ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #103

Corki ARAM Mayhem Build & Best Augments

Corki role and playstyle: baseline role is marksman, with a core identity built around burst damage. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Medium execution: success depends on consistent ability timing, positioning, and target choice. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Corki Corki the Daring Bombardier Mage / Marksman
TierT3
Rank#103
Win Rate48.99%
Pick Rate0.50%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Trinity Force Trinity Force Trinity Force
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.

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

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

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

Win Rate46.90%
Pick Rate7.63%
#2
Trinity Force Trinity Force Trinity Force
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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

Win Rate46.58%
Pick Rate5.92%
#3
Trinity Force Trinity Force Trinity Force
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.

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate47.64%
Pick Rate3.71%

Situational itemstop 12

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

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

47.14%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

48.20%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

47.62%
Trinity Force Trinity Force Trinity Force
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.

47.39%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

46.94%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

47.15%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

46.95%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
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.

45.90%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

45.71%
Essence Reaver Essence Reaver Essence Reaver
Total Price
3,050
Price
500

+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.

47.29%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

49.98%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

45.23%

Starting items

Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

46.36%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

46.36%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

46.13%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

46.13%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

48.34%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

48.34%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

48.34%

Core items

#1
Trinity Force Trinity Force Trinity Force
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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

Win Rate55.00%
Pick Rate17.91%
#2
Trinity Force Trinity Force Trinity Force
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.

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate46.15%
Pick Rate10.47%
#3
Trinity Force Trinity Force Trinity Force
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.

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

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

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

Win Rate52.68%
Pick Rate10.03%

Situational itemstop 12

Trinity Force Trinity Force Trinity Force
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.

50.10%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

51.37%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

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

50.34%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.39%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

46.78%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

50.72%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

52.38%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

50.00%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

51.85%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

47.26%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

50.34%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

44.54%

Starting items

Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

53.21%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

53.21%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

51.02%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

51.02%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

51.02%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

49.72%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.72%

Core items

#1
Trinity Force Trinity Force Trinity Force
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.

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

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

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

Win Rate43.28%
Pick Rate18.43%
#2
Trinity Force Trinity Force Trinity Force
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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

Win Rate46.16%
Pick Rate17.05%
#3
Trinity Force Trinity Force Trinity Force
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.

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate49.26%
Pick Rate10.35%

Situational itemstop 12

Starting items

Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

47.00%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

47.00%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

49.14%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

49.14%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

49.14%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

50.00%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

50.00%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
55.10%
Pick Rate
5.83%
Games
1,049

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

View augment details
GoldT155.10%5.83%1,049
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.56%
Pick Rate
7.02%
Games
1,264

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
PrismaticT153.56%7.02%1,264
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
53.44%
Pick Rate
8.56%
Games
1,540

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
GoldT153.44%8.56%1,540
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
53.20%
Pick Rate
6.78%
Games
1,220

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

View augment details
GoldT153.20%6.78%1,220
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
52.59%
Pick Rate
5.46%
Games
983

Gain 15% omnivamp .

View augment details
SilverT152.59%5.46%983
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.58%
Pick Rate
9.14%
Games
1,645

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
PrismaticT152.58%9.14%1,645
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
51.64%
Pick Rate
8.13%
Games
1,464

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
GoldT151.64%8.13%1,464
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
51.44%
Pick Rate
4.83%
Games
869

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

View augment details
SilverT151.44%4.83%869
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.77%
Pick Rate
17.60%
Games
3,169

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

View augment details
GoldT150.77%17.60%3,169
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
50.11%
Pick Rate
12.19%
Games
2,195

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
SilverT150.11%12.19%2,195
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
49.98%
Pick Rate
11.48%
Games
2,067

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

View augment details
GoldT149.98%11.48%2,067
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
49.94%
Pick Rate
14.58%
Games
2,625

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
GoldT149.94%14.58%2,625
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
49.59%
Pick Rate
6.08%
Games
1,095

Grants 60% bonus attack speed .

View augment details
SilverT149.59%6.08%1,095
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
48.61%
Pick Rate
10.41%
Games
1,874

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

View augment details
GoldT148.61%10.41%1,874
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.25%
Pick Rate
6.83%
Games
1,229

Grants 50% critical strike chance .

View augment details
GoldT148.25%6.83%1,229
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
48.15%
Pick Rate
9.03%
Games
1,626

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT148.15%9.03%1,626
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
48.00%
Pick Rate
4.72%
Games
850

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
GoldT148.00%4.72%850
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.79%
Pick Rate
5.66%
Games
1,019

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
PrismaticT147.79%5.66%1,019
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
47.78%
Pick Rate
9.02%
Games
1,624

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

View augment details
SilverT147.78%9.02%1,624
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.77%
Pick Rate
9.48%
Games
1,706

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
PrismaticT147.77%9.48%1,706
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
47.71%
Pick Rate
8.87%
Games
1,597

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
GoldT147.71%8.87%1,597
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
47.16%
Pick Rate
8.42%
Games
1,516

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

View augment details
GoldT147.16%8.42%1,516
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
47.12%
Pick Rate
4.92%
Games
885

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
GoldT147.12%4.92%885
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
47.03%
Pick Rate
5.43%
Games
978

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
SilverT147.03%5.43%978
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
46.58%
Pick Rate
6.18%
Games
1,112

Grants 18% armor penetration and magic penetration .

View augment details
GoldT146.58%6.18%1,112
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
46.50%
Pick Rate
4.92%
Games
886

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT146.50%4.92%886
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.77%
Pick Rate
5.64%
Games
1,016

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT145.77%5.64%1,016
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
45.22%
Pick Rate
8.13%
Games
1,464

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

View augment details
SilverT145.22%8.13%1,464
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.96%
Pick Rate
4.77%
Games
858

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
PrismaticT141.96%4.77%858
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
62.68%
Pick Rate
3.86%
Games
694

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

View augment details
PrismaticT262.68%3.86%694
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.59%
Pick Rate
1.81%
Games
326

Gain 2 Stat Anvils .

View augment details
SilverT258.59%1.81%326
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
56.95%
Pick Rate
2.84%
Games
511

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

View augment details
GoldT256.95%2.84%511
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.78%
Pick Rate
2.45%
Games
441

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

View augment details
PrismaticT255.78%2.45%441
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.63%
Pick Rate
3.21%
Games
577

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

View augment details
SilverT255.63%3.21%577
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
54.94%
Pick Rate
3.32%
Games
597

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
SilverT254.94%3.32%597
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.77%
Pick Rate
2.87%
Games
517

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT253.77%2.87%517
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
53.53%
Pick Rate
4.09%
Games
736

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
SilverT253.53%4.09%736
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.62%
Pick Rate
2.44%
Games
439

Gain 1750 upon acquiring this augment.

View augment details
GoldT252.62%2.44%439
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
52.20%
Pick Rate
4.16%
Games
749

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT252.20%4.16%749
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
49.92%
Pick Rate
3.65%
Games
657

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

View augment details
SilverT249.92%3.65%657
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
49.46%
Pick Rate
2.59%
Games
467

Increases attack damage by 20% .

View augment details
SilverT249.46%2.59%467
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
49.16%
Pick Rate
1.66%
Games
299

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
GoldT249.16%1.66%299
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.07%
Pick Rate
1.80%
Games
324

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

View augment details
PrismaticT249.07%1.80%324
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.04%
Pick Rate
4.06%
Games
730

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

View augment details
SilverT249.04%4.06%730
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
48.41%
Pick Rate
4.02%
Games
723

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
GoldT248.41%4.02%723
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.81%
Pick Rate
2.53%
Games
456

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

View augment details
PrismaticT247.81%2.53%456
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
47.67%
Pick Rate
2.86%
Games
514

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

View augment details
GoldT247.67%2.86%514
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.50%
Pick Rate
2.70%
Games
486

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT246.50%2.70%486
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
46.48%
Pick Rate
2.52%
Games
454

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
SilverT246.48%2.52%454
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
46.15%
Pick Rate
1.88%
Games
338

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
GoldT246.15%1.88%338
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.22%
Pick Rate
3.26%
Games
586

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
GoldT245.22%3.26%586
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
44.58%
Pick Rate
4.00%
Games
720

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT244.58%4.00%720
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.55%
Pick Rate
1.83%
Games
330

Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT244.55%1.83%330
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.15%
Pick Rate
2.94%
Games
530

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

View augment details
PrismaticT244.15%2.94%530
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
44.05%
Pick Rate
2.99%
Games
538

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
GoldT244.05%2.99%538
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
43.67%
Pick Rate
2.54%
Games
458

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
GoldT243.67%2.54%458
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
43.04%
Pick Rate
2.67%
Games
481

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
GoldT243.04%2.67%481
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.29%
Pick Rate
3.24%
Games
584

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
PrismaticT242.29%3.24%584
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
40.51%
Pick Rate
2.61%
Games
469

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
GoldT240.51%2.61%469
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
40.00%
Pick Rate
1.94%
Games
350

Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.

View augment details
GoldT240.00%1.94%350
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
58.36%
Pick Rate
1.63%
Games
293

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
GoldT358.36%1.63%293
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.96%
Pick Rate
0.73%
Games
131

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
PrismaticT354.96%0.73%131
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.84%
Pick Rate
0.86%
Games
155

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
PrismaticT354.84%0.86%155
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
54.61%
Pick Rate
0.84%
Games
152

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
SilverT354.61%0.84%152
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.07%
Pick Rate
0.96%
Games
172

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
PrismaticT354.07%0.96%172
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.72%
Pick Rate
1.33%
Games
239

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
PrismaticT352.72%1.33%239
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
52.32%
Pick Rate
0.84%
Games
151

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
GoldT352.32%0.84%151
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.32%
Pick Rate
0.84%
Games
152

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
PrismaticT351.32%0.84%152
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.86%
Pick Rate
0.64%
Games
116

Grants 3 random Dragon Souls .

View augment details
PrismaticT350.86%0.64%116
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
49.79%
Pick Rate
1.29%
Games
233

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
GoldT349.79%1.29%233
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
49.57%
Pick Rate
1.30%
Games
234

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
SilverT349.57%1.30%234
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
49.54%
Pick Rate
1.21%
Games
218

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
SilverT349.54%1.21%218
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.52%
Pick Rate
1.16%
Games
208

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

View augment details
PrismaticT349.52%1.16%208
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.32%
Pick Rate
1.23%
Games
221

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
PrismaticT349.32%1.23%221
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.41%
Pick Rate
0.70%
Games
126

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

View augment details
GoldT348.41%0.70%126
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
48.23%
Pick Rate
1.57%
Games
282

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

View augment details
SilverT348.23%1.57%282
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
47.99%
Pick Rate
1.52%
Games
273

Grants 60 ability haste .

View augment details
GoldT347.99%1.52%273
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
47.86%
Pick Rate
0.65%
Games
117

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
SilverT347.86%0.65%117
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
47.79%
Pick Rate
0.63%
Games
113

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT347.79%0.63%113
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
47.46%
Pick Rate
0.66%
Games
118

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
GoldT347.46%0.66%118
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.42%
Pick Rate
1.08%
Games
194

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
PrismaticT347.42%1.08%194
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
47.02%
Pick Rate
1.58%
Games
285

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
GoldT347.02%1.58%285
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
46.92%
Pick Rate
0.72%
Games
130

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
SilverT346.92%0.72%130
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.83%
Pick Rate
0.70%
Games
126

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

View augment details
GoldT346.83%0.70%126
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
46.63%
Pick Rate
1.07%
Games
193

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
GoldT346.63%1.07%193
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.51%
Pick Rate
1.43%
Games
258

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
PrismaticT346.51%1.43%258
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
46.44%
Pick Rate
1.33%
Games
239

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
GoldT346.44%1.33%239
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
46.43%
Pick Rate
1.24%
Games
224

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

View augment details
SilverT346.43%1.24%224
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.30%
Pick Rate
0.90%
Games
162

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

View augment details
PrismaticT346.30%0.90%162
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
46.21%
Pick Rate
0.81%
Games
145

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
GoldT346.21%0.81%145
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
45.91%
Pick Rate
0.88%
Games
159

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
GoldT345.91%0.88%159
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
45.52%
Pick Rate
0.81%
Games
145

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

View augment details
SilverT345.52%0.81%145
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
44.92%
Pick Rate
0.66%
Games
118

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

View augment details
SilverT344.92%0.66%118
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
44.81%
Pick Rate
1.50%
Games
270

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
SilverT344.81%1.50%270
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.39%
Pick Rate
1.04%
Games
187

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

View augment details
PrismaticT344.39%1.04%187
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.97%
Pick Rate
0.78%
Games
141

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
PrismaticT343.97%0.78%141
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
42.37%
Pick Rate
0.98%
Games
177

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
GoldT342.37%0.98%177
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.29%
Pick Rate
0.97%
Games
175

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
PrismaticT342.29%0.97%175
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
42.25%
Pick Rate
1.04%
Games
187

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

View augment details
GoldT342.25%1.04%187
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
42.14%
Pick Rate
0.88%
Games
159

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

View augment details
GoldT342.14%0.88%159
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
41.78%
Pick Rate
1.18%
Games
213

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
GoldT341.78%1.18%213
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
41.67%
Pick Rate
1.60%
Games
288

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

View augment details
GoldT341.67%1.60%288
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.22%
Pick Rate
0.85%
Games
153

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
PrismaticT339.22%0.85%153
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
36.21%
Pick Rate
0.64%
Games
116

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

View augment details
SilverT336.21%0.64%116
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
36.13%
Pick Rate
0.86%
Games
155

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
GoldT336.13%0.86%155
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
54.55%
Pick Rate
0.49%
Games
88

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
GoldT454.55%0.49%88
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.95%
Pick Rate
0.42%
Games
76

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
GoldT453.95%0.42%76
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.87%
Pick Rate
0.48%
Games
87

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
PrismaticT452.87%0.48%87
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
52.86%
Pick Rate
0.39%
Games
70

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

View augment details
SilverT452.86%0.39%70
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
52.73%
Pick Rate
0.31%
Games
55

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
SilverT452.73%0.31%55
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.11%
Pick Rate
0.39%
Games
71

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
PrismaticT452.11%0.39%71
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.11%
Pick Rate
0.39%
Games
71

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
PrismaticT452.11%0.39%71
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.11%
Pick Rate
0.50%
Games
90

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
PrismaticT451.11%0.50%90
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.91%
Pick Rate
0.31%
Games
55

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
PrismaticT450.91%0.31%55
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.30%
Games
54

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

View augment details
PrismaticT450.00%0.30%54
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
49.15%
Pick Rate
0.33%
Games
59

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT449.15%0.33%59
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.84%
Pick Rate
0.48%
Games
86

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
GoldT448.84%0.48%86
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
48.15%
Pick Rate
0.30%
Games
54

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

View augment details
SilverT448.15%0.30%54
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.67%
Pick Rate
0.48%
Games
86

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
PrismaticT447.67%0.48%86
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.08%
Pick Rate
0.57%
Games
102

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
PrismaticT446.08%0.57%102
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
45.05%
Pick Rate
0.62%
Games
111

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

View augment details
GoldT445.05%0.62%111
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.71%
Pick Rate
0.47%
Games
85

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
PrismaticT444.71%0.47%85
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.26%
Pick Rate
0.34%
Games
61

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
PrismaticT444.26%0.34%61
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.04%
Pick Rate
0.61%
Games
109

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
PrismaticT444.04%0.61%109
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
43.94%
Pick Rate
0.37%
Games
66

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
SilverT443.94%0.37%66
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
42.31%
Pick Rate
0.29%
Games
52

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

View augment details
GoldT442.31%0.29%52
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
41.89%
Pick Rate
0.41%
Games
74

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
GoldT441.89%0.41%74
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
41.84%
Pick Rate
0.54%
Games
98

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
GoldT441.84%0.54%98
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.18%
Pick Rate
0.28%
Games
51

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
PrismaticT441.18%0.28%51
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
40.79%
Pick Rate
0.42%
Games
76

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

View augment details
GoldT440.79%0.42%76
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
38.33%
Pick Rate
0.33%
Games
60

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
GoldT438.33%0.33%60
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
37.23%
Pick Rate
0.52%
Games
94

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT437.23%0.52%94
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
34.48%
Pick Rate
0.32%
Games
58

Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.

View augment details
SilverT434.48%0.32%58
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
34.25%
Pick Rate
0.41%
Games
73

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

View augment details
GoldT434.25%0.41%73

Corki Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Default order: R > Q > E > W.

RQEW

Take a point in Q early for reliable ranged trading, take W early enough to protect yourself from dives or bad angles, then build around Q max first.

Corki Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Corki counters these champions in ARAM: Mayhem.

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

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

Aphelios Aphelios Aphelios T2
Tier
T2
Rank
#39
Win Rate
52.50%
Pick Rate
0.53%

Aphelios is a backline marksman who wins through weapon management, spacing, and clean target selection. He does not play like a simple right-click carry: his strength changes with the two guns he is holding, so good Aphelios players look for fights when their current weapon pair gives them strong poke, burst, sustain, or area damage. In ARAM: Mayhem, he becomes a high-ceiling carry in constant teamfights. The shorter lane and faster skirmishes give him plenty of targets, but they also punish bad positioning hard. Play around your gun cycle, take fights when your weapons match the moment, and use augments to push his damage, safety, or teamfight cleanup. If the enemy has heavy dive, stay patient; Aphelios can carry Mayhem fights, but only if he survives the first engage. View champion guide

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. View champion guide

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

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

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

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

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Countered By

5

Corki is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

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

Vi Vi Vi T3
Tier
T3
Rank
#98
Win Rate
49.02%
Pick Rate
0.36%

Vi is a straightforward bruiser-diver who starts fights by punching a path into the enemy backline. Her identity is simple: charge in, lock onto a priority target, and force the enemy team to answer you. She is best for players who want clear engage tools, strong follow-up, and a champion that rewards decisive timing more than fancy spacing. Her signature pattern is to look for a clean angle, commit onto a carry or exposed squishy, and let her team collapse while the target is pinned down. In ARAM: Mayhem, fights break open faster and augments can make engages much more explosive, so Vi has to pick her moments carefully. Go too early and you get burned down in the middle of the enemy team; wait for a target to step forward, a key defensive tool to be used, or your own team to be close enough, and Vi turns one good punch into a full fight win. View champion guide

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Corki Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Maokai Maokai Maokai T2
Tier
T2
Rank
#50
Win Rate
51.87%
Pick Rate
0.71%

Maokai is a durable engage tank and zone-control pick who wins fights by making the enemy walk through bad terrain. He is easy to understand: throw saplings into bushes or choke points, punish anyone who steps too close, then start fights with reliable crowd control when your team is ready to follow. In ARAM: Mayhem, Maokai’s value comes from how messy and fast fights become. The single lane gives him natural choke points, and augments can push him toward harder frontline play, more annoying poke control, or stronger teamfight disruption. He is best when he plays patiently before the fight, controls space first, then commits once an enemy is trapped or separated. If he dives too early without follow-up, he can get burned down; if he waits for the right angle, he turns chaotic brawls into very simple catches. View champion guide

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

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

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

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

Hard-engage tanks: Amumu, Leona, Nautilus, Maokai

These champions give Corki the thing he values most: a target that cannot instantly sidestep or dive him. When a tank locks someone down, Corki can unload damage without wasting shots into empty space or being forced to dash forward too early.

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

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

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

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

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

Control mages and zone setters: Orianna, Anivia, Veigar, Taliyah

Zone control makes Corki’s damage easier to land. Walls, cages, ball pressure, and area denial force enemies to move along predictable paths. Corki does not need perfect initiation when the enemy has only one safe direction to walk.

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

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

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

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

Jayce Jayce Jayce T5
Tier
T5
Rank
#143
Win Rate
46.60%
Pick Rate
0.79%

Jayce the Defender of Tomorrow Jayce is a ranged AD caster who dominates lanes through poke, disengage, and burst. He swaps between a ranged Mercury Cannon for harassment and a melee Mercury Hammer for all-ins. In ARAM: Mayhem, his already strong poke becomes oppressive, and his disengage tools shine against constant engage attempts. He plays as a mid-range bully. You sit on the edge of fights, chunking targets with Shock Blast through Acceleration Gates, then swapping to hammer form to execute or peel. The play pattern is simple: poke until they're low, then dive. If they dive you, knock them back and reposition. Mayhem's faster pacing and increased resource generation let him spam abilities more freely. Gate cooldowns come up faster, letting him maintain speed buffs and damage amplification nearly permanently. His burst window is shorter, and his disengage is more reliable when fights start instantly and often. He fits best in poke or siege comps. He struggles against hard engage if he misses his knockback or gets burst down before swapping forms. Positioning matters more than mechanics—stay at max range, use Gate to zone or speed up allies, and only go melee when you have a clean kill or need to peel. View champion guide

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

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

Poke partners: Jayce, Varus, Ziggs, Xerath

Corki pairs well with other long-range damage because Mayhem fights often swing before a full engage even starts. Double poke makes the enemy spend sustain, shields, and defensive movement just to reach the wave. Once they are low, Corki’s follow-up becomes much safer.

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

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

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

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

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

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

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

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

Enchanters and peel supports: Lulu, Karma, Janna, Milio

Corki deals more when he is allowed to stay in range for several seconds instead of firing once and running. Shields, speed, disengage, and anti-dive tools let him hold forward space without instantly dying to assassins or bruisers.

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

Viego Viego Viego T3
Tier
T3
Rank
#100
Win Rate
50.00%
Pick Rate
0.40%

Viego is a reset-driven melee skirmisher who looks for one cracked target and turns that takedown into a full fight takeover. He is not a simple frontliner; he wants to enter after someone is already low, claim a possession, use the stolen body for tempo, then return to his own kit to keep chasing.In ARAM: Mayhem, Viego gets more chances to snowball because fights happen constantly and damaged enemies are often within reach. The tradeoff is that he is punished hard if he dives first into crowd control or grabs a bad possession with no exit. Play him like a cleanup carry: wait for cooldowns, follow engage, secure the first reset, then decide quickly whether the stolen champion helps you continue or whether you should reposition before the next burst hits. View champion guide

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

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

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

Clean-up divers and reset threats: Viego, Katarina, Master Yi, Pyke

Corki is good at softening teams before the real kill attempt. Reset champions love that. They do not need to start from full-health targets; they need one enemy low enough to finish, then the fight can collapse quickly.

Corki ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityCorki sits behind the wave and slowly wins health bars with repeated rockets, getting plenty of time to stack poke before real fights start.Corki must move with the fight, softening targets then sliding to side angles, because standing in one lane pocket firing forward is easier to punish.Shift from static poke anchor to rotating damage threat who repositions constantly.
Valkyrie UsageCorki can sometimes use his dash aggressively to finish a low target when the fight is clearly going his way.Valkyrie becomes more defensive; dashing forward gets you killed unless enemy engage and follow-up damage are completely spent.Save dash for survival and repositioning, not for chasing kills.
Fight TempoCorki can chip, retreat, wait for cooldowns, and repeat while health advantages build slowly over extended poke phases.A small poke lead can turn into an instant fight; be ready to follow with rockets from a safe line instead of walking up for auto attacks.Prepare for sudden all-ins after any poke advantage; never overextend.
Snowball AwarenessSnowball is often optional for Corki and mostly exists as a dodge, chase, or emergency reposition tool depending on player style.Enemy Snowballs matter more than your own; if marked, move toward allies who can peel instead of into open space where second activation isolates you.Track enemy Snowball marks and reposition toward peel, not away.
Spacing PatternsCorki often plays directly behind the frontline, firing from consistent positions that enemies rarely punish effectively.Playing directly behind frontline is too obvious; shift position after two or three casts from one angle before enemies commit onto that line.Vary angles constantly and avoid predictable backline paths.

Champion Analysis

Role / Current performance

Overview

Corki the Daring Bombardier serves as a ranged ADC and mixed-damage dealer in ARAM: Mayhem, distinguished by his ability to output sustained hybrid damage through magic-enhanced auto-attacks and his missile barrage. His primary strategic value lies in his passive, Hextech Munitions, which adds magic damage to basic attacks, creating mixed damage patterns that opponents struggle to itemize against effectively. This forces enemy teams into difficult defensive decisions, as neither pure armor nor pure magic resistance can fully mitigate his output. Corki's damage pattern revolves around several key abilities working in concert. His Q, Phosphorus Bomb, delivers AoE magic damage for wave clear and teamfight contribution. His E, Gatling Gun, provides sustained physical damage that complements his magic damage sources. His ultimate, Missile Barrage, serves as his core damage tool in ARAM, firing missiles with every third missile being a Big One that deals massive AoE damage. Effective missile management defines skilled Corki play, as players must maintain awareness of their missile stockpile to sustain fire throughout extended teamfights while timing Big One missiles for maximum impact on clustered enemies. Positioning and mobility play crucial roles in Corki's success. His W, Special Delivery, provides repositioning capability that allows him to dodge enemy abilities or adjust his positioning for better damage angles. However, this mobility comes with a significant cooldown, making the timing of W usage a critical decision point. Poor W usage can leave Corki vulnerable to engagement with no escape option, as he remains a fragile champion who requires mechanical skill to pilot effectively. Corki's strengths include his mixed damage profile, long range on his ultimate, flexible mobility on his W, and strong sustained damage output over the course of teamfights. These attributes make him valuable in the single-lane ARAM environment where sustained fighting and poke damage both contribute to victory. His weaknesses balance these strengths: he is fragile and susceptible to burst damage, requires careful missile management to maintain damage output, has a long cooldown on his primary mobility tool, and demands mechanical proficiency to reach his potential. The combination of sustained mixed damage and repositioning tools positions Corki as a valuable ADC pick in ARAM: Mayhem who rewards players who can manage resources effectively while maintaining proper positioning against enemy threats.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Corki wins Mayhem fights by making the enemy walk through damage before they can touch him. He should not be played like a pure front-to-back marksman who only auto-attacks the nearest target. The best fights start with poke, then a short commit when someone is already low, slowed, displaced, or forced into a bad angle. Dashing forward first gives the enemy the exact punish window they want. Start fights from the side of the minion wave, not directly behind it, to maintain clean lines for poke and follow-up autos. Standing in the middle of the team allows tanks and minions to block pressure and gives assassins a straight Snowball angle. Engage when the enemy has already used a key engage, dash, or shield, as Corki excels at punishing spent cooldowns while firing and moving forward. Going in before those tools are down often trades escape for damage the enemy can absorb. Use poke to make the engage obvious by hitting the same target repeatedly until they back up, then walking with the frontline. Hold the dash when the enemy has Snowball mark, hard engage, or flank pressure available. Once the movement tool is gone, Corki becomes an easy target in the narrow lane. Make divers spend their first spell, then dash across the lane or back through the team. When a diver lands, kite sideways toward the support or tank so the diver must choose between following into peel or turning onto a worse target. Straight retreat often lines up for a second crowd control spell. Drop damage where the enemy must chase, not where they already stood, making every step cost health until they disengage or die. Use the movement tool to cross threat lines, not to gain tiny distance. Move diagonally behind terrain edges, minions, or teammates when facing hooks, stuns, or dash angles. Do not dash into fog or brush unless the missing champions are known. After escaping, keep firing only if outside the next engage range, as many Corki deaths happen after the first escape succeeds. Stand one step off the main line of fire so enemies must choose between hitting Corki or the frontline, not both. Use the wave as cover only against skillshots, not as a permanent home, since standing behind minions makes poke worse and invites area damage. Respect wall-side traps and keep enough space to dodge without being forced into the edge of the bridge. Poke champions who cannot heal or shield it back for free. In full fights, hit the safest high-value target. Swap targets when defensive tools appear, as hitting a second target for real damage is better than waiting on an invulnerable one. Use Snowball as a follow-up tool, not the main engage plan, and only recast if arrival allows escape. When behind, clear waves before trading poke, make engages expensive, and take guaranteed damage over risky backline access. Look for comeback fights after the enemy uses engage on someone else.

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Playstyle Guide

Playstyle / Team structure

Play guide

Corki the Daring Bombardier approaches Mayhem fights with a game plan that evolves through three distinct phases, each requiring different positioning, trading patterns, and decision-making around Snowball and augment usage. During early game, Corki should start behind the frontline and slightly off-center, seeking angles where rockets and Phosphorus Bomb can clip the enemy backline without exposing himself to divers. Trading follows a short-burst rhythm: auto-attack when enemies step up for minions, drop bombs on grouped targets, then back out before they can answer with crowd control. Corki wins by repeating small trades rather than extended fights. Snowball serves primarily as a defensive or cleanup tool in this stage, not a primary engage. Augment choices should match the lobby's pacing, favoring damage, haste, or range for poke-heavy games, while prioritizing survivability and mobility against repeated engage. Push when your team has superior poke and can safely pressure under tower; stall when the frontline is weak or the enemy has stronger level-six engage. If ahead, convert advantages into lane control rather than diving. If behind, stop contesting every minion and recover through ranged waveclear without using Valkyrie forward. Mid game represents Corki's most comfortable phase when he respects engage range. Position one step behind the strongest frontliner, shifting side to side after every rocket. Fire rockets on cooldown windows at enemies last-hitting, grouped around relics, or stuck behind minions, but avoid tunneling on auto range when enemies retain engage tools. Snowball becomes a stronger punish tool but remains secondary to poke damage. Use it to tag low targets after poke forces them back or follow fights the tank has already started. Augment decisions should sharpen your role: burst for finishing power, mobility for kiting, or defensive options when targeted. Push hard with health advantages and landing poke; stall when waiting for key ultimates or better augment timing. When ahead, play controlled sieges and deny safe walk-ups. When behind, focus on waveclear, defensive poke, and punishing overextensions rather than aggressive Valkyrie usage. Late game demands patience. Position to hit the closest threat first while still threatening backline rockets. Never start fights from the front unless enemy engage tools are gone. Poke now decides fights before they begin, but avoid wasting shots fishing through no vision or into full-health tanks. The rhythm becomes poke, reposition, watch enemy engage, then poke again. Snowball carries high risk late and should only be used for guaranteed kills, emergency repositioning, or following won fights. Late augments should solve the match's final problem, whether anti-sustain, defensive tools, or burst for finishing kills. Push when enemies are dead or chunked; stall against superior all-in comps. When ahead, force enemies to fight at low health and punish panic engages. When behind, win through punishing overextensions, focusing whoever enters your team's range first rather than chasing backline targets through peel. After every late fight, immediately decide whether to hit structure, clear wave, or reset spacing.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Corki the Daring Bombardier excels when playing with a lead by transforming the lane into a controlled bombing range, using rockets to force enemies into difficult decisions between dodging poke or surrendering space. When ahead, Corki should convert poke into territory rather than chasing kills, holding the center line and forcing enemies to walk through damage before they can engage. The critical rule is to let enemies come through the damage first rather than dashing in, which removes that advantage and hands the enemy the fight they wanted. Valkyrie should be treated as insurance rather than a flex tool, saved for counter-engage unless the fight is already decided. Dashing diagonally away from follow-up makes skillshots and chained crowd control harder to land while keeping Corki's damage output focused on the fight. Augments when ahead should prioritize range, spell uptime, mana comfort, or safe damage patterns that prevent impatience from costing a shutdown, with defensive options valuable against multiple divers to ensure survival through the first engage. When behind, Corki's role shifts from bullying space to buying time, clearing waves and tagging enemies with safe rockets while making them work for every step forward. The priority becomes defending the wave before fishing for champion damage, as ignoring minions to chase poke invites structure pressure and dangerous dives. Corki must respect the first enemy engage and only punish the second, standing behind the frontline with a clear dash path and avoiding the temptation to walk up after landing poke. Using Valkyrie forward to save caught allies is a mistake unless the enemy has spent most follow-up tools and the team can collapse. Augments when behind should directly address the specific reason for losing, whether that means survivability against crowd control, poke access against outranging opponents, or sustain to avoid being forced out before fights properly begin. Corki should never try to solve a lack of engage by becoming the engager when behind, instead playing around ally crowd control and enemy mistakes. The fundamental rule across both states is to keep escape available, force enemies to cross through damage, and commit only when their answer is already spent.

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Champion Background

Lore / Identity / Text block

Background copy

Corki the Daring Bombardier brings a distinctive blend of long-range poke and sustained damage to ARAM: Mayhem, where his identity centers on weaving spells and basic attacks rather than functioning as a pure missile bot. His passive, Hextech Munitions, ensures his auto attacks remain relevant even when building and playing like a spell caster. Corki is strongest when alternating spells and autos instead of dumping everything from maximum range, making him effective at finishing targets that survive his poke. However, enemies punish him by forcing choices between auto range and safety, with hard engage, long-range crowd control, and terrain control all making his passive harder to use. Phosphorus Bomb serves as his main targeted area poke spell, damaging enemies in the impact zone while providing vision around the hit area. This vision utility proves valuable when opponents play around brush, minion cover, or fog-like angles. In Mayhem, where players often stack tightly around minion waves and health pickups, patient Q placement can hit multiple targets or force them to split. The spell has travel time and area impact, requiring leads on moving targets and smart placement on choke points. Missing Q removes Corki's cleanest mid-range damage window, allowing enemies to pressure his wave or force reliance on riskier options. Valkyrie functions as both escape and repositioning tool, but using it aggressively represents a real commitment. In Mayhem's environment of sudden engage angles and damage spikes, Corki without W becomes an easy target. The spell should be treated as life insurance first, used forward only when enemy crowd control is down or teammates can cover the landing spot. Wasting W is identified as the biggest mistake on Corki, costing escape capability, angle control, and dodge potential. Good opponents immediately walk forward when they see it used for no gain. Gatling Gun fires a sustained cone dealing repeated damage over its duration, serving as Corki's brawling tool for when enemies commit into his range. It pairs well with passive autos since both reward staying in controlled range. Movement matters significantly, as the cone follows Corki's facing direction. Activating E too early allows enemies to back away and re-engage when it ends, leaving Corki without his best close-range damage. Missile Barrage defines Corki's range, poke rhythm, and fight control in Mayhem. It uses stored charges with periodic stronger missiles, making good play about spacing shots rather than emptying them at the first target. Constant fighting in Mayhem gives Corki many chances to chip enemies, finish low-health targets, and force bad engages. Corki with no missiles is much easier to walk into, and burning missiles with no purpose removes his lane pressure entirely. The strategic core across all abilities emphasizes patience, positioning, and recognizing when to commit versus when to poke from safety.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Corki punishes sloppy spacing harder than most marksmen because his damage relies on kiting, poking, and finishing fights from the edge. The critical mistakes to avoid fall into mechanical errors and decision errors, both stemming from greed, poor ability timing, and firing rockets without a plan. Wasting safety tools early allows enemies to simply walk forward and collect a shutdown without needing perfect engage. The most dangerous mechanical mistake is using Valkyrie forward for short trades or chases. This removes Corki's main escape, making him vulnerable to Snowball follow-up, divers, and crowd control. Valkyrie should be held until enemy engage tools are committed, then used sideways or backward to maintain damage while breaking angles. Going forward is only acceptable for clear kills or fight-winning flanks. Similarly, spamming rockets into minion waves with no champion angle wastes poke pressure when enemies step up. Rockets should target movement paths when enemies are forced near minions, walking through chokes, or last-hitting. Standing still while weaving autos and abilities makes Corki predictable, allowing skillshots and hard engage to land easily. Small side steps after each auto or spell keep damage running while changing the enemy's aim line. Dropping Phosphorus Bomb only for damage ignores its scouting value against assassins, brush campers, and fog-of-war engage champions. Information often saves fights. Gatling Gun mistimed or aimed while drifting away loses close-range punish potential. It should activate when enemies commit into Corki's space or when frontline allies lock targets down. Firing poke windows into tanks while enemy carries remain untouched wastes pressure. Corki's poke is strongest when it changes how the enemy backline positions. Using Snowball as blind engage because enemies are low delivers Corki into melee range without safety, often causing death before sustained damage matters. Snowball works as follow-up or repositioning, not a default opener. Decision mistakes include playing Corki like a pure front-to-back auto attacker, which surrenders his poke identity and enters ranges where Mayhem threats punish faster than he can out-DPS. Fights should start by softening targets with rockets and safe casts, switching to autos after enemy engage is down. Forcing fights without wave control blocks skillshots and limits movement. Corki should thin waves with ranged tools before committing. Saving every tool for perfect moments while frontline allies fight loses health trades and leaves no room to operate. Corki needs steady damage before enemies stabilize, not highlight plays every fight. Ignoring enemy engage cooldowns because of high health leads to death from layered crowd control. Key spells must be tracked, with Corki standing behind minions or teammates when threats are available. Building or selecting augments with no clear job leaves Corki half-poke and half-duel, strong at neither. Choices should match how fights play out: safer poke against outranging enemies, kite tools against divers, sustained fighting options into tanks. Chasing kills past enemy retreat lines after winning exchanges separates Corki from peel and turns won fights into trades or wipes. Treating every low-health enemy as a personal responsibility causes tunnel vision past real threats. Low targets should only be finished when inside safe range. Respawning and instantly walking into the same angle that caused death invites repeated catches. Corki should re-enter behind his team, check dangerous areas with safe spells, and wait for allies before contesting space. The clean Corki game requires poking before fights, keeping Valkyrie for punish windows, and stepping forward only after enemies spend their lockdown tools. When mistakes happen, backing up, resetting angles, and making the next rocket count prevents compounding errors.

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FAQ

Corki

FAQ

Is Corki a poke champion or a carry in ARAM: Mayhem? Corki can do both, but he is strongest when he pokes first and carries the cleanup after enemies are softened. If your team has engage, hold damage for the target they lock down; if your team lacks engage, use long-range rockets and safe autos to force low-health recalls or bad fights. The tradeoff is that stepping up too early makes you an easy punish target before your damage has space to work. When should I play Corki aggressively? Play aggressively when enemy key crowd control is down, your frontline is in range, or you have a clear health advantage from poke. Move forward, fire your burst, then kite back before the enemy can answer. If you stay in auto range after your window ends, tanks and divers can turn the fight on you. How should I use Corki’s poke without wasting pressure? Use poke when enemies are walking through narrow areas, last-hitting minions, or grouped behind their frontline. Aim to hit champions while also controlling the wave, because forcing enemies back gives your team room to take space. The tradeoff is mana and tempo: random shots into shields or minions can leave you empty when the real fight starts.

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