Normal order: R > Q > W > E.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
Situational itemstop 12
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
52.15%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
53.40%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
51.46%- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
51.51%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
51.90%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
52.40%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
54.51%- Total Price
- 2,800
- Price
- 275
+55 Attack Damage +25% Critical Strike Chance Magnification Deal up to 10% increased damage with Attacks, based on how far away the enemy is (max damage at 500 range). Arcane Aim When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 8 seconds.
55.87%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
49.77%- Total Price
- 3,000
- Price
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
49.92%- Total Price
- 3,200
- Price
- 700
+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.
53.72%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
50.62%Starting items
- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
52.79%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
53.23%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
53.23%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
51.61%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
51.61%Core items
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
Situational itemstop 12
- Total Price
- 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.
48.31%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
47.58%- Total Price
- 2,750
- Price
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
47.06%- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
46.54%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
50.66%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
49.74%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
50.42%- Total Price
- 3,000
- Price
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
50.09%- Total Price
- 2,800
- Price
- 275
+55 Attack Damage +25% Critical Strike Chance Magnification Deal up to 10% increased damage with Attacks, based on how far away the enemy is (max damage at 500 range). Arcane Aim When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 8 seconds.
57.27%- 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 %.
49.06%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.23%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
46.58%Starting items
- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
48.20%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
48.20%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
49.22%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
50.12%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
50.12%Core items
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
53.88%- 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.
55.68%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
51.37%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
54.42%- Total Price
- 2,650
- Price
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
56.70%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
53.38%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
51.97%- Total Price
- 2,650
- Price
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
57.63%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
55.76%- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
51.65%- Total Price
- 3,000
- Price
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
58.12%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
56.44%Starting items
- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
52.08%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
50.88%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
50.88%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
55.94%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 56.93% | 5.37% | 1,897 |
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 55.82% | 23.37% | 8,253 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 54.70% | 9.25% | 3,267 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T1 | 54.46% | 8.35% | 2,947 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 53.88% | 5.36% | 1,893 |
Gain 15% omnivamp . View augment details | Silver | T1 | 53.63% | 7.11% | 2,510 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T1 | 53.44% | 11.15% | 3,937 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 53.11% | 8.19% | 2,892 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 52.54% | 15.91% | 5,620 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 52.26% | 20.82% | 7,352 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 52.15% | 12.01% | 4,240 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T1 | 51.93% | 9.01% | 3,181 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T1 | 51.90% | 12.95% | 4,574 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T1 | 51.65% | 14.01% | 4,947 |
Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 51.53% | 17.57% | 6,204 |
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 | 51.06% | 7.75% | 2,736 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T1 | 50.91% | 10.08% | 3,559 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T1 | 50.91% | 5.92% | 2,090 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 50.28% | 12.24% | 4,324 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 50.19% | 7.40% | 2,614 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T1 | 49.92% | 14.93% | 5,274 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 49.82% | 7.04% | 2,485 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T1 | 48.78% | 8.46% | 2,987 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 48.51% | 15.40% | 5,438 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T1 | 48.29% | 4.98% | 1,758 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 58.77% | 1.99% | 701 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 57.54% | 1.31% | 464 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 57.33% | 3.17% | 1,118 |
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 | 57.24% | 2.85% | 1,008 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 57.14% | 2.68% | 945 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 55.47% | 2.90% | 1,024 |
Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions. View augment details | Prismatic | T2 | 54.90% | 1.39% | 490 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 54.53% | 2.34% | 827 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T2 | 53.96% | 1.11% | 391 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T2 | 53.13% | 1.09% | 384 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T2 | 53.10% | 1.19% | 420 |
Increases attack damage by 20% . View augment details | Silver | T2 | 52.90% | 2.15% | 758 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 52.73% | 0.93% | 330 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 52.70% | 1.57% | 556 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 52.58% | 4.51% | 1,592 |
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 | T2 | 52.09% | 1.83% | 645 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T2 | 51.90% | 2.01% | 711 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T2 | 51.86% | 1.06% | 376 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 51.08% | 4.47% | 1,580 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 50.24% | 2.32% | 820 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T2 | 49.38% | 2.99% | 1,055 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T2 | 49.21% | 1.08% | 382 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T2 | 49.20% | 3.19% | 1,126 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T2 | 49.10% | 1.42% | 501 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T2 | 48.96% | 0.95% | 335 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T2 | 48.81% | 1.90% | 670 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T2 | 48.41% | 0.98% | 347 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T2 | 48.38% | 1.14% | 401 |
Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health . View augment details | Silver | T2 | 48.07% | 3.37% | 1,190 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 47.78% | 1.91% | 676 |
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 | 47.68% | 1.47% | 518 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T2 | 47.41% | 1.31% | 464 |
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 | 47.26% | 0.93% | 328 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 47.22% | 4.38% | 1,548 |
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 | T2 | 46.69% | 3.03% | 1,071 |
Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T2 | 45.56% | 2.20% | 777 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 45.47% | 1.84% | 651 |
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 | 45.34% | 1.64% | 580 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T2 | 44.00% | 2.43% | 859 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T3 | 56.60% | 0.30% | 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. View augment details | Prismatic | T3 | 56.43% | 0.68% | 241 |
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 | 56.31% | 0.58% | 206 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 55.44% | 0.81% | 285 |
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 | T3 | 54.92% | 0.35% | 122 |
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 | 54.68% | 0.39% | 139 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T3 | 54.42% | 0.64% | 226 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T3 | 54.31% | 0.33% | 116 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T3 | 53.68% | 0.54% | 190 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T3 | 52.75% | 0.62% | 218 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 51.02% | 0.56% | 196 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T3 | 50.73% | 0.58% | 205 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 50.35% | 0.40% | 143 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 49.32% | 0.41% | 146 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T3 | 48.70% | 0.33% | 115 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T3 | 47.86% | 0.66% | 234 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T3 | 47.81% | 0.65% | 228 |
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 | T3 | 47.76% | 0.76% | 268 |
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 | Silver | T3 | 47.10% | 0.44% | 155 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T3 | 46.58% | 0.41% | 146 |
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 | Prismatic | T3 | 46.49% | 0.32% | 114 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 46.42% | 0.91% | 321 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T3 | 46.30% | 0.31% | 108 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 46.10% | 0.44% | 154 |
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 | T3 | 45.18% | 0.47% | 166 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 44.52% | 0.41% | 146 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 44.32% | 0.77% | 273 |
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 | 43.75% | 0.45% | 160 |
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 | 43.60% | 0.49% | 172 |
Grants 60 ability haste . View augment details | Gold | T3 | 43.23% | 0.54% | 192 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 43.00% | 0.57% | 200 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 40.27% | 0.42% | 149 |
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 | 39.69% | 0.37% | 131 |
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 | 38.97% | 0.39% | 136 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T3 | 34.91% | 0.30% | 106 |
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 | 62.26% | 0.15% | 53 |
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 | 60.38% | 0.15% | 53 |
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 | 59.77% | 0.25% | 87 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 55.43% | 0.26% | 92 |
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 | 51.79% | 0.16% | 56 |
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 | T4 | 51.61% | 0.18% | 62 |
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 | T4 | 50.85% | 0.17% | 59 |
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 | T4 | 50.62% | 0.23% | 81 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T4 | 50.00% | 0.23% | 82 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T4 | 48.08% | 0.29% | 104 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 48.04% | 0.29% | 102 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 47.83% | 0.26% | 92 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T4 | 47.62% | 0.18% | 63 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 47.06% | 0.24% | 85 |
你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。 View augment details | Prismatic | T4 | 46.27% | 0.19% | 67 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T4 | 44.87% | 0.22% | 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. View augment details | Prismatic | T4 | 43.81% | 0.30% | 105 |
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 | 41.58% | 0.29% | 101 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 41.05% | 0.27% | 95 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T4 | 40.95% | 0.30% | 105 |
Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed . View augment details | Silver | T4 | 40.86% | 0.26% | 93 |
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 | 40.00% | 0.23% | 80 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T4 | 39.76% | 0.24% | 83 |
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 | 37.10% | 0.18% | 62 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T4 | 35.48% | 0.26% | 93 |
Caitlyn Skill Combos
Extracted from the skill order guide
Consider R > W > Q > E when the game is clearly being played through traps.
Take Q first, put early points into W when fights are trap-heavy, and leave E for last unless you are getting jumped every wave.
Caitlyn Counters
Counters and threats extracted from the matchup guide
Counters
5Caitlyn counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Caitlyn is countered by these champions in ARAM: Mayhem.
Read counter detailsCaitlyn Team Comp Highlights
Partner patterns extracted from the team comp guide
Highest-value Trap Setup And Anti-dive Cover
Morgana gives Caitlyn two things she loves: a long pick threat and a defensive answer when divers try to bypass the front line. If Morgana lands binding, Caitlyn can place a trap at the target’s feet and turn one catch into a heavy punish. If enemies are waiting to Snowball or hard engage, Morgana’s spell shield style of protection can buy Caitlyn the space to keep shooting instead of instantly retreating.
Pick Pressure, Peel, And Emergency Reset
Thresh makes Caitlyn much harder to punish. His hook creates easy trap follow-up, his flay can interrupt divers, and his lantern gives Caitlyn a recovery route when she is forced too far forward for damage. This matters a lot because Caitlyn often wins by standing just close enough to threaten autos, which also puts her in range of sudden engage.
Frontline Control And Easy Trap Layering
Maokai gives Caitlyn a durable body in front and repeatable control points. His roots and knockback-style disruption make enemies stop where Caitlyn wants them to stop: inside her range and on top of traps. He also controls brushes and side paths, which makes it harder for assassins or bruisers to find a clean angle on Caitlyn.
Long-range Siege, Bind Into Trap, And Burst Finishing
Lux stacks range with Caitlyn. That sounds simple, but it is valuable because both champions punish enemies who step up to clear minions. Lux binding gives Caitlyn a clean trap placement, Lux poke softens targets for Caitlyn autos, and Caitlyn’s range protects Lux from having to stand too close to finish damage.
Anti-engage Peel And Safe Damage Uptime
Janna does not create the most explosive trap combos, but she makes Caitlyn’s best pattern much safer. Caitlyn wants to stand at the edge of danger and keep autoing. Janna punishes enemies who try to cross that edge with knock-up, slow, shield pressure, and disengage. The longer Caitlyn survives without giving ground, the more her range becomes a problem.
Caitlyn ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Win Condition | Caitlyn acts as a lane-control ADC who pushes waves, chips enemies under tower, and slowly grinds down structures with autos. | She becomes a tempo control carry who must survive augmented engage tools first, then trap exits or kite backward depending on fight outcome. | Prioritize staying alive over tower damage; respect enemy augments that close distance or survive burst. |
| Trap Discipline | Traps often get value from obvious choke points and random poke through the wave before fights fully start. | Lazy trap use gets punished; hold traps to control enemy movement paths, retreat routes, or follow-up on confirmed crowd control. | Save traps for real engages and enemy movement patterns, not random placement on cooldown. |
| Fight Tempo | She wins through slow pressure, wave control, tower chip, and steady poke to build a lead over time. | Windows compress; teams swing from losing poke to winning fights instantly via augments, requiring respect for sudden engages. | Push with purpose, reset spacing before enemy engage returns, and never celebrate tower hits at the front. |
| Augment Decisions | Standard marksman damage builds work because she has time to scale and siege safely. | Builds and augments must answer whether she can keep attacking; survival and reposition options often beat greedy damage. | If the enemy has backline access, pick survival augments to play for the second half of fights. |
| Teamfight Spacing | Spacing is mostly about staying behind the front line and using maximum range safely. | Spacing becomes active; track who can reach you, plan retreat paths, and stay near peel rather than isolated at max range. | Standing alone at maximum range is unsafe; stay near support or control mage for peel. |
| Snowball Usage | Many Caitlyn players ignore Snowball or use it only defensively if they take it at all. | Snowball becomes a critical reposition or follow-up tool, but aggressive use requires isolated or crowd-controlled targets. | Use Snowball defensively to dodge bad zones or reposition; never replace basic spacing with it. |
Champion Analysis
Role / Current performance
In Hextech Mayhem (ARAM) mode, Caitlyn the Sheriff of Piltover serves as a ranged ADC with exceptional attack range and excellent poke capabilities. She functions as a physical damage carry whose strategic value stems from her ability to deliver consistent damage from safety while providing zone control and disengage options for her team. Caitlyn's passive, Headshot, forms the foundation of her damage pattern by causing every few basic attacks to fire an empowered shot dealing bonus damage. This passive deals significantly increased damage against trapped or netted targets, giving Caitlyn excellent burst output when she combines abilities with auto-attacks. Her Q, Piltover Peacemaker, serves as her primary poke tool, firing a piercing energy beam that deals physical damage along its path, though damage falls off after the first target hit. This ability allows her to harass enemies from a distance and contribute to team fights without committing to dangerous positions. Her W, Yordle Snap Trap, deploys invisible traps that root and reveal enemies who step on them, providing valuable zone control in Hextech Mayhem. These traps synergize directly with her passive, creating opportunities for empowered Headshots on trapped targets while restricting enemy movement in the narrow ARAM lane. Her E, 90 Caliber Net, fires a net backward that pulls Caitlyn away while slowing the target hit, giving her excellent disengage capability and a reliable escape tool when enemies attempt to close the gap. Caitlyn's ultimate, Ace in the Hole, enters a targeting mode to fire a long-range bullet at a specific champion for massive physical damage. In Hextech Mayhem's long lanes, this ability's extreme range allows safe sniping from distance, enabling Caitlyn to eliminate low-health targets who might otherwise escape. Her combination of exceptional range, reliable disengage, and zone control through traps makes her one of the safest and most consistent ADC picks in Hextech Mayhem. Players should leverage her poke tools to wear down enemies before engagements, use traps to control key chokepoints, and position carefully to maximize her range advantage while preserving her escape option for emergency disengagement.
Core Tips
Long-form tips / Play pattern
Caitlyn wins Mayhem fights by forcing enemies to walk through bad space rather than by blindly chasing kills. Success comes from keeping the wave moving, holding a safe line behind the frontline, and punishing champions who step into auto range without a clean path to reach you. The bridge functions as a shooting lane: if enemies must walk straight at Caitlyn, she is comfortable. If they can appear from fog, Snowball, or flank through a messy fight, the correct response is to slow the game down and reset spacing. Engage should start only when the first step is safe. Open with range by hitting the closest safe target when the enemy frontline is clearing the wave, rather than forcing the backline first. Pressure comes from making tanks and bruisers lose health before the real engage begins. Traps should shape the fight before it starts, placed where enemies must walk to reach you: in front of the minion wave, beside narrow choke points, near health relic paths, and behind your own frontline. A trap placed early is better than one dropped after a diver is already on top of you. Follow allied crowd control immediately by moving into a safe firing angle and punishing the locked target. The ultimate should serve as a finish or pressure tool, not the whole engage plan, cast when the enemy carry has used mobility or when the team controls the lane. Against divers, hold the net until the enemy commits. Once they spend their dash, Snowball recast, or hard engage tool, use net to create space and turn with a shot. Trapping your own feet against predictable dives can punish follow-through when retreating toward teammates. Kite toward damage sources rather than into empty lane, forcing the diver to stand in multiple sources of punishment. Do not panic-flash after every Snowball mark, as many players mark but cannot safely recast through traps, wave, and teammates. Spacing requires standing diagonally rather than directly behind the tank to avoid letting enemy poke and engage hit multiple people. Keep one retreat tile in mind before starting to auto-attack. Use minions as temporary cover but move with the wave as it advances and step back when it starts dying. Respect fog and brush even in a single lane, sending traps near the approach and letting a safer champion check first. Target priority defaults to the closest threatening champion, as forcing a bruiser to retreat can be as valuable as hitting a carry once. Swap to carries when their protection breaks. Track the champion who can actually reach you and build spacing around that threat first. With Snowball, take it aggressively only when the team is already moving, and use it to punish stranded targets with a clear exit plan. Play around augment conditions deliberately. Trigger offensive augments when enemies have spent their answer, and save defensive augment value for the second layer of engage. Adjust trap placement to match the augment plan: damage-focused choices create kill zones near allied crowd control, while survival-focused choices protect the retreat line. Push when enemy waveclear is weak or dead, pull back when your wave disappears, and freeze the pace when behind. Dive only after enemy engage tools are down, letting a tank or bruiser start first. When behind, stop trying to duel and instead build a defensive firing line with traps in front of your turret. The simple rule is making enemies cross the trap line, minion line, and teammate line before they reach you. If they cannot do that cleanly, Caitlyn takes over the lane with range and steady damage.
Read full guidePlaystyle Guide
Playstyle / Team structure
Caitlyn the Sheriff of Piltover controls ARAM: Mayhem fights through positioning discipline, trap placement, and understanding when to push advantages versus when to stall for safety. Her game plan unfolds across three distinct phases, each demanding different spacing and decision-making. During levels 1 through 6, Caitlyn should own the first screen without donating the first engage. She starts slightly behind her front line, close enough to hit safe targets but positioned near allied bodies rather than alone on open edges. Against hooks, long dashes, or Snowball divers, she plays one step behind her minion wave with escape angles ready. Her trading rhythm relies on short, repeatable exchanges: auto-attacking when enemies step up, poking when they are slowed or trapped, then backing off before retaliation lands. Traps belong where fights will happen, not randomly placed. Good early positions include behind minions against melee engage, near brush entrances, around health relic paths, and under or behind crowd-controlled targets. Snowball serves as a threat check and vision tool rather than an engage option for Caitlyn. She throws it to reveal or mark low-health targets but only takes the dash when the target is isolated, her team advances, and an exit exists. Early augments should help maintain range, fire more often, or survive hard dives. Pushing works when her team has stronger poke and protection; stalling becomes necessary when the frontline is low, support tools are on cooldown, or enemies have clean engage angles. From levels 7 through 11, Caitlyn transforms lane control into repeatable kill pressure. She positions in the second line, behind allied crowd control, beside trap lines, and near walls or lane edges that limit flanks. Her trap usage shifts toward converting allied crowd control into kills, placing them at targets' feet or on escape paths. She keeps one trap for self-protection against divers entering with Snowball or dashes. Snowball remains primarily a pressure and vision tool, with aggressive dashes reserved for moments when her frontline has committed and enemy crowd control is spent. Augment choices now define her spacing: attack-focused augments encourage sustained firing from behind her team, while burst-focused augments require waiting for guaranteed targets. Pushing hard after won trades or kills lets her trap sides and pressure structures safely. When ahead, she chokes the map by controlling relic areas and forcing enemies into bad choices. When behind, she narrows the fight near her tower with stacked traps around likely engage paths. From levels 12 onward, Caitlyn operates as the damage engine rather than seeking highlight engages. She positions behind whichever ally can peel best, rotating with their movement. Her trading rhythm prioritizes patience: taking safe autos, punishing trapped targets, and accepting lost autos if movement keeps her alive. Trap lines win late fights before they begin, placed across narrow approaches, in front of carries, around relics, and near structures when defending. Late-game Snowball should almost never be a blind dash, serving instead to threaten low-health targets, check brush, or mark divers for team tracking. Augment usage centers on the fight's win condition, whether that demands sustained attacks with peel, burst windows on controlled targets, or defensive baiting to draw and punish overcommits. Pushing happens when enemies are dead or zoned; stalling occurs when death would lose the game. Ahead, she closes cleanly without splitting attention between turrets, low-health enemies, and chases. Behind, she plays for one trapped target, keeping waves cleared and refusing low-value poke that costs health. Caitlyn wins when enemies must walk into her range, not when she walks into theirs.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Caitlyn the Sheriff of Piltover dominates ARAM: Mayhem by controlling space and punishing enemy movement, but her effectiveness depends entirely on positioning discipline and trap placement. When ahead, Caitlyn should turn the bridge into a shooting gallery by standing behind her frontline and forcing enemies to choose between walking through trap zones, taking poke damage, or engaging into prepared ground. Her lead grows when enemies lose health before fights start, burn engage tools early, or surrender space around the wave. She should place traps in enemy retreat paths, auto-attack from maximum range, and avoid chasing past her trap line unless her frontline is positioned between her and enemy damage dealers. When ahead, Caitlyn must hold her net against engage champions waiting for Snowball or hard commits rather than using it for damage. If enemies miss their first engage, she punishes with autos during their retreat. When allies land crowd control, she places traps where targets will try to exit rather than tunneling on headshot damage. She converts won fights through turret pressure rather than deep chases, hitting structures immediately when two or more teammates survive. For augments while ahead, Caitlyn should prioritize options that protect her firing window such as range, movement, shields, and anti-burst effects. Against heavy dive compositions, defensive augments prevent her from being erased before traps matter. If her team lacks engage, she chooses augments that control space safely rather than being the first body in. When behind, Caitlyn shifts from domination to clean damage output. She backs behind her minion wave, places traps defensively in paths divers must use, and treats every auto as a risk check. She stops using net aggressively, saving it for enemy commits and kiting toward her trap line and teammates. Wave clearing becomes her priority over champion trades, forcing enemies to choose between tanking turret pressure, overextending, or giving her time to scale. Behind Caitlyn prioritizes survival augments if she dies before dealing damage, as shields, damage reduction, and mobility cover her need for time and distance. Against a single fed enemy carry, she chooses tools that let her survive long enough to punish their approach. When her team has no peel, she builds augments that let her create separation after enemies commit. Caitlyn throws leads by standing in front of her traps, taking isolated side angles without knowing where engage threats are, or ulting at fight start instead of finishing targets. When behind, she avoids starting fights with low waves and no trap setup, following losing engages, or spending her escape to dodge non-lethal poke. The ahead version tightens space until enemies have no clean entry, while the behind version makes every enemy engage cost more than expected, and in both states she maintains a safe firing lane, prepares ground before fights, and never gives enemies the free kill that flips the bridge.
Read full guideChampion Background
Lore / Identity / Text block
Caitlyn the Sheriff of Piltover defines her ARAM: Mayhem identity through disciplined range control and zone denial rather than burst damage or all-in pressure. Her kit revolves around Headshot, her passive, which transforms basic attacks into empowered shots either periodically or through interactions with her traps and net. This mechanic serves as her primary trading permission in Mayhem, where constant fighting means enemies must repeatedly respect her threat range or suffer punishment when caught in her setup. Her strategic value centers on forcing enemies to make bad choices. Yordle Snap Trap creates zones where enemies either lose ground or eat a Headshot, and the narrow ARAM map makes trap placement particularly oppressive when positioned near choke points, health relic paths, and minion lines. Rather than throwing traps randomly, Caitlyn builds defensive lines that protect her team's firing space while punishing anyone who steps into controlled territory. A single correct trap can decide a fight by creating a crowd control chain with allied abilities or catching a diver who crosses into her territory. Piltover Peacemaker provides her main poke and wave control, firing in a straight line that demands aim and timing. It works best against enemies who are slowed, trapped, netted, or forced through narrow lanes, and it softens grouped opponents before fights fully develop. However, a missed Q announces that her primary poke threat is down, giving enemies a window to push forward without consequence. Her survival depends on 90 Caliber Net, her self-peel spell that creates distance while setting up a Headshot on the pursuer. This ability often determines whether she deals damage throughout a fight or dies at the start. Saving it for real danger rather than aggressive use is critical, as wasting it leaves her exposed to every enemy diver who knows she has no escape left. Ace in the Hole serves as her finishing tool for low-health targets who escape the main fight, but it requires isolation or poor enemy positioning to succeed. Enemy champions can body-block the shot, so casting it while under pressure or against grouped teams often results in a blocked ultimate and lost positioning. Caitlyn wins long fights by repeatedly forcing enemies to respect her range, kiting away from divers while punishing mistakes with trap-Headshot combinations. Her counterplay comes from enemies who back out when her empowered shot is ready, hide behind tanks, force her to move before capitalizing on trapped targets, or engage assassins who punish her when she steps forward without net or trap coverage.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Caitlyn punishes bad spacing better than most marksmen, but ARAM: Mayhem also punishes greedy Caitlyn players who treat range as a license to stand still. Most mistakes stem from wasting trap and net control or stepping forward at the wrong time. The clean Caitlyn game frustrates enemies by forcing them to spend resources before she commits, and winning comes from staying alive for the next five autos rather than gambling on one flashy shot. Mechanical mistakes often begin with auto-attacking from maximum range while standing still after each shot, which makes Caitlyn easy to tag with poke, Snowball, crowd control, or dive tools. In Mayhem fights, one caught marksman often starts a full collapse. The correct habit is moving after each auto and kiting sideways rather than straight backward to avoid being herded into walls, traps, or low-health teammates. If clipped, players should stop trying to win the trade back immediately and use net or Flash defensively if enemies can chain engage. Using 90 Caliber Net forward for stronger trades loses Caitlyn's main self-peel tool, allowing bruisers, assassins, or Snowball users to commit without worry. Net should be treated as an escape first unless enemies have no realistic way to reach her. Placing Yordle Snap Trap randomly in open space wastes the chance to control chokepoints, punish crowd control, or protect against divers. Traps belong where movement is forced: under crowd-controlled enemies, at bush edges, behind the frontline, near health relic paths, or in diver routes. Casting Piltover Peacemaker through the whole enemy team while they are free to move locks Caitlyn into an animation and gives assassins or poke mages a clean window. The ability should be used when enemies are slowed, trapped, stunned, retreating through a narrow line, or when Caitlyn is safely behind her frontline. Holding Ace in the Hole too long for the perfect execute lets low-health enemies escape and costs team tempo. The ultimate should force a real result: finishing a target with no safe block, pushing a carry out of the fight, or making the enemy frontline choose between blocking and continuing engage. Decision mistakes include playing like the frontline because of long range, which gets Caitlyn engaged on before tanks can react. She should let frontline and crowd control create first contact while she hits safely and traps forced paths. Chasing low-health enemies past the fight center trades her life for damage that may not secure the kill. Ignoring enemy Snowball users until they land means reacting late and wasting Flash or net while still getting pinned. Hitting tanks forever while enemy carries stand untouched lets the backline cast freely while Caitlyn's damage gets absorbed. She should pressure the frontline while constantly looking for angles to threaten the second line. Walking up to hit turrets while enemy engage tools are available turns siege into a throw. Staying low health for one more wave or plate leaves Caitlyn vulnerable to long-range poke or single engages. Treating every fight as a full commit burns escape tools early and prevents punishing the enemy's second wave of engage. Caitlyn excels at soft-winning fights before they fully start by poking, trapping, and autoing the front before stepping back.
Read full guideFAQ
Caitlyn
Is Caitlyn a strong pick in ARAM: Mayhem? Yes, Caitlyn is strong when your team can hold a front line and let her fire safely from range. Pick her when you want steady poke, turret pressure, and clean follow-up on crowd control. The tradeoff is that she can feel weak if divers reach her before she sets traps or saves her escape. What is Caitlyn trying to do in the first fights? Play for lane control, not flashy all-ins. Stand behind your minions and front line, chip enemies when they walk up, and place traps where stunned, slowed, or retreating targets are forced to step. If you overchase early, you give up Caitlyn’s biggest advantage: making enemies walk into you. How should I use Caitlyn’s traps in Mayhem? Use traps to control space before the fight starts, especially near choke points, relic paths, turret entrances, and behind your own front line. If an ally lands crowd control, place a trap under or slightly behind the target so their escape path becomes dangerous. The tradeoff is time: if you stop auto attacking for a trap with no setup, you may lose damage during the real burst window.
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