Normal order: R > W > E > Q.
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
- 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.
- 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
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- 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.
- 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
- 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.
- 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.
49.42%- 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.
49.68%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
49.78%- 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%.
51.09%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
48.92%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
48.58%- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
48.76%- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
49.29%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
50.30%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
46.50%- 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.
48.41%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
48.99%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.
49.89%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
49.78%- 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.
49.78%- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
46.51%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
- 2,700
- 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
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
Situational itemstop 12
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.65%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
50.13%- 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%.
50.73%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
51.22%- Total Price
- 2,600
- 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.
50.23%- 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.
48.36%- 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.
45.80%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.51%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
55.91%- 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.
61.36%- 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.
54.34%- Total Price
- 2,700
- Price
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
41.43%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
50.80%- Total Price
- 400
- Price
- 400
+150 Health
50.80%- 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.
49.59%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
45.22%- 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.
45.22%Core items
- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- 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.
- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
Situational itemstop 12
- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
47.05%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
47.54%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
45.72%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
46.70%- 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.
48.35%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.53%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
45.88%- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
47.16%- 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.
47.94%- 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%.
48.98%- Total Price
- 2,900
- Price
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
46.91%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
48.33%Starting items
- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
46.75%- 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.
46.67%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
40.90%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
40.90%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 | 56.01% | 7.44% | 1,430 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 55.67% | 16.60% | 3,192 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T1 | 54.75% | 7.12% | 1,368 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T1 | 53.04% | 4.71% | 905 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 52.27% | 5.50% | 1,058 |
Gain 15% omnivamp . View augment details | Silver | T1 | 51.88% | 8.85% | 1,702 |
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 | 51.75% | 5.21% | 1,001 |
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 | T1 | 51.35% | 6.17% | 1,186 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 51.25% | 14.76% | 2,837 |
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 | 51.19% | 11.35% | 2,182 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T1 | 51.14% | 8.46% | 1,627 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 51.07% | 4.63% | 891 |
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 | 50.75% | 5.87% | 1,129 |
Grants 60 ability haste . View augment details | Gold | T1 | 50.68% | 4.59% | 882 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T1 | 50.33% | 8.67% | 1,667 |
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 | T1 | 49.78% | 5.95% | 1,143 |
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 | T1 | 49.76% | 10.73% | 2,062 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 49.63% | 8.46% | 1,626 |
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 | 49.51% | 5.27% | 1,014 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 49.49% | 8.75% | 1,683 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 49.22% | 4.33% | 833 |
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 | T1 | 47.09% | 6.08% | 1,168 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 47.00% | 6.33% | 1,217 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 46.50% | 6.16% | 1,185 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T1 | 46.26% | 5.57% | 1,070 |
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 | T1 | 46.23% | 7.86% | 1,512 |
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 | 46.10% | 4.47% | 859 |
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 | 45.87% | 5.29% | 1,018 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 56.85% | 3.80% | 730 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 55.98% | 1.91% | 368 |
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 | T2 | 55.16% | 3.18% | 611 |
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 | T2 | 55.08% | 3.17% | 610 |
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 | T2 | 54.86% | 3.16% | 607 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 54.62% | 3.77% | 725 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 53.81% | 2.46% | 472 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T2 | 53.72% | 2.17% | 417 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 53.38% | 2.15% | 414 |
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 | 53.16% | 2.39% | 459 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T2 | 52.60% | 2.00% | 384 |
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 | T2 | 52.12% | 2.70% | 520 |
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 | 52.04% | 2.30% | 442 |
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 | 51.98% | 3.41% | 656 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 51.90% | 2.19% | 422 |
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 | T2 | 51.81% | 3.30% | 635 |
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 | 51.69% | 2.47% | 474 |
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 | T2 | 51.21% | 3.01% | 578 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 51.20% | 2.81% | 541 |
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 | T2 | 50.76% | 2.40% | 461 |
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 | 50.51% | 3.07% | 590 |
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 | 50.40% | 1.95% | 375 |
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 | 50.00% | 3.03% | 582 |
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 | T2 | 49.16% | 3.11% | 598 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 49.05% | 2.18% | 420 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T2 | 48.73% | 3.07% | 591 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 48.69% | 2.38% | 458 |
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 | 48.33% | 3.12% | 600 |
【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 | 47.56% | 3.30% | 635 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 47.03% | 1.84% | 353 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 46.92% | 2.78% | 535 |
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 | 46.85% | 2.64% | 508 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 46.75% | 2.48% | 477 |
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 | T2 | 45.82% | 2.18% | 419 |
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 | 44.29% | 3.37% | 648 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T2 | 43.91% | 2.05% | 394 |
Grants 20% heal and shield power . View augment details | Silver | T2 | 43.69% | 3.21% | 618 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T3 | 59.15% | 1.11% | 213 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 56.56% | 1.66% | 320 |
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 | 54.62% | 1.24% | 238 |
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 | 54.32% | 1.69% | 324 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T3 | 53.11% | 1.09% | 209 |
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 | 52.63% | 1.58% | 304 |
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 | T3 | 51.98% | 1.18% | 227 |
Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste. View augment details | Silver | T3 | 51.75% | 1.19% | 228 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T3 | 51.68% | 1.24% | 238 |
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 | 51.65% | 1.42% | 273 |
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 | T3 | 51.58% | 1.64% | 316 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 51.49% | 1.22% | 235 |
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 | 51.37% | 1.33% | 255 |
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 | 51.11% | 0.94% | 180 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T3 | 50.96% | 1.36% | 261 |
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 | T3 | 50.92% | 1.13% | 218 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T3 | 50.87% | 1.20% | 230 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 50.17% | 1.54% | 297 |
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 | 50.00% | 0.93% | 178 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T3 | 49.39% | 1.28% | 247 |
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 | 49.16% | 1.56% | 299 |
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 | 48.08% | 1.35% | 260 |
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 | 47.60% | 1.19% | 229 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T3 | 47.33% | 1.36% | 262 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T3 | 47.15% | 1.00% | 193 |
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 | 47.06% | 1.24% | 238 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T3 | 46.80% | 1.54% | 297 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 45.42% | 1.31% | 251 |
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 | T3 | 44.29% | 1.09% | 210 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T3 | 43.64% | 1.14% | 220 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 42.81% | 1.66% | 320 |
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 | T3 | 42.81% | 1.45% | 278 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 42.37% | 0.92% | 177 |
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 | T3 | 41.43% | 1.09% | 210 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T3 | 40.78% | 1.07% | 206 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T3 | 40.72% | 1.01% | 194 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 40.34% | 0.92% | 176 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 40.29% | 1.45% | 278 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 57.86% | 0.83% | 159 |
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 | T4 | 56.16% | 0.38% | 73 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T4 | 54.46% | 0.58% | 112 |
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 | 52.70% | 0.38% | 74 |
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 | 52.60% | 0.80% | 154 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 52.08% | 0.50% | 96 |
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 | T4 | 51.49% | 0.70% | 134 |
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 | 50.52% | 0.50% | 97 |
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 | T4 | 49.47% | 0.49% | 95 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T4 | 49.45% | 0.47% | 91 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T4 | 49.33% | 0.39% | 75 |
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 | T4 | 48.94% | 0.73% | 141 |
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 | 48.57% | 0.55% | 105 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T4 | 48.20% | 0.72% | 139 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 48.10% | 0.41% | 79 |
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 | 48.00% | 0.65% | 125 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T4 | 47.95% | 0.38% | 73 |
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 | T4 | 47.79% | 0.71% | 136 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 47.58% | 0.64% | 124 |
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 | 47.22% | 0.75% | 144 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T4 | 47.18% | 0.74% | 142 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 46.94% | 0.51% | 98 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 46.88% | 0.83% | 160 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 46.81% | 0.73% | 141 |
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 | T4 | 46.74% | 0.48% | 92 |
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 | 46.59% | 0.46% | 88 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 45.95% | 0.58% | 111 |
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 | 45.79% | 0.56% | 107 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T4 | 45.27% | 0.77% | 148 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T4 | 44.87% | 0.41% | 78 |
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 | 44.78% | 0.70% | 134 |
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 | 44.66% | 0.54% | 103 |
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 | T4 | 44.44% | 0.61% | 117 |
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 | T4 | 44.12% | 0.53% | 102 |
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 | 43.95% | 0.82% | 157 |
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 | 43.09% | 0.64% | 123 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T4 | 42.99% | 0.56% | 107 |
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 | 42.42% | 0.69% | 132 |
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 | 42.31% | 0.41% | 78 |
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 | 41.46% | 0.43% | 82 |
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 | 39.78% | 0.48% | 93 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T5 | 50.00% | 0.30% | 58 |
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 | T5 | 49.18% | 0.32% | 61 |
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 | T5 | 49.06% | 0.28% | 53 |
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 | T5 | 46.77% | 0.32% | 62 |
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 | T5 | 44.23% | 0.27% | 52 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T5 | 43.94% | 0.34% | 66 |
Sylas Skill Combos
Extracted from the skill order guide
Go R > Q > W > E if you cannot safely enter fights.
Go R > W > Q > E if the enemy team has short-range champions but your engages are unreliable.
Go R > E > W > Q only when your game is built around hard engage and immediate kills.
Sylas Counters
Counters and threats extracted from the matchup guide
Counters
5Sylas counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Sylas is countered by these champions in ARAM: Mayhem.
Read counter detailsSylas Team Comp Highlights
Partner patterns extracted from the team comp guide
Synergy mechanism: Champions who start fights with obvious, reliable crowd control let Sylas enter after the enemy has already spent displacement, silence, or burst. He is much better as the second body in than as the lone first engager. Combo: Let the tank commit first, then Sylas follows with Snowball or dash pressure onto the locked target. If the enemy backline uses a powerful defensive or engage ultimate in response, Sylas can steal it and turn the second half of the fight. Best scenario: This is strongest against poke teams or immobile carries who need space to kite. The tank forces them to clump or burn movement tools, and Sylas punishes the messy formation with healing, short trades, and a stolen teamfight ultimate. Enemy answer: Good opponents will refuse the obvious engage, spread out, and save peel for Sylas instead of the tank. They may also bait the tank forward, then collapse on Sylas when he follows too early. Failure risk and recovery: If the tank misses or engages too deep, Sylas should not auto-pilot in. Hold the second dash, clear the nearest threat, and wait for the next crowd control chain. A failed first engage is recoverable; a late Sylas dive into five ready enemies usually is not. 2. Enchanters and defensive supports Synergy mechanism: Sylas thrives when his first trade does not have to be perfect. Shields, heals, speed boosts, and cleanses let him take a sharp angle, survive the counter-burst, then keep fighting while his cooldowns cycle. Combo: The support protects Sylas as he steps into steal range or follows a Snowball. Sylas takes the fight, draws cooldowns, and the support layers protection after the enemy commits damage rather than before. That timing matters because early shields can be waited out. Best scenario: This pairing is excellent when the enemy has strong poke plus one burst window. Sylas can absorb pressure, threaten the backline, and force the enemy to choose between hitting him through support protection or ignoring him while he disrupts their carries. Enemy answer: Enemies will buy time, apply anti-heal, and look to crowd control Sylas before the support can help. They may also dive the enchanter first, making Sylas turn around instead of reaching the carries. Failure risk and recovery: The risk is overconfidence. Protection does not make Sylas immune to layered control. If the support is zoned or low, Sylas should play shorter trades around minions and stolen ultimates, then re-engage when protection is available again. 3. Long-range poke and siege champions Synergy mechanism: Poke teammates lower enemy health bars before Sylas commits. That changes his job from “force a full-health fight” to “finish a damaged formation,” which is much safer on the narrow ARAM lane. Combo: Let the poke land first. When enemies step back or stack behind their frontline, Sylas threatens a flank angle, Snowball follow-up, or stolen engage ultimate. If they move forward to punish the poke champions, Sylas meets them in the choke and turns it into a brawl. Best scenario: This is best against short-range teams that must walk through skillshots to start fights. Sylas becomes the gatekeeper. He does not need to dive instantly; he just has to punish the first enemy who crosses the line with low health. Enemy answer: The enemy can hard engage before the poke lands, or sustain through chip damage until Sylas gets impatient. They can also hold minion waves to block skillshots and deny easy Snowball angles. Failure risk and recovery: The failure point is timing. If Sylas dives while poke teammates are reloading or too far back, he becomes isolated. Recover by playing near the wave, stealing a defensive or disengage ultimate if available, and forcing enemies to fight through poke again before the next all-in. 4. Area-control mages and zone fighters Synergy mechanism: Sylas loves enemies who are forced to stand in bad places. Zone control from mages, traps, persistent damage, or terrain pressure narrows the enemy’s escape route and makes his chain threat harder to dodge. Combo: The mage places damage or control across the center lane, then Sylas pressures the side angle. If enemies step away from the zone, Sylas catches them. If they turn onto Sylas, they fight inside the mage’s damage field. Either choice costs them health or cooldowns. Best scenario: This works well near turrets, health relic areas, and cramped lane states where enemies cannot fan out. Sylas can steal a high-impact ultimate, hold it, and wait for the zone mage to force the enemy into a predictable path. Enemy answer: Patient enemies will wait for the zone tools to expire before engaging. Mobile champions may dash past the control area and hit the backline, forcing Sylas to peel instead of dive. Failure risk and recovery: If Sylas chases outside the controlled area, he removes the whole point of the pairing. Recover by retreating back through the zone, fighting the closest diver, and letting the mage rebuild control before looking for another stolen-ultimate play. 5. Reset carries and cleanup marksmen Synergy mechanism: Sylas is very good at making fights ugly. Reset carries and high-DPS marksmen benefit when he breaks the enemy formation, forces defensive ultimates, and leaves targets low enough to clean up. Combo: Sylas enters after the frontline contact, tags a priority target, and drags attention away from the allied carry. The carry should hit the nearest safe target while Sylas disrupts the backline or holds stolen crowd control for anyone diving onto them. Best scenario: This shines when the enemy has one or two key threats and a fragile support shell. Sylas can pressure the shell, steal a useful ultimate, and create the reset moment without requiring the marksman to walk into danger first. Enemy answer: Enemies will ignore Sylas if they can and dive the carry directly. They may also kite backward together, denying Sylas the isolated target he wants while forcing the marksman to hit tanks. Failure risk and recovery: The common failure is both players choosing different fights. If the carry is being dove, Sylas should peel with chains, stolen control, or body pressure instead of tunneling the enemy backline. If Sylas is already deep, the carry must not overchase; take the safe kills first, then move up after enemy cooldowns are gone.
The team functions Sylas needs most are reliable engage, layered crowd control, anti-poke sustain, and at least one steady damage source. He can provide burst, disruption, and flexible stolen-ultimate value, but he should not be the only way to start fights and the only way to finish them. Draft him with teammates who create a clear first window, protect him during the punish, and still deal damage if he has to peel instead of dive.
Sylas ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Identity | Sylas is a bruiser-assassin hybrid who wants short trades before committing, especially against poke or disengage. Diving early often gets him focused and killed. | He leans into chain-fighting as a front-to-back disruptor once augments provide durability or haste. He can engage aggressively when enemy crowd control is down. | Shift from cautious trading to chain-fighting when enemy cooldowns are expended. |
| Ultimate Usage | He often waits patiently for a clean angle and the best possible ultimate to steal before committing his other cooldowns to the fight. | Waiting for the perfect ultimate loses tempo fights. Take a 'good enough' ultimate to force a numbers advantage or save your team immediately. | Prioritize tempo over perfection; steal solid ultimates to start or save fights now. |
| W Timing | Saving W until low health is often the correct play to maximize the heal and survive the final burst of damage. | Saving W too long gets you deleted by stacked burst. Use it to extend your presence and cycle spells, not just when near death. | Use W to stay in the fight longer and cycle spells, not only for emergency healing. |
| E Usage | One missed E is bad, but the punish window is manageable compared to the explosive nature of Mayhem. | A missed E into the enemy team is brutal because teams collapse instantly. Use first dash to bait, second cast only when target lacks peel. | Treat E as a bait and punish tool; missing it invites instant collapse. |
| Snowball Discipline | Snowball is often the safest way to start a fight without spending E. You mark, wait, and choose if recast is safe. | Snowball is a tempo button to follow crowd control or punish carries. Do not recast automatically into five enemies with cooldowns ready. | Use Snowball to follow engage, but save E for enemy mobility or peel. |
| Build Flexibility | Sylas can use familiar AP bruiser habits and choose runes for general trading and survivability in most games. | Augments change his role to drain-tank, burst diver, or utility thief. Build durability if you die instantly, or damage if augments provide safety. | Adapt items and runes to augment choices and enemy composition every game. |
Champion Analysis
Role / Current performance
Sylas the Unshackled functions as a mage/fighter assassin in ARAM: Mayhem, distinguished by his unique ability to steal enemy ultimates and turn them against their original owners. His core strategic value lies in his ultimate, Hijack, which allows him to identify and steal the most impactful enemy ultimates during teamfights. This creates opportunities to steal crowd control abilities like Amumu's ultimate for teamfight control or long-range poke abilities like Xerath's ultimate for sustained damage output. Sylas's kit provides exceptional mobility and sustain that makes him effective in the continuous fighting environment of ARAM. His passive, Petrifying Bolt, causes auto-attacks to chain additional attacks on locked targets, increasing his damage output during extended engagements. Chain Lash, his Q ability, delivers AoE damage and a slow, giving him wave clear and crowd control utility. Kingslayer, his W, serves as an excellent sustain tool by providing both a dash and healing, with maximum healing effectiveness when used at low HP. His E ability, Abscond, offers two dashes for engaging or disengaging, with the first dash granting a shield and the second dash stunning the target. Sylas's positioning requires balancing his role as an agile fighter with his inherent fragility. His double-dash mobility on E allows him to engage onto priority targets or escape dangerous situations, while his W sustain helps him survive extended fights. However, his effectiveness depends heavily on the enemy team composition, as his ultimate requires available enemy ultimates to steal. Players must possess knowledge of all champion ultimates to maximize Sylas's potential, as identifying which ultimate to steal in each situation represents a core skill requirement. Sylas's strengths include his flexible E double-dash, practical W sustain, and passive bonus attacks that reward aggressive play. His weaknesses center on his relative fragility, his ultimate's dependence on enemy composition, the extensive game knowledge required to use stolen ultimates effectively, and his high mechanical difficulty. These factors make Sylas a high-skill champion who rewards players who can quickly assess teamfights and identify optimal ultimate theft opportunities. His rebellious identity as a champion who uses enemy power against them translates directly into gameplay that emphasizes adaptation and tactical decision-making in the chaotic environment of ARAM: Mayhem.
Core Tips
Long-form tips / Play pattern
Sylas the Unshackled wins messy fights rather than clean front-to-back engagements, and players should treat him as a skirmish breaker who waits for enemies to overstep before stealing the right ultimate and engaging after key control spells are spent. Dashing first into five ready champions usually results in becoming the easiest target on the map. The best engage starts when an enemy carry walks past their frontline, uses mobility to clear a wave, or throws an important stun into your tank. Use your first dash to threaten space rather than commit blindly, then connect your chain only when the target has limited movement remaining. Counter-engage is often stronger than first engage because if the enemy dives your backline, Sylas can turn the fight by stealing a high-impact ultimate, dashing into the diver, and forcing them to fight inside your team. This approach is safer than crossing the whole lane into poke, and your healing matters more when multiple enemies are already committed. Do not spend everything on the enemy tank unless your team can follow, as Sylas can brawl with frontline champions but becomes trapped after his second dash if carries are untouched and waiting behind them. Stand near the side rather than the center line, as the center of the bridge eats poke, traps, and long-range crowd control. Playing slightly off-angle provides chain paths that do not pass through the enemy tank first and makes your dash less predictable. Use minions as a shield before using mobility, letting the wave absorb hooks, roots, or straight-line burst. Respect choke points when low, as Sylas healing can bait you into staying too long and narrow-lane control punishes greed. Steal ultimates before choosing your final target, as sometimes the best target to steal from is not the target you want to kill. Take the fight-winning ultimate from a tank or support, then use it to reach the marksman, mage, or low-mobility enchanter behind them. Prioritize carries with used mobility, as Sylas excels at punishing dashes, blinks, or speed boosts already spent to dodge poke. Pick stolen ultimates by fight shape, valuing area control and multi-target lockdown into grouped enemies, long-range engage or sustain tools into poke teams, and defensive or peel ultimates into heavy dive. Use Snowball as a commitment check rather than just a gap closer, following only when your second exit is clear. Snowball behind the frontline when the wave is gone, as enemies have fewer bodies to block your chain. Plan around what your augments reward and proc combat augments after enemy crowd control is down. Push after winning health rather than after losing it, pull back after your engage tools are down, and do not over-clear when a stolen ultimate is your win condition. Dive after the enemy wave is cleared and their escape path is blocked, using the stolen ultimate before you are forced to heal. When behind, stop fishing for hero engages and instead steal defensive or high-control ultimates, clear safely, and punish enemies who dive too far. Play Sylas like a patient thief who takes the ultimate that changes the fight, waits for the enemy to spend the spell that stops you, then enters with a route out.
Read full guidePlaystyle Guide
Playstyle / Team structure
Sylas the Unshackled requires careful positioning and timing across all game stages in ARAM: Mayhem. During levels 1-6, Sylas should start behind the front line or beside walls rather than in the lane center, using angles instead of walking directly through enemy champions. Early trades must be quick: step in, use chain or dash threats to force movement, take a small exchange, then back out before enemy backline crowd control layers. Sylas wins early by making enemies spend spells awkwardly, then re-engaging when they lack answers. Snowball serves as a commitment check rather than random poke; throw it when enemy carries step past their minion wave, when supports use peel, or when allies are ready to follow. If tagged first, stop trading and reset behind the wave rather than attempting to heal through five champions. Augment choices should prioritize fight entry: durability, mobility, ability uptime, and healing options convert more reliably than greedy damage against poke or disengage-heavy comps. Maintain neutral or slightly pulled waves to create better engage distance, as Sylas punishes overextended enemies well. When ahead early, stand forward with strong teammates and threaten enemies clearing waves, using leads to deny safe wave access. When behind, stop seeking hero engages and instead absorb pressure without feeding kills, farming what you can while holding Snowball for counter-engage. Levels 7-11 transform Sylas into a dangerous angle-based threat. Position near side brush or wall edges, disappearing momentarily to force enemies to respect Snowball, stolen ultimate range, and follow-up simultaneously. Stop taking even trades into heavy ranged comps; instead create overloaded moments where carries must flash, dash, or separate from their team. Snowball becomes a fight starter and backline access tool, but check three factors before taking: team follow potential, immediate crowd control waiting, and continuation options after arrival. Augment selection should solve actual problems: survival for dying during entry, chase for escaping enemies, sustain for long front-to-back fights. Push with numbers advantage, stolen fight-winning ultimates, or when enemy wave clear is dead. When ahead, chain pressure without giving clean reset fights. When behind, play for overextension punishment, holding Snowball and mobility for after enemies commit. Levels 12+ demand respect for death timers and chain crowd control. Stand close enough to threaten carries but never so far forward that teammates cannot punish enemies for hitting you. Every health bar matters in late trades; take small trades only when you can heal, shield, disengage, or force bigger enemy cooldowns. Treat late Snowball as a loaded engage button where good marks win games and bad takes throw them. Augment value comes from consistency, stacking choices into one clear job: durable diver, reset fighter, anti-carry threat, or secondary engage. Push hard after winning fights with two or more enemies down, zoning respawning enemies rather than tunneling on structures. When behind late, fight near your structure after enemies spend tools on waves, saving engage for the fight's second beat. Before the final fight, identify reachable enemies and the ultimate that best wins the fight state, then commit with purpose: enter, force key cooldowns, finish or disengage, and re-enter with your team.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Sylas the Unshackled excels when leveraging stolen ultimates to create space and advantages, but his effectiveness depends heavily on understanding when to commit versus when to hold back. His core strength lies in turning enemy power against them through Hijack, transforming strong engages, displacements, invulnerabilities, and area-control ultimates into tools that force enemies into losing positions. Kingslayer provides substantial healing in extended fights, rewarding Sylas for staying in range rather than retreating, while Chain Lash offers reliable poke and wave control. However, Sylas carries significant weaknesses that demand respect. He requires melee range to function, making him vulnerable to crowd control and anti-heal effects. His dashes become liabilities when spent into five ready enemies, and a fed Sylas who overextends can donate shutdown gold even after securing a kill. The champion gets punished severely for diving without a reliable W target or exit strategy, and his healing cannot sustain through bad tower positioning or layered crowd control. When ahead, Sylas should step forward with his team rather than alone, using stolen ultimates to create space rather than just chasing kills. The optimal approach involves layering engages: starting with the front line or a stolen ultimate, using E or Snowball to reach exposed carries, and holding Kingslayer for moments when actually taking return damage. Snowball serves as a confirmation tool after enemies spend mobility or defensive spells, not as a coin-flip opener from max range. Augments that provide durability, sustain, tenacity, or shield access help protect the bounty that a fed Sylas accumulates. When behind, Sylas must stop trying to be the first hero into fights. His priority shifts to farming safely with Chain Lash, stealing ultimates that stop the bleeding rather than dealing damage, and entering second after enemies spend their cooldowns. Kingslayer becomes a recovery tool for fights that can be survived, not a desperation button when burst and crowd control are ready. Short trades that rebuild health and cooldowns are more valuable than overextended chases, and accepting that some health relics cannot be contested prevents chain deaths that extend losing states. The critical pattern across both states is patience. Sylas wins by making enemies answer multiple threats in sequence, not by pressing every button on the first champion he sees. Whether ahead or behind, success comes from waiting for the right trigger: enemy cooldowns spent, a real target for Hijack available, and teammates positioned to follow through.
Read full guideChampion Background
Lore / Identity / Text block
Sylas the Unshackled is a brawling AP skirmisher who wins Mayhem fights by entering at the right angle, stealing a high-value ultimate, and chaining short bursts of damage with healing and mobility. He is not a clean front-to-back mage. If he spends E or W too early, he becomes very punishable. If he waits for enemy crowd control to miss, he can take over messy ARAM: Mayhem fights quickly. His passive, Petricite Burst, empowers his next basic attacks after casting an ability, dealing area damage around the target. This passive is the glue in his damage pattern, as his spells start trades but the empowered attacks finish them. In constant lane fighting, Sylas uses the passive to punish grouped enemies after every spell cast. The empowered attack still requires him to be in attack range, so he should hit the closest safe target when diving is risky. Passive weaving separates good Sylas players from button mashers, with a clean pattern of spell, attack, spell, attack, then deciding whether W is needed for sustain or E is needed to chase. Skipping passive attacks lowers damage and often leaves enemies alive long enough to kite him. Q, Chain Lash, is his safest poke, wave control, and setup tool. Sylas uses Q to soften targets before committing, and in ARAM: Mayhem, enemies often stand near minions or narrow choke points where a well-placed Q can tag multiple champions without forcing him into danger. He should aim Q where enemies want to move, not only where they are standing. Missing Q removes his safest pressure and may force him to engage with E without having softened anyone first. W, Kingslayer, is his most important close-range trading button and main way to survive after entering. Sylas holds W until he is actually taking return damage or needs the short lunge to finish a target, as casting it at full safety wastes its best value. He can use frontline champions as a sustain anchor when diving the backline is impossible. A wasted W is one of Sylas's biggest punish windows, as he loses his main recovery tool and can be collapsed on immediately. E, Abscond / Abduct, decides whether Sylas is a threat or a free kill. He uses the first dash to dodge skillshots or reposition, and the second cast only when a hit creates real value, because missing it leaves him exposed. E2 stops on the first enemy hit, so minions and frontline champions can block the target he wants. Wasting E removes both his best engage and best escape, which is often fatal in Mayhem. R, Hijack, lets Sylas steal an enemy champion's ultimate and cast it himself, giving him flexible engage, burst, peel, sustain, or utility depending on the enemy team. This ability is the reason Sylas can swing games. Before each fight, he should identify the best stolen ultimate for the next situation, not the flashiest one. A reliable engage or defensive tool often wins more fights than a high-damage ultimate he cannot land. A bad Hijack can lose the whole fight if he steals the wrong ultimate, casts it into disengage, or uses it before allies can follow.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Sylas is forgiving when he gets a reset-style skirmish, but he is brutal to pilot when you waste the first engage. Most bad Sylas games come from the same pattern: you spend mobility to look scary, miss the important chain, heal too late, then stand in the middle of five enemies with no stolen ultimate worth using. Mechanical mistakes often start with casting E aggressively without checking the angle for the second chain. This causes you to dash into range, miss the pull, and lose the tool that lets you stick to a carry or interrupt their movement. The correct approach is using the first E to shift sideways or threaten, then firing the second E only when the target has committed to a path, used a dash, or is pinned by allied crowd control. If the chain misses, stop chasing in a straight line, walk back through your frontline, use Q to slow or zone the nearest pursuer, and wait for another engage window instead of forcing W into five people. Using W as the opener just because a target is in range is another common error. This spends your best close-range trade and recovery tool before the enemy has used burst, so your health drops after the heal window is gone. Open with Q poke, E threat, Snowball, or a stolen ultimate when possible, then use W after damage has started and you can hit a real champion. Throwing Q directly at a moving target with no setup makes the slow and damage unreliable. Aim Q where the enemy must move, not where they are standing. Cast it after allied crowd control, after your E connects, or into narrow movement paths around minions and terrain. Forgetting to weave passive attacks between spells makes your burst uneven and lets targets survive long enough to flash, dash, or receive peel. After each spell, take the fast auto when you are safe to stand in range. Stealing an ultimate and instantly casting it without checking cast position wastes the stolen spell into shields, invulnerability, empty space, or a frontline target that does not matter. Before stealing, ask what the spell does for the next fight: engage, peel, execute, zone, or survivability. Taking Snowball and immediately reactivating into the enemy backline every time it lands means you arrive before your team, eat every defensive spell, and die with E or W unused. A landed Snowball is an option, not a command. Decision mistakes include picking the flashiest enemy ultimate instead of the one your team actually needs. Steal based on the next fight state. If your team cannot start, take engage. If your carries are being dived, take peel or disruption. Diving the enemy carry while ignoring their peel champions gets you controlled, displaced, or kited before W gives value. Track the first defensive spell and bait it with E movement or allied pressure before committing. Building or augmenting like you are unkillable just because Sylas has healing leads to greedy fights where you get focused through your sustain. Match your setup to the lobby. Starting fights when your own team is clearing waves, shopping, dead, or too far back means Sylas becomes a gift to the enemy. Count allies before committing. Fighting into a fresh enemy wave or under enemy zone control blocks your E path and makes Q angles awkward. Thin the wave first when the enemy comp relies on skillshots, hooks, or narrow engage lanes. Treating every low-health enemy as a guaranteed reset fight leads to chasing through exhausts, shields, traps, and counter-engage.
Read full guideFAQ
Sylas
Is Sylas a good pick in ARAM: Mayhem? Yes, Sylas is strong when the enemy team has ultimates he can turn into fights, picks, or sustain. If their best tools are engage, huge area damage, or reliable crowd control, play around stolen ult windows and force brawls after you take one. The tradeoff is that Sylas feels much worse into teams with weak ultimates or heavy range that can punish him before he gets into melee. What should I look for before committing as Sylas? Check enemy crowd control first, then check which ultimate you want to steal. If the enemy still has point-and-click lockdown or a big disengage ready, wait for your frontline, Snowball, or a missed spell before going in. Sylas wins messy fights, but he loses fast when he dashes in first and gets chain-controlled with no target to heal from. Which enemy ultimates are best for Sylas to steal? Prioritize ultimates that give immediate value in ARAM: Mayhem, especially engage, large area damage, reliable crowd control, strong shielding, or fight-reset tools. If a stolen ultimate can start a fight or save you after diving, it is usually better than a flashy damage-only choice. The tradeoff is timing; stealing the perfect ultimate too early can leave you holding it while your team is not ready to follow.
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