage; drop it on your own feet or on your carry when multiple enemies rush in, since the 99% slow stops their momentum even if they break a wall. Never save your ultimate for a perfect engage when your team is getting overrun. Thresh offers surprising escape options in Mayhem. Hook distant minions or jungle props behind you, reactivate to pull yourself to safety, and Flay chasers away. Dark Passage can shield yourself while running, and allies can click it to pull you to safety. Position near side brushes or lane edges to create diagonal hook angles that bypass minion shields, since standing mid-lane leaves hooks blocked. Control the center with The Box, which covers nearly the entire lane width and forces enemies to either walk through walls or funnel into gaps. Prioritize enemy carries and squishy supports over tanks like Alistar or Ornn unless your team has massive damage ready. Use Flash-Flay or Flash-Hook to guarantee catches on out-of-position hyper-carries, but peel frontliners off your team first if your own carries are dying. Mark/Dash (Snowball) provides engage that Thresh normally lacks; Snowball in, dash to target, and immediately Flay them backward into your team for a reliable setup. Alternatively, Snowball into the enemy backline and drop The Box to disrupt their formation. Many Thresh augments trigger on crowd control or soul collection, so weave auto-attacks between abilities and collect souls during lulls to ramp durability and damage. Use your lowest-cooldown ability to proc augment effects more often. Control wave position using auto-attacks with passive bonus damage to poke enemies off their wave, then punish enemies stepping up to farm under tower. Maintain a push-pull rhythm by poking and zoning to push the wave, then falling back to bait overextensions you can punish. When diving, use Dark Passage to bring allies under tower with you, time crowd control to reset aggro, and hook minions outside tower range to escape if needed. Drop The Box behind the enemy tower to cut off escape routes. When behind, stop attempting hero plays and shift to defensive peel, standing in front of carries and using Flay to disengage. Collect souls safely for permanent stats, use Dark Passage strictly for saving allies, and wait for enemy overaggression to turn with your full lockdown combo on the diver.
Read full guidePlaystyle Guide
Playstyle / Team structure
Thresh the Chain Warden must play aggressively in Mayhem due to increased hook speed and reduced cooldowns, making passive play behind minions ineffective. In the early game, start near your tower and position off to the side of the wave to create immediate angles with Death Sentence. When you land a hook on a squishy target, walk forward and auto-attack. Collect passive souls when safe, but avoid taking free poke for single souls. Use Dark Passage to help teammates engage or escape, throwing the lantern immediately when an ally lands a stun rather than wasting it on small shields. Save Flay to interrupt key dashes or push enemies into tower range, punishing overextended enemies who dash engage. Snowball serves as your primary engage tool early; mark a target, wait for mobility spell usage, then fly in and Flay backward or slow with your ultimate. Missed Snowballs mean backing off and resetting rather than forcing bad fights. During mid game, group with your team and hunt picks, as one good hook can end fights. Position at the front without standing directly in line of fire, using side bushes and lane edges for angles. Against tightly grouped enemies, look for Flay into multi-man The Box, forcing enemies through walls if they chase your carries. Your trading rhythm becomes Q into E into R: hook, pull yourself to them, Flay backward, and drop your ultimate when their team follows. Use W to pull teammates into fights after engaging. When Q is on cooldown, poke with E auto-attack range, using Flay passive to harass melee enemies. Snowball becomes a full-team fight starter on high-priority targets. When ahead, push the inhibitor tower and hook enemies under their tower. When behind, stall at your inhibitor tower and catch sieging enemies. In late game, one death can end the game, so play methodically and avoid face-checking bushes. Use W to check dangerous areas by throwing it into fog of war. Position near your primary damage dealer, using E to push away assassins or divers and R to slow their engage. Your primary job shifts from landing miracle hooks on enemy backlines to keeping your backline alive. Clear openings warrant going for picks, as a hook on a lone enemy yields free inhibitors or game-ending pushes. Use Snowball to close distance against kiting enemies but save Q for the actual catch. When ahead, siege nexus towers and hook enemies stepping up to clear. When behind, defend nexus towers using The Box to cover lane width and Flay enemies away, looking for counter-engage when enemies dive. Augment synergies shape your approach significantly. Crowd control augments enable aggressive play where hooks and Flay become death sentences. Heavy cooldown reduction lets you spam Q as a permanent threat. Damage augments shift your playstyle toward burst mage patterns. Snowball decision making includes engaging onto squishy targets, escaping to distant minions or allies, or baiting by flying in, dropping R, then W out to teammates. Push or stall logic dictates constant pushing and zoning when ahead, stalling at tower and punishing dives when behind, and seeking picks from unexpected angles rather than forcing front-to-back fights when even.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Thresh the Chain Warden transforms from a defensive peeler into an aggressive playmaker when ahead in Mayhem, turning the lane into what effectively becomes a hostage situation. Getting ahead requires landing an early Death Sentence or flaying an overextended enemy into tower range. Once Thresh has a gold lead and at least one strong augment, his role shifts entirely. He stops waiting for enemy mistakes and instead forces them to happen through constant pressure. The trigger conditions for an ahead state include completing a first major item component while enemies remain on starter items, rolling high-impact augments like Death's Grasp or Unsealed Spellbook, and collecting significant souls early for bonus armor and ability power. When ahead, Thresh should establish vision dominance at the enemy's tower lip and throw hooks constantly to zone enemies off their own wave. Even missed Death Sentences win trades by forcing dodges that prevent wave clearing or poking. The Flash-Flay-Hook combo becomes viable to use aggressively due to reduced summoner spell cooldowns in Mayhem, allowing Thresh to start fights with confidence. Ahead, Thresh's hooks become execution orders where caught enemies typically die due to damage augments and item power spikes converting crowd control into lethal burst. His Lantern sustains pressure by enabling overextended allies to escape tower dives without forcing resets. However, Thresh must avoid throwing his lead by hooking full-health tanks with ultimates ready into his backline, which can wipe his entire team. He should use hooks for knock-up and disengage against tanks or hold entirely, focusing instead on zoning with Flay and The Box. He must never face-check bushes for souls, as the burst potential in Mayhem makes soul collection not worth dying for even when ahead. When behind, Thresh cannot win straight stat-check fights and must win through disruption, disengage, and punishing enemy overconfidence. Behind conditions include gold deficits where enemies have full items while Thresh builds components, augment mismatches where enemies have damage or sustain while Thresh has utility or gold-based augments, and team morale issues where allies get caught repeatedly. The critical adjustment is stopping hook throws, as missed hooks signal enemies to engage while Thresh's main threat is down. He should hold Death Sentence for guaranteed hits on slowed, channeling, or trapped enemies. Behind, Thresh's Lantern becomes his most valuable asset for saving caught allies, though he must avoid throwing it to doomed allies that would give enemies two kills through area-of-effect damage. He should play around his tower, clearing waves with Flay and auto-attacks while waiting for positional errors, and use The Box as powerful disengage under tower. Defensive or utility augments in later rolls help cover weaknesses through tenacity, healing on ability hits, or reduced summoner spell cooldowns. Thresh must recognize lost fights before they start, backing off rather than dying one by one, and never chase kills when behind. Communication of cooldowns becomes essential, as teams play differently knowing whether Thresh has tools available.
Read full guideChampion Background
Lore / Identity / Text block
Thresh the Chain Warden in Mayhem ARAM is a playmaking support who thrives on chaos, where the accelerated pace and constant fighting mean souls spawn faster, cooldowns feel shorter, and a single good hook can start a full-team wipe. He is not a passive shield bot but exists to catch enemies out of position, disengage divers, and enable aggressive allies with lantern saves and flay disruption. His passive, Damnation, allows enemy units to drop souls when they die nearby, and collecting them grants permanent bonus armor and ability power. In Mayhem, the soul drop rate and collection radius feel generous because fights are nonstop, allowing Thresh to scale passively just by being present in the brawl. Early skirmishes often leave soul clusters near the front, and each soul matters more early because base resistances are low. However, overextending for souls leads to taking free damage or getting caught, and in Mayhem where damage is high, one greedy soul pickup can cost half a health bar or a death. Enemies can zone Thresh off soul piles with poke or threat of all-in, and smart opponents will try to deny collection by forcing retreats. Death Sentence, his hook, is the primary threat and start button for engagements. The Mayhem environment, with its constant movement and cluttered visual space, makes landing hooks easier on distracted enemies but harder on alert players who expect it. Using the chaos of allied and enemy abilities to mask the wind-up is effective. A landed hook forces a decision: follow up with the second activation to apply E and R immediately, or hold position and let the team collapse. A missed hook leaves Thresh with no threat for a window, and good enemies will engage during that gap. Missing at close range makes him vulnerable to all-ins, so he should not throw Q when already being dove. Dark Passage, the lantern, is the save button and engage assist. In Mayhem where burst is high, a well-timed lantern can pull a dying ally out of a lethal ability. It also enables aggressive plays when Thresh hooks an enemy, Q2s in, and has a follow-up ally click the lantern to join the fight instantly. The lantern also scouts brushes and collects souls safely. Enemies can bodyblock the lantern path or zone allies so they cannot click it. Flay serves as the peel and micro-displacement tool. The knockback can interrupt dashes, cancel channels, and reposition enemies, which is devastating against mobile champions in Mayhem. The passive component adds bonus magic damage to the first basic attack after a period without attacking. Using E offensively at the wrong time leaves Thresh unable to stop the next engage, and misinputting the direction might save enemies or push them onto a carry. The Box is a zone-control ultimate best used when enemies are forced to move through it, either because Thresh has hooked someone into the team or because they are diving the backline. The slow is massive and the damage adds up in Mayhem. Casting R when no enemies are near wastes the cooldown, while casting too late means enemies have already killed their target and left. Thresh in Mayhem ARAM is about timing and decision-making. Hooks start fights, the lantern saves them, flay stops them, and the box controls them. Missed abilities are punished hard in this mode, so committing to engages only with backup and keeping an eye on lantern cooldown for emergency saves is essential.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Thresh players in ARAM: Mayhem often mistake themselves for a pure playmaking support, but the mode's accelerated pace exposes every mechanical and decision error. Missing a hook surrenders free pressure, and wasting Lantern costs allies their lives on the bridge. The difference between carrying and becoming a liability comes down to specific, avoidable mistakes. Mechanical errors plague Thresh players who charge Dark Passage to max duration reflexively. This telegraphs the windup and allows opponents to sidestep or flash, leaving the team without engage pressure. Tap-casting Q works better against mid-range or crowd-controlled enemies, while full charges should target runners at max range or snipe over walls. Whiffing a charged hook means backing off and playing around Flay and Lantern to peel for the carry. Flay direction mistakes also occur when players click incorrectly and accidentally push enemies toward safety instead of into the team. The correct approach positions the mouse behind the enemy to push them toward Thresh. Lantern usage fails when thrown directly on allies being burst down, resulting in late clicks or executions before the shield absorbs meaningful damage. Leading the Lantern slightly toward safety allows allies to click it while pathing away. Auto-attacking minions constantly ruins wave management in Mayhem's accelerated environment, shoving waves unpredictably and causing teams to overextend into enemy poke. The Box becomes worthless when used as a desperate panic button with no enemies near the walls. It should drop when enemies commit to a dive or when the team engages, catching multiple enemies on the walls for the slow and damage. Decision mistakes include hooking enemy tanks or bruisers at fight start, which pulls high-HP threats into the backline and hands free engage to opponents. Holding Q for squishies and key carries prevents this. Dashing in with Q2 after every successful hook often leads to diving alone into five enemies and dying before the team can follow up. Evaluating team position and personal HP before pressing Q2 prevents turning a successful hook into a suicide trade. Saving Lantern indefinitely for perfect escape plays results in allies dying with the ability still off cooldown. Using it early in skirmishes for shields or repositioning provides more value than hoarding it for miracle saves. Chasing kills deep into the enemy side of the bridge after a won fight invites collapse from fast-respawning enemies. Resetting together or taking health relics after picks preserves advantages. Building pure damage after early kills makes Thresh squishy and irrelevant in extended fights. Prioritizing support items that enhance peel and engage enables the team rather than attempting to function as a mage. Ignoring Snowball threat near the carry allows enemies to dash in and burst targets before Thresh can react. Standing at angles where Flay can interrupt dashes or tracking Snowball cooldowns prevents these disasters. Thresh wins Mayhem through presence, landing hooks without forcing them, peeling without wasting cooldowns, and throwing Lantern on time.
Read full guideFAQ
Thresh
Is Thresh strong in ARAM: Mayhem? He is a top-tier engage support because Mayhem's accelerated gold and experience lets him stack souls faster than on Summoner's Rift. You reach high armor and ability power spikes early, making your hooks and zone control extremely oppressive. The tradeoff is that you rely on teammates to follow up; if your team lacks damage, your crowd control alone will not win fights. What is the best opening build for Thresh? Start with a support item like World Atlas or a pure health component if you plan to engage at level one. You need early survivability to walk up and collect souls without getting poked down by enemy mages. Prioritize boots early since mobility helps you land hooks and dodge the high-damage skillshots common in Mayhem. Which augment should I pick first? Look for augments that boost your crowd control duration, ability haste, or survivability after engaging. An augment that lets you cast abilities more often is usually better than raw damage because your main job is catching enemies and setting up kills. Avoid pure damage augments unless your team has no other source of damage and you are forced into a carry role.
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