ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #29

Xin Zhao ARAM Mayhem Build & Best Augments

Xin Zhao role and playstyle: baseline role is AD fighter, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include dash mobility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Xin Zhao Xin Zhao the Seneschal of Demacia Fighter / Tank / Mage
TierT1
Rank#29
Win Rate53.68%
Pick Rate0.54%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Heartsteel Heartsteel Heartsteel
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%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Unending Despair Unending Despair Unending Despair
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.

Win Rate48.14%
Pick Rate7.24%
#2
Heartsteel Heartsteel Heartsteel
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%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

Win Rate51.27%
Pick Rate5.76%
#3
Heartsteel Heartsteel Heartsteel
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%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

Win Rate51.85%
Pick Rate4.73%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
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%.

50.86%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.60%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

52.08%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

54.09%
Thornmail Thornmail Thornmail
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.

47.39%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

50.00%
Unending Despair Unending Despair Unending Despair
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.

47.37%
Warmog's Armor Warmog's Armor Warmog's Armor
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).

51.79%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
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.

49.15%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.

55.18%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
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.

49.23%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
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.

47.38%

Starting items

Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.05%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.05%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

46.09%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

46.09%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

56.37%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

56.37%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

56.37%

Core items

#1
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate56.13%
Pick Rate31.90%
#2
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

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

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

Win Rate48.52%
Pick Rate21.31%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate54.01%
Pick Rate2.14%

Situational itemstop 12

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

55.20%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

55.10%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.66%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

55.29%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
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.

53.97%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

52.03%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

61.59%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

52.52%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

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

52.23%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

55.77%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

60.40%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

44.74%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

54.22%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

54.22%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

54.61%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

54.61%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

48.94%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

48.94%

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate55.70%
Pick Rate19.24%
#2
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

Win Rate54.80%
Pick Rate7.86%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate57.68%
Pick Rate6.12%

Situational itemstop 12

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

56.40%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

56.46%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.61%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

55.82%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.

55.92%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

57.02%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

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

55.33%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
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.

54.60%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

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

57.71%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

54.49%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

57.10%
Heartsteel Heartsteel Heartsteel
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%.

50.44%

Starting items

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

57.65%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

57.65%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

52.56%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

52.56%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

57.32%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

57.32%

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate50.63%
Pick Rate9.94%
#2
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

Win Rate43.56%
Pick Rate6.27%
#3
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

Win Rate45.38%
Pick Rate4.22%

Situational itemstop 12

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

51.74%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
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.

50.29%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

52.76%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.49%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

50.48%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

48.58%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

52.79%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

56.18%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

56.76%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

47.90%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

45.30%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

58.58%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

46.13%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

46.13%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

56.90%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

56.90%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.33%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

53.33%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
61.27%
Pick Rate
6.49%
Games
723

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

View augment details
GoldT161.27%6.49%723
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.73%
Pick Rate
6.16%
Games
686

Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely.

View augment details
PrismaticT157.73%6.16%686
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
56.91%
Pick Rate
7.15%
Games
796

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

View augment details
SilverT156.91%7.15%796
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
56.69%
Pick Rate
4.50%
Games
501

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

View augment details
GoldT156.69%4.50%501
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
56.01%
Pick Rate
7.39%
Games
823

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
SilverT156.01%7.39%823
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.51%
Pick Rate
4.08%
Games
454

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT155.51%4.08%454
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
54.70%
Pick Rate
5.35%
Games
596

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

View augment details
SilverT154.70%5.35%596
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
54.47%
Pick Rate
4.12%
Games
459

Gain 1500 bonus health , but reduce your damage output by 10%.

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GoldT154.47%4.12%459
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
53.34%
Pick Rate
8.60%
Games
958

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT153.34%8.60%958
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
53.24%
Pick Rate
7.62%
Games
849

Grants 60% bonus attack speed .

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SilverT153.24%7.62%849
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
53.02%
Pick Rate
6.25%
Games
696

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
GoldT153.02%6.25%696
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
52.90%
Pick Rate
6.20%
Games
690

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
GoldT152.90%6.20%690
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
52.59%
Pick Rate
6.42%
Games
715

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
GoldT152.59%6.42%715
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.53%
Pick Rate
5.85%
Games
651

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

View augment details
PrismaticT152.53%5.85%651
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.12%
Pick Rate
4.24%
Games
472

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

View augment details
PrismaticT152.12%4.24%472
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.09%
Pick Rate
7.09%
Games
789

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
GoldT152.09%7.09%789
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
52.03%
Pick Rate
6.65%
Games
740

Gain 15% omnivamp .

View augment details
SilverT152.03%6.65%740
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
51.70%
Pick Rate
4.74%
Games
528

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT151.70%4.74%528
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
51.65%
Pick Rate
12.00%
Games
1,336

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

View augment details
GoldT151.65%12.00%1,336
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
51.35%
Pick Rate
4.67%
Games
520

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

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GoldT151.35%4.67%520
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
51.15%
Pick Rate
8.22%
Games
915

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
GoldT151.15%8.22%915
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
50.85%
Pick Rate
10.00%
Games
1,113

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
GoldT150.85%10.00%1,113
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.84%
Pick Rate
4.29%
Games
478

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
PrismaticT150.84%4.29%478
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
50.84%
Pick Rate
3.76%
Games
419

Grants 18% armor penetration and magic penetration .

View augment details
GoldT150.84%3.76%419
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.64%
Pick Rate
4.19%
Games
466

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
GoldT150.64%4.19%466
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.26%
Pick Rate
5.24%
Games
583

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
PrismaticT150.26%5.24%583
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
50.25%
Pick Rate
7.24%
Games
806

Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 .

View augment details
GoldT150.25%7.24%806
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
50.22%
Pick Rate
6.06%
Games
675

Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ).

View augment details
GoldT150.22%6.06%675
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
50.20%
Pick Rate
9.00%
Games
1,002

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.

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GoldT150.20%9.00%1,002
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.18%
Pick Rate
4.90%
Games
546

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

View augment details
GoldT150.18%4.90%546
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
3.79%
Games
422

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
GoldT150.00%3.79%422
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
63.29%
Pick Rate
1.86%
Games
207

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
GoldT263.29%1.86%207
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
59.66%
Pick Rate
2.09%
Games
233

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

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GoldT259.66%2.09%233
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
58.16%
Pick Rate
2.15%
Games
239

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
SilverT258.16%2.15%239
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
57.61%
Pick Rate
2.18%
Games
243

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.

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GoldT257.61%2.18%243
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
57.46%
Pick Rate
2.05%
Games
228

Grants 60 ability haste .

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GoldT257.46%2.05%228
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
56.89%
Pick Rate
2.54%
Games
283

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
SilverT256.89%2.54%283
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.74%
Pick Rate
3.47%
Games
386

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
PrismaticT256.74%3.47%386
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
56.73%
Pick Rate
3.40%
Games
379

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

View augment details
SilverT256.73%3.40%379
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
56.34%
Pick Rate
1.91%
Games
213

Gain 2 Stat Anvils .

View augment details
SilverT256.34%1.91%213
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
56.33%
Pick Rate
2.06%
Games
229

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
GoldT256.33%2.06%229
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.98%
Pick Rate
2.33%
Games
259

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

View augment details
PrismaticT255.98%2.33%259
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
55.95%
Pick Rate
3.32%
Games
370

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

View augment details
GoldT255.95%3.32%370
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
55.73%
Pick Rate
2.82%
Games
314

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
SilverT255.73%2.82%314
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.30%
Pick Rate
2.71%
Games
302

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

View augment details
PrismaticT255.30%2.71%302
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
55.05%
Pick Rate
1.78%
Games
198

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
GoldT255.05%1.78%198
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.72%
Pick Rate
1.90%
Games
212

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
GoldT254.72%1.90%212
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
54.50%
Pick Rate
1.80%
Games
200

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
GoldT254.50%1.80%200
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.42%
Pick Rate
3.55%
Games
395

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
PrismaticT253.42%3.55%395
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
53.31%
Pick Rate
2.17%
Games
242

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
GoldT253.31%2.17%242
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
53.16%
Pick Rate
2.42%
Games
269

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
SilverT253.16%2.42%269
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.10%
Pick Rate
2.60%
Games
290

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
PrismaticT253.10%2.60%290
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
53.09%
Pick Rate
2.18%
Games
243

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
GoldT253.09%2.18%243
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.87%
Pick Rate
2.19%
Games
244

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT252.87%2.19%244
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
52.47%
Pick Rate
2.00%
Games
223

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

View augment details
GoldT252.47%2.00%223
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
51.91%
Pick Rate
2.11%
Games
235

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
SilverT251.91%2.11%235
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.81%
Pick Rate
1.73%
Games
193

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
PrismaticT251.81%1.73%193
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
51.79%
Pick Rate
1.75%
Games
195

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
GoldT251.79%1.75%195
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
51.74%
Pick Rate
3.35%
Games
373

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

View augment details
SilverT251.74%3.35%373
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
51.69%
Pick Rate
1.86%
Games
207

Gain 1750 upon acquiring this augment.

View augment details
GoldT251.69%1.86%207
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
51.29%
Pick Rate
3.13%
Games
349

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

View augment details
SilverT251.29%3.13%349
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.75%
Pick Rate
3.61%
Games
402

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
PrismaticT250.75%3.61%402
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
50.59%
Pick Rate
2.27%
Games
253

Grants 50% critical strike chance .

View augment details
GoldT250.59%2.27%253
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
50.15%
Pick Rate
2.97%
Games
331

Grants 20% heal and shield power .

View augment details
SilverT250.15%2.97%331
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
49.75%
Pick Rate
1.81%
Games
201

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

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GoldT249.75%1.81%201
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.60%
Pick Rate
2.25%
Games
250

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

View augment details
SilverT249.60%2.25%250
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
49.56%
Pick Rate
2.05%
Games
228

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
SilverT249.56%2.05%228
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.72%
Pick Rate
2.45%
Games
273

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT248.72%2.45%273
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.71%
Pick Rate
3.48%
Games
388

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

View augment details
GoldT248.71%3.48%388
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
48.45%
Pick Rate
2.61%
Games
291

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

View augment details
GoldT248.45%2.61%291
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
47.47%
Pick Rate
1.78%
Games
198

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

View augment details
GoldT247.47%1.78%198
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.82%
Pick Rate
1.98%
Games
220

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
PrismaticT246.82%1.98%220
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
45.92%
Pick Rate
2.09%
Games
233

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

View augment details
SilverT245.92%2.09%233
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
45.74%
Pick Rate
1.69%
Games
188

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% .

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SilverT245.74%1.69%188
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
45.67%
Pick Rate
3.01%
Games
335

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.

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GoldT245.67%3.01%335
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
43.09%
Pick Rate
3.25%
Games
362

Gain ( 75 / 50) bonus attack range.

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SilverT243.09%3.25%362
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.93%
Pick Rate
1.51%
Games
168

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

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PrismaticT358.93%1.51%168
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
58.54%
Pick Rate
1.10%
Games
123

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.

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SilverT358.54%1.10%123
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
56.74%
Pick Rate
1.60%
Games
178

Increases attack damage by 20% .

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SilverT356.74%1.60%178
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
56.69%
Pick Rate
1.14%
Games
127

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

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SilverT356.69%1.14%127
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.69%
Pick Rate
1.14%
Games
127

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.

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PrismaticT356.69%1.14%127
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.88%
Pick Rate
1.22%
Games
136

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.

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PrismaticT355.88%1.22%136
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
55.64%
Pick Rate
1.19%
Games
133

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

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SilverT355.64%1.19%133
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.17%
Pick Rate
1.04%
Games
116

Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power .

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PrismaticT355.17%1.04%116
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
55.07%
Pick Rate
1.24%
Games
138

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).

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GoldT355.07%1.24%138
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
54.76%
Pick Rate
1.51%
Games
168

Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death).

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GoldT354.76%1.51%168
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.33%
Pick Rate
1.14%
Games
127

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

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PrismaticT354.33%1.14%127
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
53.97%
Pick Rate
1.13%
Games
126

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 ).

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SilverT353.97%1.13%126
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
53.57%
Pick Rate
1.26%
Games
140

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.

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GoldT353.57%1.26%140
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
53.10%
Pick Rate
1.30%
Games
145

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

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GoldT353.10%1.30%145
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
52.38%
Pick Rate
1.51%
Games
168

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

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SilverT352.38%1.51%168
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.88%
Pick Rate
1.19%
Games
133

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.

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PrismaticT351.88%1.19%133
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.80%
Pick Rate
1.25%
Games
139

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.

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PrismaticT351.80%1.25%139
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
51.59%
Pick Rate
1.13%
Games
126

Gain the Aftershock and Glacial Augment keystone runes.

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GoldT351.59%1.13%126
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
51.49%
Pick Rate
1.20%
Games
134

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).

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SilverT351.49%1.20%134
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
51.41%
Pick Rate
1.59%
Games
177

Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ).

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SilverT351.41%1.59%177
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.13%
Pick Rate
1.19%
Games
133

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.

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PrismaticT351.13%1.19%133
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.82%
Pick Rate
1.10%
Games
122

Gain 50 bonus movement speed and 40% slow resist .

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SilverT350.82%1.10%122
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
50.60%
Pick Rate
1.51%
Games
168

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.

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GoldT350.60%1.51%168
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.70%
Pick Rate
1.48%
Games
165

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

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SilverT349.70%1.48%165
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.54%
Pick Rate
1.10%
Games
122

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 .

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PrismaticT347.54%1.10%122
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
47.46%
Pick Rate
1.59%
Games
177

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%.

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GoldT347.46%1.59%177
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
46.79%
Pick Rate
0.98%
Games
109

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.

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GoldT346.79%0.98%109
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
46.75%
Pick Rate
1.38%
Games
154

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

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GoldT346.75%1.38%154
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
46.22%
Pick Rate
1.07%
Games
119

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.

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GoldT346.22%1.07%119
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.52%
Pick Rate
1.30%
Games
145

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

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PrismaticT345.52%1.30%145
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
62.79%
Pick Rate
0.77%
Games
86

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).

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GoldT462.79%0.77%86
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
60.53%
Pick Rate
0.68%
Games
76

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.

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SilverT460.53%0.68%76
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.38%
Pick Rate
0.86%
Games
96

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.

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PrismaticT459.38%0.86%96
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
58.24%
Pick Rate
0.82%
Games
91

Gain the Dark Harvest and First Strike keystone runes.

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GoldT458.24%0.82%91
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
57.58%
Pick Rate
0.89%
Games
99

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 .

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GoldT457.58%0.89%99
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
56.99%
Pick Rate
0.84%
Games
93

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 ).

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SilverT456.99%0.84%93
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
56.90%
Pick Rate
0.52%
Games
58

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

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SilverT456.90%0.52%58
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.41%
Pick Rate
0.70%
Games
78

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.

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PrismaticT456.41%0.70%78
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
56.38%
Pick Rate
0.84%
Games
94

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% .

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SilverT456.38%0.84%94
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.07%
Pick Rate
0.62%
Games
69

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.

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PrismaticT455.07%0.62%69
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
53.92%
Pick Rate
0.92%
Games
102

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

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SilverT453.92%0.92%102
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
53.92%
Pick Rate
0.92%
Games
102

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 .

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SilverT453.92%0.92%102
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.66%
Pick Rate
0.74%
Games
82

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.

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PrismaticT453.66%0.74%82
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
52.50%
Pick Rate
0.72%
Games
80

Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown).

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SilverT452.50%0.72%80
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.27%
Pick Rate
0.79%
Games
88

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.

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PrismaticT452.27%0.79%88
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.52%
Pick Rate
0.59%
Games
66

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

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SilverT451.52%0.59%66
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.49%
Pick Rate
0.91%
Games
101

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.

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PrismaticT451.49%0.91%101
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.06%
Pick Rate
0.84%
Games
94

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.

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PrismaticT451.06%0.84%94
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.94%
Pick Rate
0.95%
Games
106

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.

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PrismaticT450.94%0.95%106
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.88%
Pick Rate
0.51%
Games
57

Abilities with dashes or blinks gain 175 ability haste .

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PrismaticT450.88%0.51%57
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
50.77%
Pick Rate
0.58%
Games
65

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.

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GoldT450.77%0.58%65
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
50.65%
Pick Rate
0.69%
Games
77

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).

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SilverT450.65%0.69%77
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
50.49%
Pick Rate
0.93%
Games
103

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

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SilverT450.49%0.93%103
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
0.57%
Games
64

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.

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SilverT450.00%0.57%64
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
49.41%
Pick Rate
0.76%
Games
85

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.

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GoldT449.41%0.76%85
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
48.86%
Pick Rate
0.79%
Games
88

Grants 20 – 80 (based on level) ability power .

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SilverT448.86%0.79%88
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
48.54%
Pick Rate
0.93%
Games
103

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 .

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GoldT448.54%0.93%103
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
48.53%
Pick Rate
0.61%
Games
68

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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SilverT448.53%0.61%68
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.42%
Pick Rate
0.85%
Games
95

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:?

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PrismaticT448.42%0.85%95
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.62%
Pick Rate
0.94%
Games
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.

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PrismaticT447.62%0.94%105
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
47.56%
Pick Rate
0.74%
Games
82

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.

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GoldT447.56%0.74%82
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.46%
Pick Rate
0.53%
Games
59

Gain ability haste equal to 30% AP .

View augment details
PrismaticT447.46%0.53%59
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
47.46%
Pick Rate
0.53%
Games
59

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
GoldT447.46%0.53%59
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
47.25%
Pick Rate
0.82%
Games
91

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT447.25%0.82%91
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
46.99%
Pick Rate
0.75%
Games
83

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT446.99%0.75%83
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
45.79%
Pick Rate
0.96%
Games
107

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
GoldT445.79%0.96%107
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
45.79%
Pick Rate
0.96%
Games
107

Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance .

View augment details
SilverT445.79%0.96%107
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
44.16%
Pick Rate
0.69%
Games
77

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

View augment details
GoldT444.16%0.69%77
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.38%
Pick Rate
0.52%
Games
58

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

View augment details
PrismaticT441.38%0.52%58
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.03%
Pick Rate
0.70%
Games
78

Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp .

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PrismaticT441.03%0.70%78
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.00%
Pick Rate
0.49%
Games
55

Grants 3 random Dragon Souls .

View augment details
PrismaticT440.00%0.49%55
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.77%
Pick Rate
0.47%
Games
52

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT555.77%0.47%52
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.48%
Games
54

Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death).

View augment details
PrismaticT550.00%0.48%54

Xin Zhao Skill Combos

Extracted from the skill order guide

Skill Order
WEQ

Default to W > E > Q with R on rank-up.

WQE

Move to W > Q > E only when the lobby guarantees melee uptime.

RWEQ

Normal order: W max first, E max second, Q max last, take R whenever available.

Xin Zhao Counters

Counters and threats extracted from the matchup guide

Counters

Counters

10

Xin Zhao counters these champions in ARAM: Mayhem.

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

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

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

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

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

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

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

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

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

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

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

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

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

Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. View champion guide

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Read counter details

Xin Zhao Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Orianna

Orianna turns Xin Zhao’s direct engage into a delivery system. He gives her a fast-moving frontliner who can enter the enemy formation, while she gives him shielding, follow-up control, and damage on the exact area where the fight is starting.

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

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

Lulu

Lulu covers Xin Zhao’s biggest weakness: getting bursted after he commits. Her shielding, speed, and emergency protection let him stay in melee long enough to finish a target instead of trading his life for a half-health carry.

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

Miss Fortune

Miss Fortune loves enemies who are knocked up, slowed, or forced to walk in predictable lines. Xin Zhao gives her that by starting fights in a straight, obvious pocket. His presence also discourages divers from freely crossing into her channel area.

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Thresh

Thresh gives Xin Zhao both an entrance and an exit. That matters a lot in ARAM: Mayhem because the lane is direct, fights start fast, and a melee champion who cannot leave after committing often becomes free gold. Thresh also adds catch threat before Xin has to risk his own body.

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

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

Anivia

Anivia gives Xin Zhao the terrain and control he needs to make his melee threat stick. Her wall and zone damage limit escape paths, while Xin punishes anyone trapped on the wrong side. Together they turn the narrow lane into a series of bad choices for the enemy team.

Xin Zhao ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight RoleXin is usually a primary or secondary engage who looks for Snowball hits or flank angles to force one target to deal with him.Xin becomes a repeat skirmish trigger who is stronger entering after enemies burn movement, crowd control, or defensive augments.Treat Xin as a champion who wins the second half of the engage, not the first.
Snowball DisciplineXin often treats Snowball as his best engage button, and going in on a carry or low-health target is usually reasonable.Snowball is a question, not an answer. Taking the second cast can deliver you into stacked augments and instant peel with no follow-up.Throw Snowball to force movement; take the second cast only when the landing is winning.
Ultimate UsageXin often presses ultimate after diving to buy time and survive long enough for his team to follow up on the engage.Use R to split the fight and deny ranged follow-up, forcing enemies to reposition before they burst you or your team.Press R to separate the enemy backline from their frontline, not just to survive.
Dash TargetingXin can often use his dash as soon as a target is marked or reachable, since direct engages are more likely to stick.The first dash is easy to waste. Augments create sudden escapes and counter-engage, so diving the nearest tank often fails.Do not dash onto the first visible champion; make them spend cooldowns first.
Tempo and ResetsXin can sometimes die for a winning engage, reset items, and come back while the lane state remains manageable.One bad dive can chain into turret pressure or repeated stagger deaths because teams re-engage faster after winning trades.After a failed engage, stop forcing the next Snowball and wait for key ally cooldowns.

Champion Analysis

Role / Current performance

Overview

Xin Zhao the Seneschal of Demacia is a melee fighter with explosive burst damage and excellent engage capabilities in Hextech Mayhem, functioning as a melee fighter-assassin. His passive, Three Talon Strike, causes every third basic attack to deal bonus damage and heal him, providing excellent sustainability. His Q, Three Talon Strike, is his core damage ability, delivering three rapid strikes with the third strike knocking up the target, which is extremely valuable for controlling key enemy champions. His W, Battle Cry, activates to grant attack speed and health regeneration, dramatically boosting his sustained combat ability. His E, Audacious Charge, is his core mobility tool, allowing him to dash to a target and slow them, enabling him to quickly reach the enemy backline. His ultimate, Crescent Guard, deals massive physical damage to nearby enemies while knocking back all enemies except Xin Zhao, effectively isolating the enemy backline by pushing away frontline tanks. This straightforward yet devastating kit makes Xin Zhao one of the most effective engage fighters in Hextech Mayhem, with his knock-up and ultimate providing critical crowd control and disruption that allow him to dive the backline and create chaos. His burst damage pattern relies on chaining his abilities to maximize the knock-up and follow up with sustained auto-attacks, while his healing and attack speed boosts from Battle Cry keep him in prolonged fights. The combination of a mobility gap-closer, a knock-up, and an isolation ultimate gives him a unique strategic value as a primary engage tool that can bypass frontliners and pressure carries, but he must commit fully once he uses Audacious Charge, making positioning and timing essential to avoid being kited or blown up before his sustain comes online.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Xin Zhao the Seneschal of Demacia excels at forcing fights that other champions would lose, acting as a guided missile in ARAM Mayhem. His goal is to isolate a high-value target and trap them in his circle, avoiding poke and committing fully once a clear path to the enemy backline opens. The combo is E – Audacious Charge to close the gap, then immediately W – Wind Becomes Lightning to slow and block incoming projectiles with the wind wall, which is his most valuable tool for deleting enemy spells when timed against a mage or marksman. Landing the third hit of Q – Three Talon Strike knocks up the target, buying time to finish or reposition. Narrow-lane spacing makes his ultimate, R – Crescent Guard, incredibly powerful because the enemy has limited room to escape. By dashing past frontline carries and hitting squishy damage dealers, then popping R, he creates a 1v1 or 1v2 scenario inside his circle while their team is swept away. Snowball timing is essential for closing gaps but should not be used to start a fight when enemy hard crowd control is ready. The best snowball use is reactionary—throwing it when a key ability is on cooldown, or using it to dodge high-impact enemy ultimates by snowballing a target behind them. Target priority is straightforward: make the enemy carry’s life miserable by sticking to squishy damage dealers first, then enchanters or supports that prolong fights, and only hitting tanks as a last resort since his damage falls off against armor and health. If diving is not viable, he flips to counter-engage and peeling for his own carries, using E on the diver, Q to knock up, and R defensively to shove the enemy engage away, creating a protective dome. Augment trigger windows dictate his aggression—if an augment grants healing or shielding on ability cast, spam W off cooldown; if extra damage on the third hit, stack attack speed to reach the knockup faster; and area-of-effect augments maximize value by engaging into the middle of the enemy team. Push and pull rhythm matters: avoid mindlessly pushing the wave. Instead, let the enemy wave push slightly toward your tower so they overextend, then run them down the long lane. After a kill, shove the wave to reset; after a teammate loss, farm safely under tower. Dive timing requires numbers advantage or critically low enemies—the ideal sequence is E onto target, Q for knockup, auto-attack, tank two tower shots, then R to sweep enemies away and drop tower aggro or create escape room, always having an exit plan via Snowball or Flash before committing. When behind, Xin Zhao becomes a disruption tool rather than a solo killer, focusing on fishing for picks with Snowball, building durability, and using R to isolate the fed enemy carry for his team to collapse, or punishing overextenders under his own tower while holding R for maximum displacement when multiple enemies are in melee range.

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Playstyle Guide

Playstyle / Team structure

Play guide

Xin Zhao the Seneschal of Demacia operates on a tiered game plan that shifts with each level bracket. From levels 1 to 6, he positions beside the minion wave, staying off-center from carries to threaten enemies who step forward without overextending. His trading rhythm avoids spamming short trades; instead, he waits for a key enemy poke or crowd control spell, steps up, hits the nearest target, then retreats before the enemy team collapses. Early Snowball is a commitment tool, thrown only when the target is close enough for team follow-up or after the target has used escape, and never taken automatically if it lands on a tank with four carries behind. Augments should support how the lane actually plays, favoring engage tools if his team lacks them or follow-up damage if hard engage exists. Push the wave when his team has health and poke control to create Snowball angles; stall when backline is low or Snowball is down. When ahead, he controls the middle lane without diving under tower; when behind, he stops starting fights from max range and looks for counter-engage on overstepping enemies. Reaching level 6 with enough health sets up the next phase. From levels 7 to 11, Xin Zhao forces grouped fights only when his team can hit with him. He stands one step ahead of carries when engage is ready, or beside them against assassins. Mid game fights hinge on the first bad cooldown—missed hooks, wasted mobility, or a poke mage stepping forward after casting. He goes in hard on that window, then quickly decides whether to keep chasing or reset behind his team. Snowball becomes aggressive, thrown through minions when enemies line up to clear or at a carry who just used a dash. If it lands on a frontliner, he checks map state before taking it, using the frontliner as a bridge only if his team is stacked. Augment choices define his fight job: durability tools let him start fights and soak first response, mobility tools wait for damaged enemies to finish, damage tools angle toward carries after their peel is used. Push after a won trade or kill by standing where enemies must walk through him to clear. Stall if his team is losing health to poke, preserving health for a shorter all-in. When ahead, he chains pressure without forcing coinflip dives, threatening isolated carries and using his ultimate to protect his commit. When behind, he becomes an anti-dive champion, staying near the waveclear carry and punishing any diver immediately. Mid-game wins convert to structure pressure or health advantage, avoiding standing under tower taking free damage. At level 12 and beyond, Xin Zhao chooses his job before the fight starts. If his backline is stronger, he positions as a peel bruiser; if enemy backline is exposed, he stands in the second line and follows the first crowd control. He stops taking health-negative trades, using short forward steps to bait spells, then retreating until enemy cooldowns are down. Late Snowball can win or throw the game—he only takes a mark when the landing point is safe for follow-up, and often delays taking it until teammates are in range. Augments become fight rules: extended combat rewards staying on the nearest valuable target, burst entry rewards waiting until enemy protection is used. Push only when he can protect the wave and survive counter-engage; stall when waiting on respawns or key ultimates. When ahead, he closes with controlled pressure, zoning carries away from structures and turning immediately if the enemy hard engages.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Xin Zhao the Seneschal of Demacia plays differently depending on whether he is ahead or behind. When ahead, he should use the lead to force clean, repeatable fights, not highlight engages. He is strongest when the enemy team has to walk into him or answer him in a narrow lane. If his team has item, level, or health advantage, he stands near the front of the wave and makes the enemy choose between giving space or getting tagged by his engage pattern. The goal is to start fights on targets that cannot instantly punish him, win the first kill, then keep the fight short before his defensive tools and follow-up damage run out. Key triggers include an enemy carry stepping past their frontline or using a movement spell—take the engage immediately if the team is close enough to hit the same target. Another trigger is when the team has poke advantage and the enemy is stuck under tower; do not dive first just because he is fed, but hold the front edge and punish anyone who walks up to clear minions. If the enemy has one fed backline threat and weaker frontline, save the main commit for that threat instead of farming damage on tanks. If his ultimate or defensive peel tool is available and multiple enemies are looking to collapse, he can start a fight more confidently but only if the team can follow. After winning the first skirmish, chase only along the same line as teammates. Augments that protect a lead should prioritize movement and slow resistance if kited, defensive options against heavy burst if the enemy has burst, or reliability-enhancing augments if the team lacks engage follow-up. Avoid throws by not engaging into all five enemies when the wave is dead, not trading a shutdown for a support or low-value tank, not starting fights while the backline is not ready, and taking the safe reward first after winning a fight rather than chasing one more kill into enemy respawns. When behind, Xin Zhao must stop playing as the first champion through the door and become a counter-engage bruiser, bodyguard for carries, and finisher on enemies who have already spent key spells. Triggers change: he hits the frontline to protect damage dealers when the enemy frontline walks in before their carries, engages only after an enemy carry uses mobility forward or gets clipped by allied crowd control, stands slightly behind or beside the frontline to avoid free poke, attacks the closest champion with purpose when strong peel blocks backline access, and avoids taking maybe engages when the team is down members or low on health. Augments to recover should focus on defensive or sustain tools if he dies before his target drops, mobility or slow resistance for sticking after the first peel, utility to protect carries if the team lacks protection, or immediate burst survival tools against all-burst enemy compositions. Unrecoverable fights while behind include using Snowball into the backline unless the target is isolated, engaging just because his ultimate is ready, chasing low-health enemies through the whole team, or standing alone in front when the team needs to clear wave. The cleanest comeback pattern is to let the enemy overcommit, then turn fast and all hit the same target to reset the lane state and open a push. The big rule is that ahead Xin Zhao should create fights with discipline while behind Xin Zhao should answer fights with patience, and respecting that difference makes augment choices tools that solve real problems rather than excuses to coinflip.

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Champion Background

Lore / Identity / Text block

Background copy

Xin Zhao the Seneschal of Demacia thrives in ARAM: Mayhem when he can stay connected to a target and keep his passive, Determination, active. This passive periodically grants extra damage and self-healing as long as he lands attacks, turning messy brawls into sustained fights where his durability outlasts other divers. The key is treating the passive as a sustain engine: hitting minions, summons, or a frontliner before the real engage keeps his rhythm going, and entering a fight with healing available makes his first trade much harder to punish. However, the passive only matters when attacks connect. If blinds, kiting, displacements, or forced target swaps occur, Xin Zhao loses a large part of his durability. Picking targets trapped by allied crowd control or overstepping near the lane center ensures he can keep hitting for a short window. His Q, Three Talon Strike, empowers his next basic attacks and knocks the target up on the final hit, providing reliable single-target lockdown once he is in range. Activating Q too early during approach warns enemies, so it is best used upon arrival with E, after Snowball, or when a teammate has already slowed or rooted the target. The knock-up is crucial; losing it to a flash, dash, or peel makes him much easier to kite. W, Wind Becomes Lightning, is his main ranged poke and engage signal, giving him something useful to do before committing. It can test whether a target can be engaged, and landing it opens a safe follow-up with E. Using W after an ally slow or stun greatly increases reliability. Missing W should discourage forcing the same play. E, Audacious Charge, is the decisive button that decides whether Xin Zhao looks unstoppable or gets punished. It should never be used carelessly; the best targets are already slowed, marked by team pressure, trapped near the side, or missing key mobility. Sometimes dashing to a frontline unit places him close enough to threaten W or Q while staying inside allied follow-up range. R, Crescent Guard, shapes fights by creating a defensive zone that helps him survive against enemies outside his immediate duel. It is a spacing tool used after committing to a target and when the enemy backline is about to punish. The best Xin Zhao players swap between diving and peeling based on who overcommits first, never ulting so deep that his carries cannot benefit from the space created. Wasting any ability is costly, but wasting E or R is the most punishing because Xin Zhao then lacks a clean exit or protection, leaving him stranded in poke range without his core tools.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Xin Zhao is simple to start, but easy to throw with. Most bad games follow the same pattern: you enter first, miss the important hit, lose your target, and have no clean way out. In ARAM: Mayhem, fights are faster and punish windows shorter, so every engage needs a clear target, a reason to commit, and a recovery plan if the first hit fails. Mechanical mistakes include dashing in before your knock-up pattern is ready, which leaves you kited and your team unable to follow. Start fights when you can chain dash into autos and the knock-up threat immediately, especially against a carry already slowed or forced forward. If you entered too early, stop chasing and turn onto the closest enemy you can reliably hit, using durability and ultimate defensively. Throwing your long poke at max range with no setup and then engaging as if it landed is another common error. Aim it after an ally slow, a Snowball connect, or when the enemy walks through a narrow angle. If you miss, do not force the dash anyway. Cancelling or delaying autos while casting everything at once loses knock-up timing and damage; keep the rhythm simple by autoing consistently and weaving abilities without breaking the chase. Using ultimate only as a late panic button after you are already surrounded and low loses position and team follow-up. Use it to cut off ranged damage, isolate a priority target, or buy time for allies. If you held it too long, use the ultimate to create the safest retreat angle toward allied damage and health packs. Chasing a low-health enemy through the entire team after your dash lands often trades your life for nothing; once the carry escapes, turn and clean the nearest target. Taking Snowball every time it connects without checking the landing spot delivers you into layered crowd control; treat it as an option, not a command, and if you land badly, use the shortest path back through your team. Standing still after engage because you are focused only on autoing draws skill shots and crowd control; stutter-step around the target, moving slightly between hits. If you eat a control chain, wait out the punish instead of mashing forward. Ignoring target facing and terrain when lining up your thrust or dash angle pushes you into awkward space; engage from angles that keep the enemy between you and your team. Decision mistakes include starting every fight just because Xin Zhao can reach someone, pulling your team in without cooldowns or position. Engage only when an enemy carry steps past the front line, an ally crowd control lands, key disengage is used, or your team is grouped. If you started a bad fight, switch to buy-time mode. Diving the backline while your own backline is being jumped leaves both carries dead; check enemy engage champions and stand closer to your damage dealers if they have divers. Building or augmenting only for damage when your team needs a first body leaves you too fragile; match your setup to the lobby and play second wave if your early choices made you too fragile. Engaging into obvious anti-dive zones because the target looks low results in lost control; bait one piece of crowd control first. Fighting when your team is split across the lane or collecting resources creates a good engage only you can see; look at ally spacing before going. Treating the enemy tank as untouchable and always forcing past them burns mobility and exposes you; hit the front line when that is the only safe target.

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FAQ

Xin Zhao

FAQ

Is Xin Zhao a good pick in ARAM: Mayhem? Yes, if your team needs someone who can start fights and actually commit to them. Pick him when you have follow-up damage or crowd control behind you, then force short, violent fights before poke teams can reset. The tradeoff is simple: if you dive alone or too early, you give the enemy a clean punish window. What is Xin Zhao trying to do in most fights? Xin Zhao wants to mark a target, get onto them, and stay close long enough to make their backline panic. Look for carries who step past their frontline or waste a mobility tool, then dash in and force them to choose between running or fighting you. If you cannot reach a valuable target, hit the nearest enemy safely instead of wandering in the open. Should I engage first or wait for someone else? Engage first when the enemy team is spread out, your allies are in range, and you can reach a priority target without crossing every hostile spell. Wait when the enemy has obvious peel ready or your team is still clearing the wave. Xin Zhao is strong at starting scrappy fights, but he is not strong when he becomes the only visible target.

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