Normal Skill Order: R > Q > E > W
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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%.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- 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%.
- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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%.
Situational itemstop 12
- 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%.
50.22%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
49.68%- 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.
49.54%- 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%.
46.29%- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
46.65%- 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.
47.56%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
48.40%- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
53.07%- 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.
47.10%- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
51.83%- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
52.37%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
51.92%Starting items
- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
48.57%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
47.89%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
47.89%- Total Price
- 900
- Price
- 500
+350 Health
50.33%- Total Price
- 400
- Price
- 400
+150 Health
50.33%Core items
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
Situational itemstop 12
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
52.27%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
51.62%- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
50.90%- 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%.
52.29%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.03%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
52.28%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
52.00%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
49.07%- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
53.50%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
50.77%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
51.25%Starting items
- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
51.38%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
52.99%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
52.99%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
51.94%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
51.94%Core items
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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%.
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
Situational itemstop 12
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
50.16%- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
51.20%- 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%.
49.85%- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
49.63%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.43%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
51.35%- 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.
49.37%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.66%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
48.59%- 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.
43.25%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
50.20%- 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%.
46.04%Starting items
- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
49.12%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
51.62%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
51.62%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
47.57%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
47.57%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 61.35% | 6.46% | 1,493 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 57.04% | 11.80% | 2,728 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 54.12% | 17.31% | 4,002 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 53.45% | 5.40% | 1,248 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T1 | 53.28% | 6.39% | 1,477 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 53.23% | 6.42% | 1,484 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 52.71% | 6.38% | 1,476 |
Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units. View augment details | Prismatic | T1 | 52.34% | 7.94% | 1,836 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T1 | 51.94% | 6.45% | 1,492 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 51.85% | 18.54% | 4,287 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 51.50% | 9.69% | 2,239 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T1 | 50.04% | 6.16% | 1,423 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T1 | 49.98% | 17.93% | 4,146 |
Grants 20% heal and shield power . View augment details | Silver | T1 | 49.91% | 4.71% | 1,088 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T1 | 49.70% | 10.05% | 2,324 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 49.62% | 10.18% | 2,354 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 49.44% | 6.54% | 1,511 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T1 | 49.34% | 5.94% | 1,372 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 48.82% | 6.41% | 1,481 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T1 | 48.65% | 5.28% | 1,221 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 48.40% | 9.20% | 2,126 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 48.35% | 8.15% | 1,884 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 48.12% | 6.66% | 1,540 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T1 | 47.85% | 5.42% | 1,254 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 47.35% | 8.32% | 1,924 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 61.14% | 2.66% | 615 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T2 | 55.32% | 1.83% | 423 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 54.67% | 2.27% | 525 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 54.44% | 1.85% | 428 |
Grants 60 ability haste . View augment details | Gold | T2 | 53.63% | 2.27% | 524 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T2 | 53.28% | 1.98% | 458 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 52.91% | 2.90% | 671 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T2 | 52.88% | 2.10% | 486 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 52.82% | 2.37% | 549 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 52.63% | 2.71% | 627 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 52.14% | 3.44% | 796 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T2 | 51.70% | 2.17% | 501 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T2 | 51.59% | 2.18% | 504 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T2 | 51.35% | 4.33% | 1,001 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T2 | 51.27% | 2.38% | 550 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T2 | 51.25% | 3.46% | 800 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.20% | 1.81% | 418 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T2 | 51.15% | 3.75% | 866 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T2 | 50.81% | 2.94% | 679 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 50.55% | 3.52% | 813 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 50.52% | 2.10% | 485 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T2 | 50.13% | 3.21% | 742 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T2 | 50.11% | 1.92% | 443 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 50.00% | 1.92% | 444 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T2 | 49.89% | 3.78% | 874 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T2 | 49.50% | 2.18% | 503 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T2 | 49.45% | 2.34% | 542 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T2 | 49.41% | 2.58% | 597 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T2 | 49.33% | 3.55% | 821 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T2 | 49.30% | 2.48% | 574 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T2 | 48.84% | 2.23% | 516 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T2 | 48.39% | 2.82% | 651 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T2 | 48.11% | 2.28% | 528 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T2 | 46.40% | 2.95% | 681 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T2 | 46.31% | 3.11% | 719 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T2 | 46.20% | 3.18% | 736 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T2 | 45.64% | 3.22% | 745 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 45.59% | 2.11% | 487 |
Gain 15% omnivamp . View augment details | Silver | T2 | 45.48% | 2.82% | 653 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T2 | 45.27% | 2.51% | 581 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 56.49% | 1.03% | 239 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 55.60% | 1.16% | 268 |
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 55.51% | 1.10% | 254 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T3 | 53.64% | 1.13% | 261 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T3 | 53.51% | 1.17% | 271 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 52.36% | 1.19% | 275 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 51.72% | 1.13% | 261 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T3 | 51.53% | 0.99% | 229 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 51.52% | 1.14% | 264 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 51.47% | 1.33% | 307 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T3 | 51.38% | 1.09% | 253 |
Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds. View augment details | Prismatic | T3 | 51.37% | 1.58% | 366 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T3 | 51.10% | 1.38% | 319 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 51.04% | 1.45% | 335 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 50.61% | 1.07% | 247 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T3 | 50.00% | 1.68% | 388 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T3 | 49.85% | 1.45% | 335 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T3 | 49.76% | 0.91% | 211 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T3 | 49.71% | 1.51% | 350 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T3 | 49.62% | 1.71% | 395 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 49.27% | 1.48% | 343 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T3 | 49.12% | 1.22% | 283 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T3 | 48.92% | 1.61% | 372 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 48.92% | 1.60% | 370 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T3 | 48.68% | 1.64% | 380 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 48.12% | 1.49% | 345 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 47.99% | 1.61% | 373 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 47.20% | 1.39% | 322 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 46.67% | 0.97% | 225 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T3 | 46.61% | 0.96% | 221 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 46.25% | 1.33% | 307 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 44.59% | 1.36% | 314 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 44.26% | 1.58% | 366 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 60.98% | 0.53% | 123 |
Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage. View augment details | Silver | T4 | 55.00% | 0.43% | 100 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 54.78% | 0.50% | 115 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T4 | 53.49% | 0.37% | 86 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 53.29% | 0.72% | 167 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 52.22% | 0.39% | 90 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T4 | 52.11% | 0.31% | 71 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 51.90% | 0.91% | 210 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T4 | 50.70% | 0.31% | 71 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 49.59% | 0.52% | 121 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 49.51% | 0.45% | 103 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 49.50% | 0.44% | 101 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 49.30% | 0.31% | 71 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T4 | 49.26% | 0.59% | 136 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 49.12% | 0.49% | 114 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 48.88% | 0.77% | 178 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T4 | 48.61% | 0.31% | 72 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 47.24% | 0.55% | 127 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 46.74% | 0.40% | 92 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T4 | 46.73% | 0.46% | 107 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 46.67% | 0.32% | 75 |
Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities. View augment details | Gold | T4 | 46.63% | 0.71% | 163 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T4 | 46.48% | 0.31% | 71 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T4 | 46.27% | 0.58% | 134 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 45.58% | 0.64% | 147 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T4 | 45.51% | 0.72% | 167 |
你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间 View augment details | Prismatic | T4 | 45.16% | 0.40% | 93 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T4 | 44.85% | 0.59% | 136 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 43.97% | 0.50% | 116 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T4 | 43.88% | 0.60% | 139 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 43.69% | 0.45% | 103 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 43.68% | 0.38% | 87 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T4 | 41.53% | 0.79% | 183 |
Grants 50% critical strike chance . View augment details | Gold | T4 | 40.97% | 0.62% | 144 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T5 | 55.74% | 0.26% | 61 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T5 | 51.92% | 0.22% | 52 |
Swain Skill Combos
Extracted from the skill order guide
Long-range poke, scouting, zone control, or spell-area augments: Consider R > Q > W > E.
For basic abilities, the standard Mayhem order is max Q first, E second, W last.
Swain Counters
Counters and threats extracted from the matchup guide
Counters
6Swain counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Swain is countered by these champions in ARAM: Mayhem.
Read counter detailsSwain Team Comp Highlights
Partner patterns extracted from the team comp guide
Amumu / Maokai / Leona-style hard engage tanks
These champions give Swain the one thing he values most: a guaranteed first catch. When a tank locks multiple enemies in place, Swain can walk forward, layer his root and area pressure, then turn on his drain while the enemy team is still deciding whether to fight or scatter.
Orianna / Viktor / Anivia-style control mages
Control mages turn Swain’s threat zone into a trap. Swain pressures the middle of the lane, while they punish the routes enemies use to escape him. If the enemy walks forward, Swain can root or drain. If they sidestep away, they step into mage zones, walls, slows, or burst patterns.
Jinx / Kog’Maw / Aphelios-style sustained damage carries
Swain is very good at making fights ugly. Sustained carries love that. He forces enemies to spend dashes, flashes, shields, and cleanses on surviving the first drain fight, which gives the marksman a safer window to free-hit from behind him.
Rell / Nautilus / Thresh-style pick and chain-CC supports
Swain becomes much more reliable when a teammate can create the first forced movement. Hooks, knockups, flays, and layered roots make it easier for Swain to connect his own crowd control and drag a target into a bad position. The value is not only the first kill; it is the panic formation break afterward.
Seraphine / Sona / Karma-style shields, speed, and layered teamfight utility
Utility enchanters help Swain survive the gap between “I want to be close” and “I am actually draining multiple targets.” Shields and speed boosts let him take better angles, while teamwide crowd control or slows make it harder for enemies to simply walk out of his threat zone.
Swain ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Tempo | Swain wins by walking forward slowly with allies, stacking health through passive soul fragments, and turning fights after enemies have already committed deeply. | Punish windows are shorter and fights break open faster. If you wait for the perfect front-to-back fight, enemies may reset or disengage before Swain gets full value. | Read the first two seconds of a fight quickly and commit before enemies can reset or disengage. |
| E Usage | Throwing E through minions and chokepoints creates picks because players group tightly and traffic in lane is slow and predictable. | E is less about fishing and more about punishing committed movement. Hold it when mobile enemies are looking to enter, as missing invites immediate engage. | Hold E for committed enemies rather than fishing; missing it leaves you vulnerable to punishment. |
| Ultimate Timing | Swain can sometimes wait until the enemy is deep before activating ultimate, using it as a low-health panic button. | Burst and displacement can remove you before the drain fight starts. Press R when the fight is committing around you, not after your health collapses. | Activate ultimate when the fight commits, not after your health bar is already collapsing. |
| Snowball Risk | Snowball lets Swain reach the backline, start R in the middle of the enemy team, and force a brawl on his terms. | Enemy reactions are stronger and faster. Use Snowball as a threat first. Take the second cast only when your team can follow or the enemy has spent key answers. | Use Snowball as a threat first; fly in only when your team can follow or enemies lack answers. |
| Augment Influence | Runes offer standard sustain and durability options, but Swain's core playstyle remains consistent regardless of rune choices. | Augments can change whether Swain plays like a drain tank, control mage, pick enabler, or anti-dive body. Build around what your current game lacks. | Adapt your skill priority and positioning to match what your augment package enables. |
Champion Analysis
Role / Current performance
In Hextech Mayhem (ARAM) mode, Swain the Noxian Grand General is a ranged mage-tank with powerful crowd control and excellent sustained damage. Swain functions as a versatile champion whose passive, Imperial Agenda, marks enemies hit by his abilities, with basic attacks against marked targets dealing bonus damage. This passive mechanic encourages Swain to follow up on his ability damage with auto-attacks to maximize his damage output. Swain's Q, Death's Hand, serves as his primary damage tool, releasing five bolts of demonic energy in a cone that deal magic damage with excellent AoE coverage in the single-lane format of Hextech Mayhem. His W, Vision of Empire, provides vision control by deploying a demonic eye at a target location, offering strategic utility for scouting enemy positions or checking brushes. Swain's E, Nevermove, is his core crowd control tool, releasing a demonic hand that grabs and damages an enemy, providing valuable point-and-click CC that makes it reliable for catching targets. Swain's ultimate, Demonic Ascension, is his signature ability and defines his role as a mage-tank. When activated, Swain transforms into a demon form that grants bonus health and sustained damage, significantly increasing his durability in team fights. In demon form, Swain's basic attacks release demonic energy dealing AoE damage, allowing him to threaten multiple enemies simultaneously. He can recast his ultimate to pull nearby enemies toward him, serving as a powerful engage tool that can disrupt enemy positioning and set up follow-up damage from his team. In Hextech Mayhem, demon form Swain has exceptional tankiness and AoE damage, making him effective at sustained fighting in the confined ARAM lane where enemies cannot easily disengage. His combination of crowd control from Nevermove, the pull from his ultimate, and sustained damage from Death's Hand and Demonic Ascension allows him to both initiate fights and survive extended engagements. Swain's versatility as a mage-tank with crowd control makes him a formidable pick in Hextech Mayhem, capable of filling multiple roles within a team composition while providing consistent value through his damage, durability, and utility.
Core Tips
Long-form tips / Play pattern
Swain wins Mayhem fights by making enemies stay too long rather than playing as a pure backline mage. Step into the edge of fights, force enemies to answer you, and punish bad movements with crowd control, pull pressure, and sustained area damage. Walking in before teammates can follow leads to getting kited and bursted, while waiting until both teams have committed spells makes Swain much harder to remove. Start fights from the side of the lane rather than the center, where every enemy has a clean line to hit you. Hug one wall, threaten root angles through minions, and force enemies to dodge sideways into your team's poke instead of straight backward. Do not force the first engage unless you have Snowball, a teammate ready to follow, or a clear immobile target. Swain is better when enemies have already used dashes, shields, or long-range crowd control. Use crowd control as a commitment test, pulling frontliners only if your team is stepping forward, while spending damage quickly on carries or low-mobility mages before their peel arrives. Activate your ultimate when enemies are committed, not when they are merely looking at you, as early activation lets them back away and costs tempo. Swain excels against enemies that dive in a straight line. When assassins, bruisers, or tanks enter, step slightly backward instead of panic-running, drop your zone, and force them to fight inside your damage while your team collapses. Save one defensive answer for the second enemy, as the first champion in is often bait. If your carry gets engaged on, stand between them and the enemy exit path, making leaving expensive through pulls, body-blocks, and sustained damage. When enemy poke comps overstep to finish someone, punish the chase by letting them cross the midpoint before turning with Snowball, root, or ultimate. Do not retreat in a straight line after missing crowd control. Angle toward a wall to force enemies to choose between chasing you or dodging your team. When low, use fog, minions, and threat range to buy seconds, turning once with a root or zone if enemies overchase. If your ultimate is active and enemies disengage, follow only as far as your team can hit. Against heavy burst, enter fights after the first stun or nuke is gone. Hold the lane at a diagonal, slightly offset from carries so enemies cannot hit all of you with one line spell. Use minion waves as pressure, walking with them and threatening root angles as enemies last-hit. Do not stand shoulder-to-shoulder with another short-range champion, as one disengage spell can stop both. Pull priority is not always kill priority; pulling a tank can be correct if it drags them away from your carry. Mark immobile targets who used movement tools, and do not chase low-health tanks past healthy carries. Snowball is best after enemies use their first escape or disengage. If it lands on a carry, check your team before reactivating. Use Snowball defensively to reposition or dodge skillshots. Do not Snowball into heavy displacement unless the payoff is immediate. Play around augment trigger windows using root, pull, Snowball, and ultimate activation as main trigger moments. Push when ultimate and Snowball are available, pull back when they are not. After winning trades, crash the wave before chasing. When behind, let the wave come to you and punish dives under friendly structure. Dive only when enemies have no clean path backward, entering after a tank or hard engage starts them. When behind, focus on making enemy engages expensive, saving pull for divers, and looking for clustered enemies at relics, towers, and choke points.
Read full guidePlaystyle Guide
Playstyle / Team structure
Swain the Noxian Grand General progresses through three distinct phases in ARAM: Mayhem, evolving from a calculated pick mage into a fight anchor who determines the outcome of late-game engagements. During levels 1 through 6, Swain must build space before looking for pulls. He should start slightly behind the front line or beside the minion wave, using it as a screen while stepping up when enemy poke is on cooldown. Early trades work best in short windows after allies poke first, threatening roots and pulls when enemies sidestep toward walls or minion clumps. Snowball serves as a follow-up tool rather than a blind engage button, used when enemies are already controlled or separated. Early augment choices should address the lobby's specific challenges, valuing movement and durability against outranged opponents or sustained combat effects in brawling matchups. Swain wins repeated messy trades rather than clean poke wars, so missing setup means backing up and waiting for the next opportunity. At levels 7 through 11, Swain transforms into a skirmish anchor who turns short fights into extended brawls. He positions just inside the fight, forcing enemies to retreat through his control or waste damage trying to remove him. Trading rhythm shifts toward longer engagements, tagging enemies on cannon waves and pulling targets who are slowed or displaced. Snowball becomes a real engage option once his ultimate is ready, with the ideal pattern involving marking a valuable target, confirming ally follow-up, activating ultimate as the fight starts, and taking the dash only if it places him among multiple enemies. Combat augments should activate before absorbing burst, with damage effects best used when enemies are grouped. Pushing after won skirmishes capitalizes on Swain's ability to punish short-range defenders, while stalling is appropriate when ultimate or key engage tools are unavailable. From level 12 onward, Swain must be the center of the winning fight rather than the first corpse. He respects burst and chain control, standing close enough to threaten frontline and divers without giving free engage. Late trades require purpose, setting up wave crashes or forcing defensive cooldowns rather than random poke. Snowball becomes a fight-decider used after enemy control is spent or to punish unprotected carries, with the discipline to let marks expire if fight conditions are poor. Augment usage matches the decisive fight plan, with durable builds allowing him to stand in brawls and force enemies to overcommit damage. When ahead, Swain forces fights near enemy structures or narrow lane space, making defenders choose between clearing waves and respecting his engage. When behind, he plays for one collapse, hiding intent until enemies group too tightly or a carry steps forward. After late fights, Swain immediately commits to the objective line, either ending the game, breaking structures, or resetting formation based on remaining resources.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Swain the Noxian Grand General excels in ARAM: Mayhem when fights happen inside his controlled space, making zone control and positioning the core of his strategic identity. His greatest strength lies in extending fights through his drain-and-control pattern, where enemies forced to remain in his area take sustained damage while he recovers health. Swain becomes dominant when he can shrink the lane, hold the center line, and punish enemies who step forward for gold or relic access. His crowd control and ultimate create a claimed zone that enemies must either flee from or fight inside, both options playing into his hands. His primary weakness emerges when he leaves his zone to chase, becoming a slow target without backup. Swain struggles against anti-drain tools including healing reduction, layered crowd control, and burst damage that can lock him down before his team follows up. He is vulnerable to kiting in open space and loses when he walks alone into territory the enemy controls. His effectiveness drops significantly if he commits before enemies spend their dodge tools or defensive cooldowns. When ahead, Swain should move forward with the wave and force enemies to choose between losing minions, walking into his control, or spending disengage tools early. The critical mistake ahead is chasing past the minion wave after one low-health target, which gives the enemy team a clean collapse angle. Ahead Swain turns picks into structure pressure by pushing waves, hitting turrets, and standing between enemies and minions rather than over-diving for kills. He should activate his ultimate as a zone claim when enemies are grouped, not as a panic button when already cut off. Holding crowd control for enemy assassins, divers, or marksmen rather than wasting it on baiting tanks turns desperate enemy engages into death sentences. When behind, Swain must shift from walking enemies down to making their engage cost too much. He should defend waves first, fight near his turret where enemies have less room to chase, and turn on the first diver rather than reaching for the backline. Behind Swain wins through second entries after baiting out enemy anti-Swain tools like knockback, silence, hard crowd control, or healing reduction. He should use defensive ultimate timing to break enemy engages while his team can still damage divers, rather than waiting until carries are dead. Taking augments that address the specific reason for losing, whether movement access, durability, or wave control, matters more than stacking offense. The fundamental rule is that Swain wins Mayhem fights when enemies are trapped in his tempo and loses when he walks alone into space the enemy already controls.
Read full guideChampion Background
Lore / Identity / Text block
Swain the Noxian Grand General is a control mage who transforms into a sustained frontline fighter through his soul fragment mechanic, making him uniquely suited to ARAM: Mayhem's constant brawls. His passive, Ravenous Flock, defines his strategic identity: Swain collects fragments from enemies affected by his soul-extracting effects, restoring health and gaining permanent durability. This transforms repeated short trades into a genuine frontline profile rather than leaving him as a fragile mage. Success requires steady fragment income rather than hero moments, with each fragment serving as a recovery plan against poke-heavy teams. Swain's kit revolves around setup and reward layers. His E, Nevermove, is the critical catch spell that starts his best trades, sending a wave that roots enemies on its return path. The return timing and angle matter more than the initial cast, requiring Swain to predict enemy movement and trap them against terrain, minions, or allied crowd control. A missed E creates his biggest punish window, as opponents can freely engage or poke while he lacks threat. His W, Vision of Empire, functions as a trap rather than a raw snipe, punishing enemies forced into predictable positions by crowd control, chokes, or retreat paths. The delay makes it unreliable against free-moving targets, so pairing it with E roots or allied engagement is essential. Q, Death's Hand, serves as Swain's primary damage spell, firing in a cone that rewards close-range positioning. Swain wins fights by draining the frontline and stacking damage rather than chasing unreachable carries. The ability punishes enemies who step into his space but becomes a liability when wasted on poor angles, signaling to opponents that they can safely engage while his best close-range answer is down. R, Demonic Ascension, transforms Swain into a drain-fighting anchor, damaging nearby enemies while sustaining himself and offering a powerful burst finisher. This commitment button works best when enemies have already spent movement tools or been trapped by crowd control, not when teams are freely kiting backward. Positioning matters more than aim, as Swain must stay connected to targets without overextending. A wasted ultimate leaves him vulnerable to kiting and burst, making patience essential. Swain's counterplay centers on denying his setup. Enemies who dodge E, leave W zones, spread during R, and burst him before he drains can starve his fragment income. Clean disengage from ranged teams forces him into low-value fishing casts. Swain thrives in messy, collapsed fights where bodies stack up and his sustain loop feeds on constant engagement. His strategic value lies in turning prolonged skirmishes into winning wars of attrition, rewarding players who land setup abilities and punish overextended enemies rather than chasing miracle picks.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Swain wins Mayhem fights by staying just close enough to drain, punish grouped enemies, and turn messy brawls into long trades. Most bad Swain games come from forcing the engage too early, missing the pull window, or ulting when the enemy can simply walk away. Mechanical mistakes often begin with throwing Nevermove straight down the lane at max range with no setup. The correct action is casting it when the target is already committed to a last-hit, channel, dash landing, choke point, Snowball follow-up, or ally crowd control, aiming where they must move rather than where they are standing. Another common error is pulling the first target touched without checking whether the team can hit them, which can drag a tank or bruiser into your own team and give them a free engage angle. Swain should pull only when the target is punishable: a carry, an isolated support, or a diver whose escape is already down. Activating Demonic Ascension too late, after already being low and separated, wastes the drain value. Swain should ult as the fight starts to become unavoidable, especially when multiple enemies are entering the zone and the team can follow. Using Demonflare only for damage the moment it becomes available, even when enemies still have movement tools, allows mobile champions to dash out. The correct action is holding the detonation until enemies are slowed, rooted, trapped in a choke, or forced to choose between eating it and abandoning their carry. Firing Vision of Empire as random poke in the middle of the wave lets enemies walk out easily. Use it on slowed enemies, rooted targets, retreat paths, brush exits, or spots where a low enemy must run. Standing still during ultimate because Swain feels tanky invites skillshots, grievous pressure, and burst to land cleanly. Swain should keep moving in small arcs around the enemy front line, staying close enough to threaten without giving every mage and marksman a free center target. Snowballing in before landing any crowd control or before the team is in range leaves Swain arriving alone and getting displaced or kited. Decision mistakes include playing Swain like a pure backline mage for the whole game, which results in harmless poke and enemies walking through the lane without respecting the drain threat. Swain should occupy the uncomfortable middle space where carries cannot ignore him and divers cannot freely pass him. Frontlining alone because Swain has sustain allows the enemy to kite backward and focus without giving drain targets. Frontline only when the team can hit the same area. Chasing one low-health enemy past the wave while ultimate is active leaves the real fight, loses access to multiple drain targets, and invites the enemy team to collapse on the backline. Swain is usually stronger turning three enemies away from carries than sprinting after one escapee. Ignoring anti-heal, shields, displacement, and long-range poke when choosing how to fight leads to assuming Swain can outlast everyone, then getting reduced, knocked out, or burst before the drain pattern stabilizes. Taking every augment, item, or play pattern focused on damage while the team already has damage but no one can start or survive a fight results in bursting harder on paper but dying before fights extend. Build and choose around the job the team needs. Fighting in wide open space against high-mobility or long-range teams allows them to spread out, dodge abilities easily, and drain ultimate duration while taking minimal risk. Force fights around minion waves, choke points, turret approaches, relic zones, or any path where enemies must stack or slow down.
Read full guideFAQ
Swain
What is Swain’s job in ARAM: Mayhem? Swain wants to stand just inside the fight, drain value over time, and punish enemies who walk too far forward. If your team has engage, follow it and turn the brawl into a slow collapse; if your team lacks engage, play around enemy mistakes instead of forcing first contact. The tradeoff is that you are strong in messy fights but very punishable when you enter before your team can hit. Should I build Swain as a tank, mage, or bruiser? Most games favor a bruiser mage setup: enough damage to matter, enough durability to keep draining. If the enemy has heavy burst or multiple divers, lean harder into health and resistances; if they are low range and cannot kill you quickly, add more damage. Pure glass cannon can win poke trades, but it usually loses the moment the fight becomes a full commit. When should Swain go in? Go in after someone is already controlled, displaced, or forced to retreat through a narrow angle. Walk forward when your frontline or crowd control creates space, then commit your damage while enemies are grouped and busy. If you start the fight alone, ranged carries can kite you out and your drain time turns into free damage for them.
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