Normal order: R > E > W > Q.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
Situational itemstop 12
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
53.57%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
54.99%- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
54.13%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
53.12%- 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.
52.86%- 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.
53.93%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
54.71%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
53.07%- 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.
52.37%- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
51.86%- 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.
54.65%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
52.47%Starting items
- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
54.50%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
53.72%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
53.72%- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
49.99%Core items
- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
50.40%- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
51.91%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
51.21%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
49.87%- 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.
51.62%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
48.55%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
51.83%- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
46.75%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
50.31%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.60%- 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.
52.62%Starting items
- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
53.88%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
48.16%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
48.84%Core items
- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
54.20%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
53.64%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
55.32%- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
56.04%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
55.54%- 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.
53.11%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
53.90%- Total Price
- 2,650
- Price
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
52.95%- 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.
57.41%- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
56.64%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
56.07%- 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.
45.76%Starting items
- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
51.26%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
49.22%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
49.22%- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
53.72%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T1 | 58.84% | 7.02% | 1,572 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 57.63% | 13.10% | 2,934 |
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 | Gold | T1 | 57.61% | 27.27% | 6,108 |
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 | T1 | 56.60% | 7.47% | 1,673 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T1 | 56.02% | 12.76% | 2,858 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T1 | 55.96% | 10.41% | 2,332 |
Gain 15% omnivamp . View augment details | Silver | T1 | 55.76% | 9.76% | 2,186 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 55.56% | 17.46% | 3,911 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 54.64% | 18.89% | 4,231 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T1 | 53.42% | 12.65% | 2,834 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T1 | 53.29% | 9.69% | 2,171 |
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 | Gold | T1 | 53.15% | 20.08% | 4,499 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 53.03% | 16.73% | 3,747 |
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 | T1 | 52.74% | 9.77% | 2,188 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 52.60% | 5.93% | 1,329 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 52.48% | 18.16% | 4,068 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T1 | 52.45% | 12.77% | 2,860 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 52.17% | 8.33% | 1,865 |
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 | T1 | 52.01% | 10.12% | 2,267 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T1 | 51.96% | 6.16% | 1,380 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 51.02% | 8.56% | 1,917 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T1 | 49.96% | 6.35% | 1,423 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T1 | 49.84% | 7.06% | 1,581 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T1 | 48.99% | 9.51% | 2,131 |
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 | 67.05% | 1.96% | 440 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T2 | 61.09% | 0.99% | 221 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T2 | 60.67% | 4.79% | 1,073 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 60.04% | 2.36% | 528 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 60.00% | 1.27% | 285 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 59.43% | 1.73% | 387 |
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 | T2 | 57.92% | 0.90% | 202 |
Increases attack damage by 20% . View augment details | Silver | T2 | 57.28% | 1.87% | 419 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T2 | 57.09% | 1.26% | 282 |
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 | 56.49% | 1.38% | 308 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 56.36% | 2.28% | 511 |
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 | Prismatic | T2 | 56.34% | 1.20% | 268 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 56.33% | 4.65% | 1,042 |
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 | T2 | 56.22% | 0.90% | 201 |
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 | T2 | 55.66% | 0.99% | 221 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 55.25% | 0.98% | 219 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 55.08% | 4.21% | 944 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T2 | 54.34% | 0.98% | 219 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 54.33% | 1.86% | 416 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T2 | 54.12% | 2.87% | 643 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 53.57% | 2.13% | 476 |
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 | 53.39% | 1.05% | 236 |
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 | Silver | T2 | 53.14% | 1.35% | 303 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 52.42% | 2.58% | 578 |
Grants 60 ability haste . View augment details | Gold | T2 | 51.80% | 0.99% | 222 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T2 | 51.59% | 1.26% | 283 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 51.56% | 1.71% | 384 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 51.34% | 1.66% | 372 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T2 | 50.42% | 1.61% | 361 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T2 | 50.32% | 2.78% | 622 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T2 | 49.29% | 1.26% | 282 |
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 | 48.39% | 1.38% | 310 |
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 | T2 | 47.85% | 1.46% | 326 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T2 | 47.74% | 0.89% | 199 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 47.01% | 4.25% | 953 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T3 | 62.36% | 0.79% | 178 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 61.94% | 0.60% | 134 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 59.80% | 0.46% | 102 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T3 | 57.43% | 0.45% | 101 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T3 | 56.70% | 0.43% | 97 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 55.65% | 0.51% | 115 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 54.95% | 0.50% | 111 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 52.85% | 0.86% | 193 |
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 | 52.10% | 0.53% | 119 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T3 | 52.10% | 0.53% | 119 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 51.72% | 0.39% | 87 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 50.38% | 0.58% | 131 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 50.00% | 0.67% | 150 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T3 | 49.71% | 0.78% | 175 |
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 | 49.07% | 0.48% | 108 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T3 | 49.00% | 0.45% | 100 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T3 | 48.97% | 0.87% | 194 |
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 | 48.78% | 0.37% | 82 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T3 | 48.65% | 0.50% | 111 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 48.34% | 0.67% | 151 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 47.79% | 0.50% | 113 |
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 | 47.57% | 0.46% | 103 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T3 | 47.12% | 0.46% | 104 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T3 | 46.79% | 0.70% | 156 |
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 | Gold | T3 | 46.48% | 0.63% | 142 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 46.30% | 0.48% | 108 |
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 | 46.08% | 0.46% | 102 |
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 | 45.56% | 0.80% | 180 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T3 | 45.28% | 0.71% | 159 |
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 | T3 | 44.71% | 0.38% | 85 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T3 | 37.31% | 0.60% | 134 |
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 | T4 | 67.92% | 0.24% | 53 |
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 | T4 | 59.38% | 0.29% | 64 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 58.46% | 0.29% | 65 |
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 | 56.86% | 0.23% | 51 |
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 | 54.55% | 0.25% | 55 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 54.10% | 0.27% | 61 |
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 | T4 | 53.70% | 0.24% | 54 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 52.83% | 0.24% | 53 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T4 | 52.38% | 0.28% | 63 |
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 | T4 | 50.63% | 0.35% | 79 |
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 | Prismatic | T4 | 49.35% | 0.34% | 77 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 49.33% | 0.33% | 75 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 49.30% | 0.32% | 71 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T4 | 49.18% | 0.27% | 61 |
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 | 47.06% | 0.23% | 51 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 46.97% | 0.29% | 66 |
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 | T4 | 46.84% | 0.35% | 79 |
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 | 45.76% | 0.26% | 59 |
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 | T4 | 42.67% | 0.33% | 75 |
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 | T4 | 42.62% | 0.27% | 61 |
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 | T4 | 42.25% | 0.32% | 71 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 41.67% | 0.32% | 72 |
Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed . View augment details | Silver | T4 | 41.03% | 0.35% | 78 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T4 | 40.85% | 0.32% | 71 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T4 | 40.28% | 0.32% | 72 |
Xayah Skill Combos
Extracted from the skill order guide
Take Q at level 1, E at level 2, and W at level 3, then max E first, W second, and Q last.
Xayah Counters
Counters and threats extracted from the matchup guide
Counters
5Xayah counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Xayah is countered by these champions in ARAM: Mayhem.
Read counter detailsXayah Team Comp Highlights
Partner patterns extracted from the team comp guide
Rakan
Rakan gives Xayah the cleanest mix of engage and rescue. He starts fights from awkward angles, forces enemies to move predictably, then can fall back toward Xayah when the fight turns. That movement creates the exact chase path Xayah wants for feather recall.
Nautilus
Nautilus gives Xayah a clear target and a durable body in front of her. His engage holds an enemy long enough for Xayah to set feathers behind them, while his presence discourages assassins from walking directly at her.
Maokai
Maokai controls space before the fight starts. His roots, brush pressure, and front-line body make enemies enter ARAM choke points carefully, which gives Xayah time to stack feathers in the lanes they must cross.
Orianna
Orianna adds magic damage, shielding, speed control, and a huge clump threat. Xayah loves when enemies are pulled or slowed into one area because feather recall gets much harder to avoid when the whole enemy team is adjusting at once.
Lulu
Lulu does not start fights like a tank, but she makes Xayah much harder to burst. Shielding, speed, and anti-dive control let Xayah hold her ground long enough to place feathers instead of spending every tool just to survive.
Synergy mechanism: Rakan gives Xayah the cleanest mix of engage and rescue. He starts fights from awkward angles, forces enemies to move predictably, then can fall back toward Xayah when the fight turns. That movement creates the exact chase path Xayah wants for feather recall. Combo: Rakan looks for the first crowd control on a clustered target. Xayah immediately attacks forward, places feathers through the same lane, then recalls them when enemies either chase Rakan or try to retreat through the line. If Rakan has to disengage, Xayah holds her recall until divers commit into her space. Best scenario: This pair is strongest when the enemy team has melee engage or short-range carries. Rakan baits them into stepping up, Xayah punishes the straight-line follow, and the fight becomes dangerous for anyone who overcommits past the minion wave. Enemy answer: Smart enemies spread out, poke Rakan before he can enter, or hold displacement for his exit. They may also refuse to chase and force Xayah to spend feathers on wave control instead of champion control. Failure risk and recovery: If Rakan dives too far without Xayah in range, the combo breaks and Xayah is left hitting the closest tank. Recover by playing the next fight backward: Rakan peels first, Xayah kites through her own feathers, and only then do they re-engage on targets who burned mobility. 2. Nautilus Synergy mechanism: Nautilus gives Xayah a clear target and a durable body in front of her. His engage holds an enemy long enough for Xayah to set feathers behind them, while his presence discourages assassins from walking directly at her. Combo: Nautilus hooks or locks down a priority target, then Xayah attacks from just behind him. The key is not to recall feathers instantly. Let the target panic, dash, or get pulled through the same path, then recall when their escape line crosses the feather stack. Best scenario: This works best against teams with one exposed carry or a poke champion who steps up too far. Nautilus starts the punishment, Xayah adds sustained damage, and the enemy backline has to decide between saving that teammate or giving up space. Enemy answer: The enemy can body-block hooks, stand behind minions, or counter-engage onto Xayah while Nautilus is forward. Long-range disengage also makes it harder for him to keep targets in the feather path. Failure risk and recovery: If Nautilus misses engage, Xayah should not walk up to “finish the idea.” That is the punish window. Reset behind the wave, use feathers to threaten the choke, and let Nautilus hold peel until his next safe opening. 3. Maokai Synergy mechanism: Maokai controls space before the fight starts. His roots, brush pressure, and front-line body make enemies enter ARAM choke points carefully, which gives Xayah time to stack feathers in the lanes they must cross. Combo: Maokai starts by marking a narrow path with zone control or catching someone who walks too close. Xayah positions slightly off-center, attacks through the trapped route, then recalls feathers as enemies funnel around Maokai or try to sidestep his follow-up. Best scenario: This synergy shines when fights happen around brushes, towers, or narrow sections of the lane. Maokai makes the enemy route predictable, and Xayah turns that predictable route into a root threat and heavy damage window. Enemy answer: Enemies can clear brush pressure with long-range spells, avoid clumping, or wait until Maokai is poked down before starting a fight. Mobile champions may also dash past Maokai and force Xayah to defend herself instead of playing forward. Failure risk and recovery: If Maokai engages while Xayah is clearing or repositioning, the fight becomes split. Recover by letting Maokai retreat through Xayah’s feather field. That turns a failed engage into a defensive trap and often punishes enemies who chase too eagerly. 4. Orianna Synergy mechanism: Orianna adds magic damage, shielding, speed control, and a huge clump threat. Xayah loves when enemies are pulled or slowed into one area because feather recall gets much harder to avoid when the whole enemy team is adjusting at once. Combo: Orianna places the ball on the front liner or near the enemy’s retreat route. When the enemy team groups to contest space, Orianna forces the clump, and Xayah sends feathers through the same pocket. If the enemy flashes or dashes out, Xayah can hold recall for the exit path instead of wasting it on the initial hit. Best scenario: This pairing is excellent into teams that must walk forward together, especially tank-plus-carry setups. Orianna threatens the group, Xayah punishes the line behind the group, and the enemy has to split in a narrow map where splitting is not always safe. Enemy answer: The enemy should spread before the fight, bait Orianna’s big spell, or attack from two sides so Xayah cannot line up every feather through one route. Dive champions may also ignore Orianna and force Xayah’s defensive tools early. Failure risk and recovery: If Orianna uses her main control too early, Xayah loses a major setup piece. Recover by slowing the fight down. Orianna shields and zones, Xayah farms space with autos and feathers, and the team waits for the next moment where the enemy must group near a choke. 5. Lulu Synergy mechanism: Lulu does not start fights like a tank, but she makes Xayah much harder to burst. Shielding, speed, and anti-dive control let Xayah hold her ground long enough to place feathers instead of spending every tool just to survive. Combo: When an assassin or bruiser jumps in, Lulu immediately protects Xayah and disrupts the diver. Xayah steps sideways, attacks while retreating, then recalls feathers through the path the diver used to enter. The goal is to punish the commitment, not chase past the front line. Best scenario: Lulu is best when the enemy team has one or two champions whose whole plan is to reach Xayah. If those champions fail the first dive, Xayah often wins the extended fight because she still has damage uptime while the enemy has spent mobility. Enemy answer: Enemies can poke Lulu and Xayah before diving, bait defensive spells with a fake engage, or swap focus to another carry so Lulu has to choose. Heavy area damage also makes pure protection harder if the team lacks a front line. Failure risk and recovery: The risk is low engage. Xayah and Lulu can become too passive if nobody else starts fights. Recover by playing around counter-engage: let the enemy move first, protect the initial target, then Xayah uses the chase path to land her feather recall and turn the fight.
Xayah’s strongest drafts do not need every teammate to babysit her, but they do need a plan for the first contact. Give her one champion to start or absorb pressure, one source of peel for divers, and at least one magic damage threat so enemies cannot stack only against physical damage. When those pieces are present, Xayah can play patiently, punish overextension, and turn narrow ARAM fights into feather traps.
Xayah ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Xayah is a backline DPS carry with strong anti-dive who likes enemies coming into her space to make her root and burst pattern reliable. | She becomes a space-control marksman who must make specific movement lanes dangerous and immediately punish divers or Snowball users stepping through feather trails. | Shift from reactive anti-dive to proactive space control against faster, augmented enemies. |
| Feather Setup | She can scale behind the wave, collect feathers slowly, and wait for enemies to walk into a clean Bladecaller angle. | Slow setup gets challenged harder; she must create threat while moving and build angles before the fight starts. | Place feathers where enemies will land or retreat, not just where they stand. |
| Bladecaller Usage | Xayah can play patiently around minion waves, saving Bladecaller to punish whoever oversteps or walks into a perfect angle. | It is less of a save forever button; pull earlier to secure roots, force disengage, or stop a diver's second action immediately. | Prioritize control and survival over waiting for maximum damage or perfect angles. |
| Ultimate Timing | She can hold her ultimate for the obvious assassin jump or until she is low on health to maximize survival. | Threats come from more angles; use Featherstorm to dodge key burst or crowd control that would end the fight, then land with a plan. | Use ultimate to dodge fight-winning spells, not just the final hit. |
| Augment Priorities | Xayah can often follow a standard marksman damage curve and rely on positioning to survive without heavy rune adaptation. | Defensive or mobility augments are much better to survive the first dive, while raw damage is a trap if it requires standing still. | Pick augments that improve uptime or survival rather than pure damage into dive. |
| Teamfight Spacing | Spacing usually means staying behind the frontline and pulling feathers through divers who enter her space. | She needs diagonal spacing to avoid straight-line engage or Snowball access while keeping feathers behind her for predictable pull angles. | Kite backward through feathers and avoid standing directly behind your tank. |
Champion Analysis
Role / Current performance
Xayah the Rebel is a ranged ADC in Hextech Mayhem (ARAM) mode with exceptional burst damage and impressive mobility. Her combat identity revolves around a unique “set up and detonate” pattern created by her passive, Clean Cuts, which causes her basic attacks and abilities to leave feathers on the ground. Xayah’s Q, Double Daggers, fires two feather blades forward as her primary poke tool, dealing physical damage and leaving feathers behind. Her W, Deadly Plumage, grants attack speed and causes each basic attack to fire additional feathers, dramatically boosting her damage output while also laying down more feathers. The critical moment of her kit is her E, Bladecaller, which retrieves all feathers currently on the field, dealing damage to every enemy they pass through. If three or more feathers strike the same enemy, they become rooted, giving Xayah a powerful form of crowd control. Her ultimate, Featherstorm, serves dual purposes: she leaps into the air becoming untargetable, which allows her to dodge incoming abilities, and she rains feathers down around her landing area. Those feathers can later be retrieved with E for additional burst. The practical strategic value of Xayah in Hextech Mayhem lies in her ability to control space and deliver devastating AoE damage in a single, well-timed explosion. She must first prepare the battlefield by placing feathers with her auto‑attacks, Q, and W, then choose the optimal moment to activate her E, hitting multiple enemies for maximum effect. Her ultimate provides a window of safety during critical engagements, letting her reposition or avoid lethal damage while simultaneously setting up a high‑damage follow‑up. Mastering feather placement and E timing is essential to unlocking her full potential, as a poorly positioned detonation can waste her damage potential and leave her vulnerable. When played well, Xayah can threaten entire enemy teams from a safe distance, using her mobility and untargetability to survive while her feather‑based burst eliminates key targets or shreds grouped opponents.
Core Tips
Long-form tips / Play pattern
Xayah wins ARAM: Mayhem when you treat the lane like a choke point, not an open fight. Your job is to make the enemy walk through feathers, then punish the step they think is safe. If they respect that space, you get free poke and wave control; if they ignore it, you get roots, ult pressure, and a clean turn. Start fights only when your feather line is already good. If the enemy front line is stepping into your minion wave or through a narrow angle, throw autos and spells first, then commit with Snowball only after feathers are placed. If your feathers are scattered, do not force the engage; reposition, farm the wave, and reset the angle. If your team starts the fight first, hold your damage for the second beat so the enemy spends gap closers or crowd control before you step in. Use Snowball as a setup tool, not blind movement. Commit only when the target is already slowed, locked in place, or forced into a corridor, ensuring your landing spot lets you follow with autos and a clean root. If the enemy still has escape tools, save Snowball for a counter-engage or side-step. When behind, Snowball becomes a threat line to bait cooldowns or force repositioning without going in. Play the narrow lane with small steps rather than long chases; inch forward after every cast to change the feather angle, turning harmless poke into a root threat. Stand slightly off-center to dodge skillshots while keeping feathers lined across the enemy’s path. If an enemy flanks through the side, back up a half step and angle feathers through the lane to let the diver walk into return damage. Target priority changes based on what feathers can threaten. If only the tank is safe, hit the tank to build feathers, then root when the backline walks behind. If a backliner steps forward or burns mobility, switch immediately—one clean root on the carry is better than slow damage into a front line. If a diver is glued to you, hit the diver unless the backline is exposed; living is part of your damage. Know when to counter-engage instead of starting the fight. If someone dives, hold your basic movement for a beat, then drop feathers through their path to turn aggression into a trap. If the enemy stacks forward after their first engage, answer with R and reposition when the dive has committed and the front line cannot peel back. If your team is stronger in the turn than the start, call for the enemy to commit first. Escape by creating a new angle, not running straight back. Move diagonally while dropping feathers behind you to keep your root angle alive. If an assassin is on top of you, use your ultimate to break the follow-up, then kite back through earlier feathers. If low with teammates nearby, make the enemy commit deeper before using peel tools. Use feathers to control push and pull rhythm: when shoving, clear the wave fast and leave feathers in the enemy’s path; when stalling, keep feather placement in front of your line and wait for them to walk in. Avoid spamming your full rotation into nothing when the wave is even—keep one clean root setup for the moment someone crosses too far. Match your augment triggers to the fight state. If your augments reward repeated casts or long fights, extend skirmishes rather than seeking one-shot chaos. If an augment requires a condition, wait for it before going deep.
Read full guidePlaystyle Guide
Playstyle / Team structure
Xayah in ARAM: Mayhem plays best when every wave is treated as a setup, not just damage. She is strongest when fights come through her feathers, not when she chases head-on. During the early game (levels 1-6), she stays slightly behind the front edge of the wave with room to retreat. She trades in short bursts—stepping up for auto plus ability damage when the enemy is busy last-hitting or after they miss a key spell, then backing off before they can answer. Snowball is used only when the enemy is already checked, rooted, or forced to turn away from her feather path; blind Snowball is risky early because she lacks the damage and space to save herself. Augments should support safe damage, wave control, or survivability; if she gets an aggressive augment, she waits until the enemy has spent their first engage tool. She usually stalls the wave rather than pushes, letting it sit where she can farm and punish mistakes without overextending. When ahead, she steps up with confidence and forces enemies to walk through her feather zone. When behind, she plays closer to her team, uses feathers to punish divers, and saves escape tools for the first commit. After each trade, she resets position and looks for the next feather angle. In the mid game (levels 7-11), Xayah shifts to a slightly deeper backline spot off-center from her team. Her trading rhythm becomes more deliberate—she pokes after the enemy uses a dash, shield, or wave clear tool, then threatens a follow-up only if they keep walking. The goal is to make feathers stick in a place that matters, forcing enemies to move sideways and making her next root easier. Snowball becomes stronger as fights last longer; she uses it to extend onto a locked target or to re-enter after the enemy commits into her team, not to start a fair fight. Offense-focused augments should be used after the enemy spends their first response, while defensive or reposition augments keep her alive for one more rotation. Whether she pushes or stalls depends on the scoreboard: if ahead, she pushes and forces bad lane positions; if behind, she stalls and makes enemies walk into her setup. When ahead, she turns every wave into a threat by standing far enough up that they cannot freely clear. When behind, she plays for counter-engage and cleanup, letting her team absorb the initial hit before firing through the clump and rooting divers. Every root, Snowball hit, or forced retreat is converted into wave control or a hard lane reset. During the late game (12+), Xayah goes deeper in the backline to protect her angles. She stops thinking about constant poke and instead focuses on threat control—autoing when safe, then holding her next move until someone commits. Her biggest value often comes from one well-timed feather spread and a punish on the enemy diver. Snowball is mostly a follow-up or escape tool; throwing it first is usually wrong unless the target is already trapped and the team is ready to collapse. Late-game augments should keep her alive through the first burst or turn her feather setup into a fight-ending punish. If ahead, Xayah forces the push and makes the enemy defend in a narrow lane where feathers become harder to ignore. If behind, she stalls hard, clears waves, and waits for the enemy to overstep. Her main job when behind is to survive the first dive and make the fight messy, saving her strongest defensive response for the moment the enemy fully commits.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Xayah the Rebel’s strength comes from controlling space with her feather line rather than chasing kills directly. When ahead, the trigger is lane control or the enemy being forced to walk into her setup; she should stop fishing for random poke and instead plant feathers where the enemy must pass to punish their advances. Her action is to stand behind the front line, auto the nearest safe target, and reposition feathers across the choke point. A prepared ground makes Xayah extremely dangerous. Her ultimate becomes a tempo tool to dodge key engages and leave feathers behind the enemy line, transforming a good fight into a trap. The reward of a lead is map control—fewer safe angles for the enemy, tanks unable to walk forward, and every corridor becoming risky. The main risk of throwing is overpushing alone, handing the enemy a clean target before feathers are set. Damage augments make the feather setup more punishing; survival or repositioning augments allow greedier spacing but not face‑checking. Xayah should take short, repeatable skirmishes and avoid diving past her last safe feather line. She wins when the enemy must cross her preparation, not when she sprints into their damage. When behind, Xayah’s role shifts from proactive brawler to trap‑based cleanup. The trigger is being down in health, items, or map control; she must stop starting fights and instead make the enemy pay for starting badly. Her action is to play tighter around her team and the wave, saving feathers for the first overconfident target—especially the one carrying engage tools. She needs one clean root, then a reset. Her ultimate is saved for the moment she is about to be forced out, breaking the enemy’s angle and buying time for her team to hit the exposed target. Using it too early for damage loses the tool that protects her comeback window. A behind Xayah cannot trade health for space; walking up alone results in being zoned, jumped, or chunked. But holding a narrow line and forcing the enemy to enter her range can turn one overstep into a winning cleanup. Defensive or utility augments are lifelines for surviving first burst or repositioning; extra threat from feathers should deter dives, not encourage wandering forward. To avoid unrecoverable fights, she must not commit to full engages while feathers are badly placed or when low with cooldowns down—disengaging early and living with a bad health bar is better than dying before the team can collapse. The recovery plan involves looking for fights that start on her terms using terrain, a teammate’s control, or a clumped enemy wave, then converting one good root into wave control and safer positioning. The practical rule is to stay one screen calmer than the enemy, let them step too far, then punish the gap they leave. Xayah does not need to win the first contact; she needs the fight to last long enough for feathers to do the work.
Read full guideChampion Background
Lore / Identity / Text block
Xayah the Rebel is a feather-based marksman whose entire combat identity in ARAM: Mayhem revolves around weaving abilities and basic attacks to create fields of feathers that she can recall with Bladecaller for damage and roots. Her passive, Clean Cuts, causes the next basic attack after each ability to throw feathers through the target and leave them on the ground behind whatever they hit. In Mayhem’s fast and messy fights, these passive feathers are often more valuable than the auto attack itself, because every trade builds a trap line that enemy champions must step through. Small adjustments to Xayah’s position before attacking can completely change the angle of her pull, making even a tank’s feathers threatening to carries standing deeper. The core mechanic is that Xayah does not need to attack the champion she wants to punish later – autoing a tank can place feathers behind them that threaten backliners. Double Daggers (Q) is her cleanest ranged setup tool, throwing two blades in a line that leave feathers at the end of their path. In Mayhem, enemies often cluster around choke points and minion waves, so Q can create immediate pressure before either team fully commits. It should be used to tag clustered enemies, finish low health targets, or place feathers where the fight is about to happen. Wasting Q means fewer feathers and less poke before the fight, leaving Xayah vulnerable. Deadly Plumage (W) empowers her basic attacks, turning safe feather setup into sustained DPS. In Mayhem, where fights explode quickly, W should be pressed only when Xayah can attack continuously for more than one hit – ideally when a diver commits or her frontline locks someone down. Activating W too early wastes its strongest window, and if the enemy backs away, Xayah should take the space rather than chase into danger. Without W, Xayah loses significant threat in a straight front-to-back fight. Bladecaller (E) is Xayah’s most important punish tool. It recalls all placed feathers back to her, damaging enemies they pass through and rooting anyone hit by enough feathers. In Mayhem, where engages are frequent, holding E often creates more pressure than casting it immediately. Wasting E is the biggest mistake Xayah can make – once it is down, enemies can dive with far less risk, and her feathers lose their deterrent until she rebuilds them. E should be saved to stop divers, punish clumped enemies, confirm ally crowd control, or finish targets escaping through the feather field. Featherstorm (R) makes Xayah untargetable briefly and throws feathers outward that can be recalled with E. In Mayhem, this is her answer to the enemy’s most dangerous commitment – lethal burst, key engage spells, or deep dives. Using R only for damage wastes its defensive value. After R, Xayah must reposition before pulling the feathers to maximize the angle. If R is down, she must play much more conservatively, standing farther behind her frontline and keeping E for peel until Featherstorm comes back. Xayah the Rebel’s ability identity in ARAM: Mayhem is defined by controlling space through feather placement, punishing aggression with Bladecaller, and surviving burst with Featherstorm, making her a high-tempo marksman who wins fights by turning enemy advances into traps.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Treat every feather Xayah the Rebel places as a setup piece rather than a poking tool. Scattering feathers without a pullback plan wastes mana and space while letting the enemy reset. Instead, cast feathers when the enemy is forced to move or when your team pins them in a narrow lane. If feathers are already poorly placed, stop chasing a fancy root; let a wave or a teammate’s crowd control pull enemies into the feather line before re-entering. Also hold your protection and damage spell until a threat actually commits onto you, not as a warm‑up button. Using it early gives divers a clean path. If you already burned it, retreat behind your frontline and kite until the next wave of engage rather than forcing a duel. Your dash or reposition should maintain distance, change angle, or dodge a key threat, never to greed for extra damage. Overstepping requires an immediate retreat while dropping feathers on the escape path to deter pursuit. Avoid tunneling on the closest low‑health target; hit the enemy that gives the best feather line into the backline. If you commit to the wrong target, finish the auto or spell cycle, then reposition and look for the next body in line. Use your ultimate for both survival and setup, not just damage. Think about where the enemy will stand after you land so the follow‑up root becomes the real value. If used poorly, reset spacing and rebuild a cleaner feather field in the next skirmish. In decision‑making, never stand in the very front even if your team is winning the poke war. One engage or snowball can delete your lead. Play one step behind the frontline and punish enemies forced to move through your setup. Drifting too far forward means retreating through the safest open lane, not the center of the fight. Choose fights where feathers can matter—narrow angles, choke points, and objective ramps—rather than random skirmishes on bad terrain. If a skirmish turns poor, disengage early and preserve health for the next wave. Do not save everything for a perfect five‑man play that never comes; take a clean two‑ or three‑man punish when it appears. If that window passes, stop fishing and convert one caught target into a full collapse. Avoid chasing low targets across the map if doing so breaks formation and hands divers a free route. Chase only when the path is clear and retaliation tools are gone. Overchasing means cutting losses fast and defending the next choke instead of salvaging the same chase. When your team is already hitting a target, add your feathers to that kill path rather than splitting your damage pattern. If you miss the shared burst window, peel back and prepare the next feather line. Finally, back out before you are forced out while low on health. Xayah is strongest when she chooses the fight shape, not when she limps and guesses. If already low, preserve your life, take the safest route back, and re‑enter only when you can stand behind your frontline and threaten a real feather trap.
Read full guideFAQ
Xayah
Is Xayah actually good in ARAM Mayhem? Yes, if you like fighting in tight spaces and winning off clean setups. She gets a lot of value when teams are forced to walk through feathers or clump around an objective, but she is less forgiving if you drift too far forward. Play her when your team can hold a line or bait people into you, because that turns her spacing into real damage. What is Xayah’s main win condition in this mode? Your win condition is to make the fight awkward for the enemy backline and dangerous for the frontline at the same time. Throw feathers into the space people want to move through, then pull them back when they commit. If the enemy keeps backing off, you gain control; if they keep forcing in, they walk into your setup. Should I play Xayah like a poke champion or an all-in carry? Mostly like a setup carry, not a pure poke champ. You can chip people down, but your real power comes when they decide to step past your feather line or dive your team. If you only throw random autos from max range, you waste her threat and give the enemy free resets on positioning.
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