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Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
Situational itemstop 12
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.99%- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
51.78%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
49.77%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
48.73%- Total Price
- 2,200
- Price
- 700
+200 Health +25 Armor +25 Magic Resist +10 Ability Haste Devotion Grant nearby allies a 290 - 360 Shield that decays over 2.5 seconds.
51.57%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
51.22%- Total Price
- 2,200
- Price
- 700
+300 Health +25 Armor +25 Magic Resist +10 Ability Haste Frostfire Tempest Casting your Ultimate summons a storm around you for 5 seconds. The storm deals 30 magic damage per second to enemy champions and Slows them by 30%.
52.40%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
52.09%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
50.73%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
52.27%- Total Price
- 2,300
- Price
- 850
+30 Ability Power +15 Ability Haste +100% Base Mana Regen +10% Heal and Shield Power Intervention Restore 150 - +350 Health to allied units and deal 10% max Health true damage to enemy champions after 2.5 seconds.
53.06%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
50.39%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
51.60%- 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.
51.60%- Total Price
- 900
- Price
- 500
+350 Health
51.27%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
51.27%- 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.
51.27%- Total Price
- 950
- Price
- 950
+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).
51.71%- 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.
51.71%Core items
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
Situational itemstop 12
- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
56.26%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
56.04%- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
57.27%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
55.19%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
59.22%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
58.56%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
62.07%- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
59.30%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.94%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
53.21%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
64.00%- Total Price
- 2,200
- Price
- 400
+50 Ability Power +15 Ability Haste +4% Move Speed +125% Base Mana Regen Inspiring Speech Grant nearby allies +30% Move Speed for 4 seconds.
57.66%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
60.13%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
60.13%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
48.80%- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
53.23%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 54.45% | 4.97% | 461 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T1 | 52.03% | 5.31% | 492 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 51.28% | 4.23% | 392 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 51.01% | 5.90% | 547 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 50.43% | 7.46% | 692 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 50.24% | 4.53% | 420 |
Alternate between automatically casting a modified version of Sona's Aria of Perseverance and modified Song of Celerity , with the former being cast first (10 second cooldown). Aria of Perseverance: Heal yourself for 60 (+ 60% AP) and send out a tone to the most wounded allied champion within 1000 units that heals them for the same amount. Additionally, generate an aura that grants you and tagged allied champions a 80 (+ 40% AP) shield for 1. 5 seconds. Song of Celerity: Gain 30% bonus movement speed for 7 seconds. If you take damage during this time, the duration ends prematurely once or if 3 seconds have elapsed. Additionally, generate an aura that grants tagged allied champions 20% bonus movement speed for 3 seconds. View augment details | Gold | T1 | 49.79% | 10.38% | 962 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T1 | 49.58% | 5.11% | 474 |
Grants 20% heal and shield power . View augment details | Silver | T1 | 49.16% | 7.02% | 651 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T1 | 48.98% | 12.75% | 1,182 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T1 | 48.96% | 6.24% | 578 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 48.92% | 9.99% | 926 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T1 | 48.66% | 5.23% | 485 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 48.51% | 4.36% | 404 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T1 | 48.47% | 7.39% | 685 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 48.02% | 13.88% | 1,287 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T1 | 48.01% | 4.34% | 402 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 47.55% | 10.55% | 978 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T1 | 46.96% | 5.33% | 494 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 46.84% | 5.30% | 491 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T1 | 46.65% | 5.32% | 493 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T1 | 46.49% | 6.15% | 570 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T1 | 45.82% | 10.19% | 945 |
Your heals and shields on allied champions are increased in effectiveness by 30%. View augment details | Gold | T1 | 45.81% | 7.35% | 681 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 45.56% | 5.59% | 518 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T1 | 45.08% | 4.71% | 437 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T1 | 44.58% | 4.38% | 406 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T2 | 57.80% | 2.35% | 218 |
Your shields detonate upon expiration, creating an explosion that deals magic damage equal to 100% of the shield's strength to nearby enemies. View augment details | Silver | T2 | 57.69% | 2.24% | 208 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 55.37% | 2.61% | 242 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T2 | 54.24% | 3.18% | 295 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 53.80% | 1.98% | 184 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T2 | 52.92% | 2.96% | 274 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 52.81% | 2.49% | 231 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.82% | 3.27% | 303 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T2 | 51.54% | 2.80% | 260 |
Grants 60 ability haste . View augment details | Gold | T2 | 51.13% | 2.87% | 266 |
Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds. View augment details | Prismatic | T2 | 51.00% | 2.16% | 200 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 50.90% | 2.99% | 277 |
Replace a summoner spell with Empyrean Promise's Vigilance active. Additionally, gain 15% heal and shield power . Active - Vigilance: After a 0. 25 -second delay, dash to the current location of the target allied champion and gain a 100 – 250 (based on level) (+ 100% AP) (+ 10% bonus health) shield for 3 seconds. Upon arrival, grant the ally the same shield (20 second cooldown; 2000 range). View augment details | Prismatic | T2 | 50.77% | 2.10% | 195 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T2 | 50.52% | 2.07% | 192 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 50.29% | 3.73% | 346 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T2 | 50.22% | 2.45% | 227 |
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T2 | 50.00% | 2.52% | 234 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 50.00% | 2.05% | 190 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T2 | 49.75% | 2.17% | 201 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 49.75% | 2.15% | 199 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 49.68% | 3.39% | 314 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 49.55% | 2.39% | 222 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T2 | 49.51% | 3.29% | 305 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T2 | 49.46% | 3.01% | 279 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T2 | 49.15% | 3.82% | 354 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 49.15% | 2.52% | 234 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T2 | 49.03% | 3.32% | 308 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 48.62% | 1.95% | 181 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T2 | 48.32% | 3.21% | 298 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 48.21% | 2.42% | 224 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T2 | 48.02% | 1.91% | 177 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T2 | 47.83% | 3.47% | 322 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T2 | 47.33% | 3.03% | 281 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T2 | 47.12% | 3.18% | 295 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T2 | 47.08% | 2.59% | 240 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T2 | 47.06% | 2.02% | 187 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T2 | 46.99% | 2.87% | 266 |
Granting a buff , heal , or shield to your ally deals 30 – 150 (based on level) true damage to enemies within 450 units of them and slows targets by 30% for 2 seconds (2 second cooldown). View augment details | Silver | T2 | 46.55% | 3.13% | 290 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 46.55% | 1.88% | 174 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 46.24% | 3.01% | 279 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T2 | 45.40% | 1.88% | 174 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 45.16% | 2.01% | 186 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 43.56% | 2.18% | 202 |
Granting a heal or shield to an allied champion blesses them for 8 seconds. Whenever a blessed ally damages an enemy champion, you generate a stack of Devotion , stacking up to 50 times. Upon reaching maximum stacks, you unleash a shockwave that deals 50 – 300 (based on level) (+ 750% heal and shield power) magic damage to nearby enemies. Enemy champions damaged below a percentage of their maximum health equal to 25% of your heal and shield power are executed . View augment details | Prismatic | T2 | 41.35% | 2.24% | 208 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 38.64% | 1.90% | 176 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T3 | 59.80% | 1.10% | 102 |
获得【米凯尔的祝福】。将【米凯尔的祝福】的冷却时间缩减至45秒。使用【米凯尔的祝福】的主动效果时,对附近的友军施放一道光波,清除其限制和定身效果,回复?生命值,并且提供持续3秒的65%韧性。 View augment details | Prismatic | T3 | 54.44% | 1.82% | 169 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 53.85% | 1.40% | 130 |
Gain 2 Stat Anvils . View augment details | Silver | T3 | 53.33% | 1.78% | 165 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T3 | 52.27% | 1.42% | 132 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 51.69% | 1.27% | 118 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T3 | 51.57% | 1.72% | 159 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T3 | 51.52% | 1.42% | 132 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T3 | 51.52% | 1.07% | 99 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 51.30% | 1.24% | 115 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T3 | 51.13% | 1.43% | 133 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T3 | 51.04% | 1.04% | 96 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T3 | 50.53% | 1.02% | 95 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 50.00% | 1.32% | 122 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T3 | 48.77% | 1.75% | 162 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T3 | 48.60% | 1.15% | 107 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T3 | 48.46% | 1.40% | 130 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T3 | 48.32% | 1.61% | 149 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 48.25% | 1.23% | 114 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 47.83% | 1.24% | 115 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T3 | 47.66% | 1.38% | 128 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T3 | 47.52% | 1.09% | 101 |
Bind with the nearest allied champion to you after 2 seconds, forming a tether between you and them (400 radius). While the tether persists, you gain 75% bonus movement speed and 50% heal and shield power . Additionally, gain 37. 5 % bonus movement speed while facing your bound ally within 1500 units. The tether will break when you or your bound ally dies, allowing you to form a new tether. View augment details | Prismatic | T3 | 47.37% | 1.84% | 171 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T3 | 47.37% | 1.23% | 114 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T3 | 46.67% | 1.62% | 150 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T3 | 45.10% | 1.65% | 153 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T3 | 45.05% | 1.20% | 111 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 44.76% | 1.13% | 105 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T3 | 44.72% | 1.74% | 161 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 44.23% | 1.12% | 104 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T3 | 44.04% | 1.18% | 109 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T3 | 41.94% | 1.00% | 93 |
Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units. View augment details | Prismatic | T3 | 40.80% | 1.35% | 125 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T4 | 65.38% | 0.56% | 52 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T4 | 64.41% | 0.64% | 59 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T4 | 61.40% | 0.61% | 57 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T4 | 59.26% | 0.58% | 54 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T4 | 55.56% | 0.78% | 72 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T4 | 54.84% | 0.67% | 62 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T4 | 52.31% | 0.70% | 65 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 50.94% | 0.57% | 53 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 50.00% | 0.97% | 90 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 49.38% | 0.87% | 81 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T4 | 48.81% | 0.91% | 84 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T4 | 47.14% | 0.76% | 70 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T4 | 46.91% | 0.87% | 81 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T4 | 46.43% | 0.91% | 84 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T4 | 46.27% | 0.72% | 67 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 46.15% | 0.98% | 91 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T4 | 45.98% | 0.94% | 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 | Prismatic | T4 | 45.33% | 0.81% | 75 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T4 | 42.59% | 0.58% | 54 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T4 | 41.27% | 0.68% | 63 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T4 | 40.58% | 0.74% | 69 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T4 | 39.39% | 0.71% | 66 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 38.10% | 0.91% | 84 |
Gain 15% omnivamp . View augment details | Silver | T4 | 37.25% | 0.55% | 51 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 32.39% | 0.77% | 71 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T4 | 31.58% | 0.82% | 76 |
Rakan Skill Combos
Extracted from the skill order guide
R > W > E > Q or R > W > Q > E
R > W > E > Q or R > W > Q > E
Rakan Counters
Counters and threats extracted from the matchup guide
Counters
5Rakan counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Rakan is countered by these champions in ARAM: Mayhem.
Read counter detailsRakan Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard Follow-Up Crowd Control: Teammates who can stun or knock up enemies after Rakan’s initial engagement, preventing them from flashing or dashing away. Reliable Burst Damage: Partners who can capitalize on the split-second Rakan buys with his W, turning his engage into a kill rather than just a trade. Disengage or Counter-Engage: Since Rakan often dives deep, he needs allies who can peel for him or reset the fight if his entrance fails. Top Teammate Synergies
Xayah (The Ideal Partner)
Xayah (The Ideal Partner)
Synergy Mechanism: The passive connection allows Rakan to cast his W from an extended range, and her root sets up his knock-up perfectly. In Mayhem, the reduced cooldowns mean Rakan can engage, disengage to her, and re-engage almost immediately.
Yasuo (The Windwall Combo)
Synergy Mechanism: Rakan provides the airborne setup that Yasuo needs to cast Last Breath. This interaction is devastating in Mayhem because Rakan’s knock-up hits a large area, allowing Yasuo to ult multiple targets instantly.
Miss Fortune (The Bullet Lane)
Synergy Mechanism: Rakan’s crowd control holds enemies in place for the full duration of Bullet Time. The charm from his ultimate forces enemies to walk toward him, often keeping them inside the AOE circle.
Ornn (The Chain CC Wall)
Synergy Mechanism: Ornn provides a massive AOE knock-up with his Call of the Forge God, which Rakan can easily chain. Rakan’s mobility helps him reach enemies knocked Airborne by Ornn, keeping them stunned for an absurd duration.
Neeko (The Deceptive Engage)
Synergy Mechanism: Neeko can disguise herself as Rakan, confusing the enemy about who is engaging. When the real Rakan goes in, the enemy may waste cooldowns on the fake. Her ultimate roots and damages, stacking perfectly with his knock-up.
Rakan ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Engage Tempo | Rakan plays patiently, waiting for Grand Entrance to come up and committing only when the team is ready to follow up. | Cooldowns return so fast that Rakan can engage, disengage, and re-engage within the same extended fight repeatedly. | Stop waiting for perfect moments; create chaos constantly and reset quickly after failed attempts. |
| W Ability Usage | You hold W until certain you can hit a high-value target, as missing leaves you useless for several seconds. | Use W freely for small picks or to create space since the cooldown returns fast enough to justify frequent casts. | Use W liberally for space and small picks rather than hoarding it for perfect engages. |
| Snowball Role | Snowball is Rakan's best friend, serving as a second engage option to start fights from unexpected angles. | Snowball becomes less essential for engage and more useful for positioning, escaping after dives, or checking bushes. | Treat Snowball as one of several engage options, not your primary tool. |
| Build Priorities | Rakan builds for survivability and ability power, needing health and resistances for diving with long cooldowns. | Ability power and utility outperform raw survivability since frequent shields and crowd control provide consistent value. | Lean into AP and utility over tank items; frequent abilities compensate for lower durability. |
| Teamfight Spacing | Spacing is about finding the perfect angle; once committed, Rakan stays in until E returns or he flashes out. | Spacing is fluid, allowing Rakan to weave in and out through a series of micro-engages rather than one big commitment. | Weave in and out repeatedly, but track teammates so you don't dive without backup. |
| Ultimate Frequency | The Quickness is a strong engage tool but has a long cooldown, limiting how often Rakan can use it. | With the right augments, Rakan's ultimate is available for almost every major fight, making it nearly impossible to escape. | Read augments and adapt; they can redefine your playstyle and ultimate availability. |
Champion Analysis
Role / Current performance
Rakan The Charmer operates in ARAM: Mayhem as a highly mobile engage support, distinguished by his ability to dive enemy backlines and deliver devastating CC chains. His primary strategic value lies in his exceptional engage capabilities, making him one of the most mobile support champions available for this format. Rakan excels when coordinating with teammates to lock down priority targets and create opportunities for follow-up damage. Rakan's ultimate ability, The Quickness, serves as his core engage tool in ARAM. This ability dashes Rakan to an ally while charming nearby enemies, allowing him to initiate fights from unexpected angles. The recommended approach involves dashing to a frontline ally and charming nearby enemies to set up kills for teammates. This mechanic transforms Rakan into a powerful initiation threat that can rapidly shift the flow of a teamfight. Grand Entrance, Rakan's W ability, provides both a dash and charm effect. Players should use this ability to charm priority targets, stopping their actions and creating openings for the team. This secondary charm mechanic reinforces Rakan's identity as a charm support, giving him multiple tools to disrupt enemy positioning. Shimmering Plumage, his E ability, offers a dash to an ally that enables repositioning or disengaging when fights turn unfavorable. This mobility option provides Rakan with an escape route after diving into enemy lines. Gleaming Quill, Rakan's Q ability, contributes damage and healing to his kit. While not his primary engage tool, this ability supplements his supportive role by sustaining allies during extended fights. The combination of these abilities creates a champion who can repeatedly engage, disrupt, and reposition throughout a teamfight. Rakan's strengths include his powerful R engage, practical W charm, flexible E mobility, and overall high mobility. These attributes make him effective at starting fights and controlling key targets. However, Rakan carries significant weaknesses that players must respect. He is fragile and cannot sustain heavy focus fire from enemies. His damage output is low compared to other champions, meaning he relies heavily on teammates to convert his engages into kills. Rakan requires team coordination to function effectively and possesses no independent fighting ability. Isolated or separated from allies, Rakan struggles to contribute meaningfully to skirmishes. The practical strategic takeaway is that Rakan The Charmer thrives when paired with coordinated teams who can follow up on his engages. Players should prioritize engaging through frontline allies, using charm effects to neutralize priority targets, and maintaining awareness of escape routes through E mobility. Success with Rakan depends on recognizing when to commit to an engage versus when to reposition and wait for a better opportunity.
Core Tips
Long-form tips / Play pattern
Rakan in Mayhem lives or dies by his entry angle, making it critical to never walk straight at enemy frontliners. Instead, use side brushes or wait for the enemy wave to thin out before engaging. Grand Entrance serves as the primary engage tool, but landing it on a single tank often results in dying for free. Priority targets should be enemy carries or supports standing near walls, where knock-ups guarantee follow-up Gleaming Quill hits and provide massive shields to tank retaliation. The ideal engage pattern involves using W onto a priority target, Q immediately upon landing, then E back to the safest ally. This "touch and go" pattern enables favorable health trades. Save Battle Dance for the exit unless committing to a dive, as dashing to an ally before W lands wastes hop range. When The Quickness is ready, the engage order flips: activate R first for movement speed, run enemies down, then use W to knock up anyone attempting to flash or dash away from the charm trail. Rakan excels as a counter-engager because W provides an area knock-up requiring no target. When enemies with hard engage like Nocturne or Malphite ult the backline, step forward and time W to catch them as they land. The ultimate can be better for counter-engage than starting fights in some matchups, creating a zone of denial around carries. Reposition with E between the carry and threats to keep the charm active on anyone closing the gap. Spacing on the Howling Abyss requires constant orbiting around the team at the edge of E range. Standing still for even a second means eating poke that chunks half your health in Mayhem's amplified damage environment. Health relic packs serve as effective bait, as enemies overextend to contest them and the narrow lane forces clumping ideal for multi-man knock-ups. Target priority means ignoring tanks entirely, as Rakan lacks sustained damage to kill them. Use W's deceptively long range to bypass frontlines and land directly on squishy mages or marksmen. In late game, shift focus to protecting fed carries by parking nearby, using W to knock up diving assassins and E to shield the carry. Mark/Dash fixes Rakan's weakness of reliable long-range initiation. Use Snowball to close distance for a W that would otherwise be dodged, throwing Snowball, dashing, then immediately casting W. Only Snowball engage with team mana and cooldowns ready; when behind, save Snowball strictly for escape. When losing, Rakan transforms from playmaker to warden. Stop attempting hero engages and instead play the peel game, standing on the highest damage dealer, using W only when enemies engage, and E strictly to shield poked allies. A single well-timed R-flash when enemies overextend to siege can turn a losing game even.
Read full guidePlaystyle Guide
Playstyle / Team structure
Rakan The Charmer transforms from an aggressive early-game trader into a primary engage threat as Mayhem matches progress, requiring distinct positioning and ability usage at each stage. During levels 1 through 6, Rakan should not play as a passive healer but instead create openings where enemies have no room to dodge. Position near the front of the wave at an angle to threaten Grand Entrance flash engages while avoiding straight-on positioning that invites enemy skillshots. The trading rhythm relies on weaving Battle Dance hops, auto-attacking when safe, then dashing to an ally to break return fire angles. Landing Fatal Passage on a champion should be followed by dashing to a teammate to trigger the heal and shield, nullifying poke responses and maintaining health for future all-ins. Snowball serves as primary kill pressure when enemy key cooldowns whiff. After hitting the Snowball mark, wait a split second before dashing to bait out panic flashes, then choose whether to commit. Early augments that boost shields or healing enable more aggressive play, while damage or size augments open opportunities for multi-person Grand Entrance onto clumped enemies. Push the wave to force enemies under their tower, as Rakan thrives on chaos and tower diving becomes safer with faster respawns and augment advantages. When ahead, group with damage dealers and zone enemies off health relics. When behind, disengage completely, heal off the wave with Q, and shield allies until the wave returns. At levels 7 through 11, Rakan shifts from poke-trader to primary engage tool. Stand offset from the highest damage teammate, forcing enemies to choose between dodging engage or diving the carry. Stop fishing for random Q pokes and instead look for picks when enemies step up to clear waves, committing to 100-to-0 bursts rather than slow attrition. Snowball becomes the setup tool for The Moment, with the classic combo being Snowball dash onto a target followed instantly by R to charm multiple enemies before they react. Without Snowball available, play back to avoid vulnerability. After winning fights, push aggressively rather than stalling, as Mayhem's pacing gives enemies time to grab augments or heal. When ahead, force fights around the enemy inhibitor where Rakan excels at breaking structures. When behind, become a disengage bot by saving W and R for enemy engages, charming divers and keeping damage dealers alive. From levels 12 onward, respawn timers become punishing and one bad engage ends the game. Positioning becomes extremely high-stakes, with Rakan needing to start fights rather than react to them. Hide in brushes or fog of war so enemies cannot dodge the W. There is no trading rhythm anymore, only the commitment moment when enemies clump or their key peel abilities go on cooldown. Snowball serves as the gap-closer for game-winning plays, used to bypass the enemy frontline and engage the backline with Snowball dash into R into W backwards. Missing Snowball means backing off immediately. Late-game augments can enable reckless play to bait enemy ultimates if defensive, or require self-shielding before engaging if offensive. When ahead, look for the five-man charm to end the game. When behind, wait for enemies to overextend while sieging the core and commit to desperation flash-R-W engages to catch carries out of position. Hesitation in late-game Mayhem is worse than a bad engage.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Rakan The Charmer excels as a primary engage tool when ahead, enabling his team to fight under enemy towers. The trigger condition for this dominant state is completing a first major item spike, establishing lane priority, and having the enemy team respect his engage range. When ahead, Rakan shifts from fishing for picks to forcing structures. The optimal engage window occurs when the enemy backline oversteps for poke and their key disengage tools like a Janna tornado or Poppy stun are on cooldown. Rakan should use Grand Entrance (W) to dash onto vulnerable targets while saving Battle Dance (E) for repositioning, keeping one charge to get in and a second charge to get out or onto the frontline. Augments that grant shields, healing, or tenacity enable more aggressive play around enemy poke, allowing Rakan to shrug off damage that would force a normal enchanter to recall. Avoiding throws requires discipline. Chasing kills into unwarded darkness is fatal in Mayhem, as diving for a low-HP target with a short respawn timer trades Rakan's life for nothing and removes his team's engage and peel. Surviving fights matters more than securing kills, as dying after an ace leaves the team vulnerable to a counter-push. Rakan should ignore tanks and bypass the frontline to panic damage dealers, as wasting W on a tank leaves no answer for enemy assassins jumping on the ADC. When behind, Rakan must abandon the playmaker role and become the safety net. The trigger condition is enemy tower pressure, lack of team damage, or deficits in gold and levels. Heroic engages here result in quick deaths and lost inhibitors. Rakan should stop looking for five-man knock-ups and instead play the peel game, holding W for enemy assassins or divers. When a Zed or Diana commits to a carry, using W to knock them up mid-dash followed instantly by E for a shield disrupts their all-in and keeps the damage dealer alive. Gleaming Quill (Q) should be used purely for sustain, tagging an enemy champion then retreating to trigger the heal rather than risking aggressive trades. Augments can salvage losing games with proper adaptation. Healing or shielding augments allow doubling down on the enchanter role to support the actual carry. Crowd control reduction or defensive stat augments enable face-checking brushes or tanking skillshots to create space without full commitment. Unrecoverable mistakes include the desperation W, where launching a max-range W into a grouped, ahead enemy team results in instant collapse before teammates can follow up. Split pushing handicaps the team further by removing their only disengage tool. Burning The Quickness (R) for damage when behind wastes its potential; R should be used to disengage, forcing enemies to overextend or abandon chases and preventing aces.
Read full guideChampion Background
Lore / Identity / Text block
Rakan The Charmer in Mayhem ARAM is defined as a high-tempo engage support who thrives on chaos rather than functioning as a passive healer or shielder. The accelerated gold and experience in this mode means he reaches power spikes early and can look for engages almost continuously. His strategic identity centers on starting fights, peeling for carries, and escaping before enemies can collapse. Playing too safe wastes his kit, while going in without a plan leads to feeding, making the key to success reading engage angles, committing, and using mobility to escape. His passive, Fey Feathers, provides a periodic shield that refreshes quickly due to constant combat in Mayhem. This shield serves as a trading buffer that enables more aggressive positioning than a squishy support could normally attempt. It absorbs initial burst during W engages and represents a significant portion of effective health in early fights. When the shield breaks, enemies gain a window to turn on Rakan, requiring him to have an ally nearby or E ready. The shield scales with level rather than skill points. Gleaming Quill offers poke and sustain between fights. The linear skillshot places a mark on hit, and touching an ally triggers healing for Rakan and nearby allies. It functions as a pre-engage tool to chip away at enemies before committing, and provides mid-fight sustain after disengaging. Missing Q removes pressure and sustain for that trade, and isolated Rakan gains no healing from the mark. Grand Entrance serves as the primary engage tool. Rakan leaps to a target location, damaging and knocking up enemies on arrival. The telegraphed leap has travel time, allowing mobile enemies to escape, and hard crowd control can stop him mid-leap entirely. Early game W is a huge commitment due to its long cooldown, making it critical to use only with clear numbers advantages or against overextended enemies. Maxing W first provides lower cooldowns and increased damage for maintaining pressure. Battle Dance functions as escape, peel, and mobility. Rakan dashes to an ally, granting them a shield, with a recast window to dash to another ally. This ability makes him incredibly slippery in Mayhem, enabling W engages followed by E escapes. Using E forward without a guaranteed win leads to death, as it removes the safety net. The ability requires an ally target, meaning Rakan struggles when separated from his team. The Quickness transforms teamfights through movement speed and charm effects on enemies touched. Each charmed enemy increases charm duration, and the empowered W gains massive range for unexpected engages. The classic combo involves R into Flash into W into E out. Hard crowd control stops Rakan during his ultimate, losing all momentum. Flanking approaches devastate enemies, while frontal runs allow them to disengage. Using R without a clear plan wastes the primary engage tool and leaves the team without their initiator.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Rakan in Mayhem plays faster than most players expect, and the mode's reduced cooldowns and increased healing make him slippery, but one bad engage or panicked retreat can delete his health bar instantly. Mechanical mistakes often stem from impulsive ability usage. Wasting W on a target with Snowball shield leaves Rakan stuck in the enemy team with no disruption and his W on cooldown, resulting in a meaningless death. The correct approach is waiting for the Snowball mark to pop or for the enemy to use their dash before engaging. Double-tapping W causes the knockup zone to fail or overshoot the target, turning Rakan into a melee minion with no crowd control. Players should let the animation play naturally and position the landing zone to cover the enemy's movement path. Using E to dash to an ally about to die wastes the shield and strands Rakan on top of the enemy team with no exit tool. Checking health bars before jumping is essential, and if an ally is under 15% health and taking focus fire, Rakan should not E to them unless his R is ready to peel. Canceling the R charm by attacking too early breaks the charm status and allows enemies to flash or cast abilities sooner. Rakan should run a full circle through the enemy team without inputting other commands until everyone is tagged or safety is reached. Missing Q heal opportunities by backing off after a hit instead of approaching an ally sacrifices significant sustain over long fights. Decision mistakes revolve around target selection and cooldown management. Engaging a full HP frontline tank wastes W and R on a target who survives, leaving no cooldowns to stop enemy carries. Rakan should look for squishy carries or isolated supports, and if only the tank is in range, zone with Q rather than committing. Going in without E cooldown available leaves no escape route, and enemies will collapse after the initial knockup. The basic Rakan loop requires keeping E ready before engaging: W in, create chaos, E out. Using R purely for speed to rotate arrives at fights with the ultimate on cooldown, leaving no major engage tool for the team fight. R should be saved for combat, with normal movement or Snowball used for rotation instead. Engaging 1v5 to start a fight results in instant death even with a perfect knockup, as the team cannot follow up. Rakan must check his team's position and ping intent before going in. Ignoring Snowball as an engage tool forces Rakan to walk into W range while taking poke damage, leading to engages at half health. Snowball should close the gap before W to preserve health and catch enemies off guard. Peeling for the wrong carry wastes resources on feeding teammates while the actual fed carry dies to assassins. Rakan must identify who deals the most damage on his team and protect that player. Rakan survives by picking the right moment and leaving before enemies react, and fixing these mistakes transforms him from a feeder into a playmaker who starts fights and lives to tell about it.
Read full guideFAQ
Rakan
Is Rakan strong in ARAM: Mayhem? He is a top-tier engage support because Mayhem's reduced cooldowns let him chain multiple knockups and shields in a single fight. You get to dive the backline, disrupt their formation, and escape before they can lock you down. The tradeoff is that you offer almost zero damage, so your team needs reliable damage dealers to follow up on your setups. What is the best way to engage with Grand Entrance? Start with Battle Dance to dash to an ally, then immediately cast Grand Entrance to extend your engage range. This combo catches enemies off guard because the first dash gives you the speed to close the gap before the knockup launches. If you miss the knockup, you are stuck in the enemy team with no escape, so save your ultimate or Flash for a backup plan. How do I use The Quickness effectively? Activate it while moving toward a target to build the movement speed bonus, then charm enemies by running through them. You can weave in a Grand Entrance during the ultimate to knockup charmed targets, holding them in place even longer. Do not pop it at max range without a plan, or the speed buff will fade before you reach anyone.
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