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Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% 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.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% 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
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
49.68%- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
49.74%- 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.
49.23%- 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.
49.93%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
48.40%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
49.52%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
50.42%- 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.
50.71%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
47.24%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
50.72%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
48.93%- Total Price
- 2,850
- Price
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
46.43%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.29%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
50.29%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
51.24%- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
49.45%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
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 | T1 | 49.38% | 5.18% | 887 |
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 | 48.97% | 4.84% | 829 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T1 | 48.79% | 5.53% | 947 |
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 | 48.26% | 5.88% | 1,007 |
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 | T1 | 48.02% | 4.57% | 783 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T1 | 47.41% | 4.95% | 848 |
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 | T1 | 47.32% | 4.58% | 784 |
Grants 60 ability haste . View augment details | Gold | T1 | 47.30% | 4.21% | 721 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 47.17% | 6.51% | 1,115 |
【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 | T1 | 47.03% | 6.49% | 1,110 |
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 | T1 | 46.97% | 4.53% | 775 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 46.55% | 6.10% | 1,044 |
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 | T1 | 46.49% | 5.17% | 884 |
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 | 46.45% | 10.37% | 1,774 |
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 | 45.97% | 9.34% | 1,599 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 45.91% | 5.43% | 930 |
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 | 45.79% | 7.85% | 1,343 |
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 | 45.76% | 4.55% | 778 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 45.37% | 11.35% | 1,942 |
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 | T1 | 45.19% | 5.40% | 925 |
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 | 45.14% | 5.29% | 906 |
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 | T1 | 45.11% | 4.42% | 756 |
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 | 44.89% | 6.92% | 1,185 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 44.64% | 5.51% | 943 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 44.51% | 7.46% | 1,276 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 44.38% | 8.57% | 1,467 |
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 | T1 | 44.28% | 4.80% | 822 |
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 | T1 | 44.16% | 4.86% | 831 |
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 | 43.68% | 9.06% | 1,550 |
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 | 43.54% | 5.11% | 875 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T1 | 43.31% | 5.37% | 919 |
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 | 43.18% | 13.49% | 2,309 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 40.57% | 6.94% | 1,188 |
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 | 52.74% | 3.20% | 548 |
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 | 51.23% | 2.61% | 447 |
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 | 50.92% | 3.19% | 546 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 50.17% | 3.53% | 604 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T2 | 49.91% | 3.20% | 547 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 49.88% | 2.42% | 415 |
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 | 49.61% | 2.26% | 387 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T2 | 48.46% | 2.09% | 357 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T2 | 48.36% | 2.14% | 366 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T2 | 46.92% | 2.18% | 373 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 46.87% | 3.64% | 623 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 46.65% | 2.88% | 493 |
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 | T2 | 46.64% | 2.69% | 461 |
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 | 46.58% | 3.25% | 556 |
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 | T2 | 46.45% | 2.30% | 394 |
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 | T2 | 46.38% | 3.55% | 608 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 45.96% | 2.31% | 396 |
Gain 15% omnivamp . View augment details | Silver | T2 | 45.86% | 1.97% | 338 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 45.83% | 3.01% | 515 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 45.74% | 2.06% | 352 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T2 | 45.45% | 3.34% | 572 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T2 | 45.45% | 1.93% | 330 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 45.22% | 3.11% | 533 |
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 | T2 | 45.16% | 1.99% | 341 |
Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely. View augment details | Prismatic | T2 | 44.76% | 2.45% | 420 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 44.44% | 2.58% | 441 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 44.13% | 2.04% | 349 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 43.46% | 2.37% | 405 |
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 | T2 | 43.05% | 2.65% | 453 |
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 | T2 | 42.76% | 2.71% | 463 |
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 | T2 | 42.69% | 1.96% | 335 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 42.57% | 2.91% | 498 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T2 | 42.52% | 2.69% | 461 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T2 | 42.38% | 1.92% | 328 |
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 | T2 | 40.95% | 2.84% | 486 |
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 | 55.09% | 1.67% | 285 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 53.59% | 1.22% | 209 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 53.51% | 1.08% | 185 |
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 | 53.23% | 1.81% | 310 |
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 | T3 | 50.60% | 0.97% | 166 |
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 | 50.54% | 1.08% | 184 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 50.38% | 1.55% | 266 |
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 | T3 | 49.71% | 1.01% | 173 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 48.30% | 1.03% | 176 |
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 | T3 | 47.55% | 1.19% | 204 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 47.10% | 1.61% | 276 |
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 | T3 | 46.88% | 0.93% | 160 |
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 | 46.79% | 1.64% | 280 |
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 | 46.78% | 1.72% | 295 |
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 | T3 | 46.43% | 1.15% | 196 |
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 | 45.96% | 1.59% | 272 |
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 | 45.92% | 1.36% | 233 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 45.85% | 1.34% | 229 |
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 | 45.64% | 1.14% | 195 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 45.50% | 1.23% | 211 |
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 | T3 | 45.32% | 1.56% | 267 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 45.05% | 1.06% | 182 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T3 | 44.68% | 1.10% | 188 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T3 | 43.62% | 1.10% | 188 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 43.46% | 1.65% | 283 |
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 | T3 | 43.25% | 1.69% | 289 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T3 | 42.75% | 1.53% | 262 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T3 | 42.08% | 1.07% | 183 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 41.89% | 1.30% | 222 |
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 | 41.57% | 0.97% | 166 |
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 | T3 | 41.06% | 1.44% | 246 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T3 | 40.80% | 1.02% | 174 |
Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities. View augment details | Gold | T3 | 40.59% | 1.40% | 239 |
Grants 60% bonus attack speed . View augment details | Silver | T3 | 39.15% | 1.37% | 235 |
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 | T3 | 37.58% | 1.83% | 314 |
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 | T3 | 37.14% | 1.23% | 210 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 53.64% | 0.64% | 110 |
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 | 53.00% | 0.58% | 100 |
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 | 51.39% | 0.84% | 144 |
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 | 50.62% | 0.47% | 81 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T4 | 48.70% | 0.90% | 154 |
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 | 48.36% | 0.71% | 122 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 47.44% | 0.46% | 78 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T4 | 46.91% | 0.47% | 81 |
Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage. View augment details | Silver | T4 | 46.79% | 0.64% | 109 |
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 | 46.72% | 0.71% | 122 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T4 | 46.67% | 0.88% | 150 |
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 | T4 | 46.15% | 0.68% | 117 |
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 | 45.58% | 0.86% | 147 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 45.45% | 0.51% | 88 |
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 | 45.37% | 0.63% | 108 |
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 | 45.00% | 0.70% | 120 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 45.00% | 0.58% | 100 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 44.55% | 0.64% | 110 |
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 | T4 | 44.55% | 0.64% | 110 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T4 | 42.67% | 0.44% | 75 |
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 | 42.16% | 0.60% | 102 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T4 | 41.67% | 0.49% | 84 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T4 | 41.50% | 0.86% | 147 |
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 | 41.27% | 0.74% | 126 |
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 | 41.22% | 0.86% | 148 |
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 | 40.00% | 0.44% | 75 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T4 | 39.87% | 0.89% | 153 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 39.68% | 0.74% | 126 |
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 | 39.45% | 0.64% | 109 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 39.00% | 0.58% | 100 |
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 | T4 | 38.75% | 0.47% | 80 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T4 | 37.17% | 0.66% | 113 |
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 | T4 | 36.92% | 0.76% | 130 |
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 | 35.23% | 0.51% | 88 |
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 | T4 | 34.12% | 0.50% | 85 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 33.33% | 0.49% | 84 |
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 | T4 | 32.54% | 0.74% | 126 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T4 | 32.17% | 0.84% | 143 |
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 | 29.68% | 0.91% | 155 |
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 | T5 | 51.67% | 0.35% | 60 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T5 | 50.98% | 0.30% | 51 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T5 | 50.88% | 0.33% | 57 |
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 | T5 | 50.79% | 0.37% | 63 |
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 | T5 | 50.77% | 0.38% | 65 |
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 | T5 | 49.09% | 0.32% | 55 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T5 | 46.88% | 0.37% | 64 |
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 | T5 | 42.47% | 0.43% | 73 |
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 | T5 | 39.73% | 0.43% | 73 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T5 | 38.10% | 0.37% | 63 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T5 | 37.93% | 0.34% | 58 |
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 | T5 | 28.07% | 0.33% | 57 |
Neeko Skill Combos
Extracted from the skill order guide
If an augment turns W into a spammable nuke or gives it a hard crowd control effect, you may consider a R > W > Q > E or R > W > E > Q path.
If an augment turns W into a spammable nuke or gives it a hard crowd control effect, you may consider a R > W > Q > E or R > W > E > Q path.
If E gets a significant damage multiplier or an execute threshold, you might prioritize R > E > Q > W.
Neeko Counters
Counters and threats extracted from the matchup guide
Counters
5Neeko counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Neeko is countered by these champions in ARAM: Mayhem.
Read counter detailsNeeko Team Comp Highlights
Partner patterns extracted from the team comp guide
Combo: Amumu lands a Snowball or flash-ultimate into the enemy cluster. Neeko immediately casts her ultimate on top of the rooted targets. She follows with her E to extend the lockdown chain. Best Scenario: The enemy team is grouped near a health relic or pushing your tower. Amumu traps four or five targets, and Neeko’s burst eliminates their health bars before the stun ends. Enemy Answer: The enemy team spreads vertically before Amumu arrives. They may also purchase Quicksilver or build tenacity to break the chain early. Failure Risk: If Amumu engages too deep without backup, he dies instantly. If Neeko is too slow on the follow-up, enemies will flash or dash out of her wind-up. Recovery: If the combo whiffs, Neeko should use her E to disengage. She can also use her passive to disguise as a low-health ally, potentially baiting the enemy into a bad chase while her cooldowns reset.
Miss Fortune (High Value)
Combo: Neeko lands her E on a clumped group. She starts her ultimate. Miss Fortune casts her ultimate immediately as the knockup begins, overlapping the damage zones perfectly. Best Scenario: Fighting in the narrow bridges of the map where lateral movement is restricted. The combined area-of-effect damage wipes the enemy team before they can reach the safety of their tower. Enemy Answer: Hard engage assassins like Zed or Talon who can jump over the frontline and kill Miss Fortune during her channel. High burst mages can also interrupt the combo if Neeko is caught winding up. Failure Risk: Neeko misses her E and has no way to stop enemies from walking out of Miss Fortune’s ultimate. The team loses all pressure for the next twenty seconds. Recovery: Miss Fortune stops channeling early to reposition. Neeko uses her Q for zoning damage while the team falls back to the next tower line.
Malphite (Strong Value) Malphite offers a faster, more reliable engage than Amumu because his ultimate is nearly instant. This helps Neeko land her ultimate on targets that have not had time to react. The knockup into knockup chain is nearly impossible to flash out of if timed correctly.
Combo: Malphite sees a cluster of enemies and launches his R. As he collides, Neeko places her ultimate directly on the impact zone. She then uses E to catch any stragglers on the edge of the fight. Best Scenario: The enemy team is sieging and standing still to auto-attack your tower. Malphite forces a fight, and Neeko converts the initiation into a team-wipe. Enemy Answer: A support with a shield like Karma or Janna can absorb the initial Malphite burst, keeping their team alive long enough to flash away from Neeko. Failure Risk: Malphite goes in alone and gets burst down before Neeko can react. Neeko is then forced to use her ultimate defensively, wasting the offensive potential. Recovery: Neeko holds her ultimate to protect the backline. She uses her passive to disguise as a tank, bluffing a counter-engage to scare the enemy off.
Yasuo (Moderate Value)
Combo: Neeko lands her E and R, knocking the enemy team up. Yasuo instantly ults to keep them suspended and applies his armor penetration. Neeko finishes with Q. Best Scenario: The enemy team has immobile mages or marksmen who cannot dash out of the combo. Yasuo gets a multi-man ult, and Neeko’s burst cleans up. Enemy Answer: Point-and-click crowd control like Lissandra or Ryze. They can stop Yasuo from ulting or interrupt Neeko’s wind-up entirely. Failure Risk: Yasuo gets poked down before the engage happens. If he dies, Neeko has no one to follow up on her setup, and she becomes vulnerable. Recovery: Neeko plays more conservatively, using her Q to poke and her E to peel for the other teammates. She saves her ultimate for a defensive disengage.
Leona (Situational Value)
Combo: Leona uses her E-Q combo to pin a priority target. Neeko lands her E through the target to hit enemies behind them. Leona follows with R, and Neeko layers her R on top. Best Scenario: Picking off a single enemy who is overextended, then transitioning into a 4v5 fight. Leona’s durability lets her survive the initial burst while Neeko sets up. Enemy Answer: Cleanse or Quicksilver Sash on the target Leona engages. If the target escapes, the chain is broken, and Neeko’s abilities might miss. Failure Risk: Leona engages on a tank instead of a carry. Neeko wastes her cooldowns on a target that will not die, leaving her team without damage. Recovery: Neeko switches to a zoning role, placing her Q and E in the enemy’s path to prevent them from counter-engaging. Essential Team Functions
Neeko requires a Primary Engage tank who can initiate without dying instantly. She is a follow-up mage, not a lead diver. She also needs Peel Support because mobile assassins are her worst nightmare in Mayhem. If a Zed or Kha'Zix jumps on her, she has no escape tools outside of her passive bluff. Finally, the team benefits from a Sustained Damage Dealer who can finish low-health targets that survive Neeko’s burst rotation. If Neeko misses her ultimate, the team needs someone else to carry the fight while her cooldowns recover.
Amumu (High Value)
This is the classic "press R to win" combination. Amumu engages with his ultimate, locking enemies in place, which guarantees Neeko's own ultimate placement. The layering of Amumu’s stun over Neeko’s stun creates an extended disable window where the enemy team simply cannot move or cast.
Neeko ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Tempo | Plays as a patient control mage who chips away with poke before looking for the perfect multi-man engage opportunity. | Transforms into an explosive initiator who forces fights constantly, ignoring chip damage to play for instant wipe potential. | Stop playing passively; aggression is your new win condition. |
| Skill Priority | Typically maxes Q first to maximize poke damage output for whittling down opponents over extended periods. | Rewards maxing E first or splitting points evenly, as the root duration and width are more valuable in chaotic, constant fights. | Prioritize E for instant setup over Q poke damage. |
| Snowball Usage | Used mostly to reposition or finish low-health targets, as Neeko is too squishy to lead with it. | Becomes a legitimate engage opener when paired with defensive or burst augments, allowing you to initiate fights directly. | Use Snowball as an opener, not just an escape tool. |
| Ultimate Timing | Held patiently for the perfect setup to catch three or four enemies in a single devastating strike. | Using R on just two people is often correct because fights reset so fast and holding it risks missing the window entirely. | Do not wait for the perfect ultimate; commit quickly. |
| Teamfight Positioning | Stays at max range to look for safe angles, waiting for enemies to group before committing to an engage. | Hover at mid-range to create groupings with your own engage, as staying back means arriving too late to impact fights. | Create the engage yourself instead of waiting for it. |
Champion Analysis
Role / Current performance
Neeko the Curious Chameleon operates as a mage defined by shapeshifting deception and powerful area-of-effect crowd control in Hextech Mayhem. The mode's dramatically reduced cooldowns transform her disguise and clone mechanics into constant threats, making her one of the most deceptive mages available. Her passive, Inherent Glamour, lets her take the appearance of an ally to confuse enemies, creating ongoing uncertainty about her true position and intentions. Her Q ability, Blooming Burst, fires an energy orb that deals damage and explodes again after a delay, providing sustained AoE damage output through frequent casting. Her W ability, Shapesplitter, serves as her core skill by creating a clone that moves forward while granting her stealth. This clone can deceive enemies about her location or enable safe retreats when she is threatened. Her E ability, Tangle-Barbs, fires vines that damage and root enemies, giving her a reliable tool to control enemy engages and set up follow-up damage. Her ultimate, Pop Blossom, is her signature move and delivers a massive AoE knock-up after a brief delay. When combined with her W clone in Hextech Mayhem, she can create unexpected group knock-ups that catch enemies off guard, as the clone masks her positioning and channeling. Neeko's core identity combines mage damage output with shapeshift deception and AoE crowd control, allowing her to confuse enemies about her location while delivering substantial area damage and disruption. Her strategic value lies in her ability to create chaos through disguise, control teamfights with her root and knock-up, and punish grouped enemies with her ultimate. The frequent cooldowns in Hextech Mayhem amplify her deceptive potential, letting her reposition and confuse enemies far more often than in standard modes. Players should leverage her clone and disguise to mask her ultimate channel, bait enemy abilities onto her clone, and create openings for her team to engage or disengage. Her combination of sustained AoE damage, reliable crowd control, and positional deception makes her effective at controlling teamfights and punishing enemies who fail to track her true location.
Core Tips
Long-form tips / Play pattern
Neeko the Curious Chameleon thrives on deception, but Mayhem ARAM players are hyper-aware and will not fall for obvious clone tricks. Use your passive primarily to mask your startup animation rather than expecting enemies to bite on a disguised approach. The real engage threat comes from charging Tangle-Barriers through minions or landing long-range Blooming Bursts to force movement before committing. Look for angles where the enemy wave sits between you and their backline, as a charged E passing through six minions roots the entire enemy team and sets up your Pop Blossom ultimate. Never flash-R unless cleaning up a low-health cluster, because Mayhem's high damage means a full channel ultimate often gets you killed before it pops if you are visible. Unleash it from fog of war or while disguised as a retreating ally. When enemies dive your backline, switch to protector mode immediately. Disguise yourself as your most vulnerable teammate and stand slightly in front of them, baiting enemies into blowing mobility spells only to run into a charged E and sudden R knockup. Your E is an excellent disengage tool because its root duration increases based on targets hit. If a bruiser or assassin runs at you through the minion wave, drop E on the wave to speed up the projectile and root the diver longer than a direct hit would. Follow with Q at your feet to force them to take damage or retreat. Neeko loves chokepoints near health relics. Stand off to the side away from the minion ball to avoid poke while keeping E in range to chain through units. Use side brushes or fog of war to break line of sight, disguising where enemies cannot see you transform. Send your clone forward in a straight line while flanking from the side, as most players instinctively throw skillshots at the clone and burn cooldowns. Your Q deals percentage health damage on second and third pops, making you effective against tanks if you land the center. However, prioritize squishies clustered behind tanks. If the backline plays safe, shift focus to isolated targets who take full damage without explosion spreading. Snowball is a bait ability on Neeko—do not use it to engage a full-health team. Use it defensively to create distance from assassins or to finish fleeing low-HP targets. Many Mayhem augments trigger on ability cast or crowd control, and Neeko excels at proccing these effects. Her W passive sends clones that count as ability casts, letting you trigger on-hit or spell-effect augments safely. If you have augments that grant shields or speed on crowd control, play aggressive with E to trigger defensive buffs and step up for Q. When ahead, shove waves hard with Q and E to force enemies to dodge poke while last-hitting under tower. When behind, let waves come to you and defend with instant wave clear. Save R for when enemies cluster to dive, as the knockup threat makes them hesitate. Disguise as a low-health ally near your tower to bait overconfident enemies into your E-R combo. When losing, stop looking for big plays and focus on stalling with wave clear and crowd control.
Read full guidePlaystyle Guide
Playstyle / Team structure
Neeko the Curious Chameleon transitions through three distinct phases in ARAM: Mayhem, evolving from a deceptive poker in the early game to a devastating engage threat in the mid game, and finally to a game-deciding burst mage in the late game. Her passive disguise mechanic remains relevant throughout all stages, allowing her to confuse enemies about her position, bait out abilities, and mask her intentions before committing to fights. During the early game, Neeko should position near melee minions or just behind the front wave, using her passive to land unexpected Q bounces or bait skill shots while actually positioned elsewhere. Her trading rhythm relies on patient Q placement rather than spam, waiting for the enemy wave to thin so Q can hit both minions and champions simultaneously. E should not be used on cooldown due to punishing mana costs; commit it only when a clear line through multiple minions extends the root duration or when an isolated enemy guarantees a full snare. Snowball serves as a dodge tool or disengage button at this stage, as diving in usually results in getting burst down. Push the wave to crash it, forcing enemies to fight under tower where they cannot easily dodge Q. If ahead, zone enemies off their wave while disguised as the tankiest ally. If behind, give up ground and use Q to last-hit under turret while staying in experience range. The mid game transforms Neeko's role entirely once she gains access to Wonderful Shutdown. She shifts from poker to primary engage tool or counter-engage threat. E becomes a wave-clear machine, capable of rooting three or four enemies when thrown through grouped waves. Snowball becomes her primary engage setup, with the classic combo of Snowball into mid-air ultimate into W passive jump away making her incredibly hard to target during the ult channel. Alternatively, she can flank by hiding in a bush, disguising as a teammate, and Snowballing over a wall to ult the backline. Push aggressively to siege the second tower, using wave clear to create spacing for game-changing abilities. If ahead, force fights around objectives and disguise as a low-HP ally to bait enemies into overextension before ulting. If behind, stall for scaling and cooldowns, using E to clear waves instantly and looking for counter-engage ultimates when enemies dive. In the late game, positioning becomes critical. Neeko must stay near her backline while remaining within range to assist the frontline. One good ultimate wins the game, but one bad death loses it instantly. Her trading rhythm shifts to burst windows, seeking the one-shot opportunity where E on a grouped enemy team sets up R. Q checks bushes or zones enemies off dying allies. Snowball should be used strictly for the engage combo or emergency escapes, never for poke. Late-game augment choices determine whether she plays as an assassin or utility support. When ahead, group as five and force fights on her terms. When behind, play the waiting game for enemy impatience, holding R until they commit to a dive and ulting on top of her own tower or team for maximum defensive impact.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Neeko the Curious Chameleon transforms dramatically based on her game state, shifting between a screening tool that denies entire lanes when ahead and a utility-focused gatekeeper when behind. Understanding these distinct roles is essential for maximizing her effectiveness in ARAM: Mayhem. When ahead, Neeko stops functioning as a traditional mage and becomes a zone control specialist. This state triggers when she completes her first major item spike, secures two or more early kills before ten minutes, or when her Blooming Burst one-shots back caster minions. Her Tangle-Barrier and Pop Blossom become death zones that enemies cannot walk through without losing substantial health or dying instantly. The correct approach involves standing in the center lane, using Shapesplitter to fake engages while charging Pop Blossom, and releasing the shield to block incoming poke during positioning. This forces enemies to retreat behind their tower, creating opportunities for tower plates or safe resets. A critical mistake ahead players make is holding Pop Blossom too long while waiting for multi-person knockups. The correction is using the ultimate to win the current fight rather than gambling on a perfect imaginary fight. A single-target knockup that leads to a kill outweighs a five-person knockup that never occurs because Neeko died first. When ahead, flash-ultimating a squishy enemy who steps up to clear waves is often better than waiting for the ideal multi-person play. Strong augments like Big Big Blossom that increase size or range extend Neeko's threat radius beyond enemy expectations, allowing her to start Pop Blossom from safer positions behind walls or out of vision. If she whiffs the ultimate, dropping Tangle-Barrier on retreat paths discourages enemy dives while cooldowns reset. Face-checking bushes to set up plays is a positioning trap that throws leads; instead, she should use her clone to check dangerous areas. When behind, Neeko loses one-shot potential and must shift from primary carry to utility and disengage specialist. This state triggers after multiple deaths without kills, when enemies have a significant gold lead, or when Blooming Burst fails to clear waves before they reach her tower. Her role becomes protecting actual damage dealers from divers and assassins. Defensive waveclear becomes paramount. Saving Blooming Burst for minions rather than poke keeps towers alive longer, buying time for the team to scale. A point-blank Pop Blossom under tower can still secure kills or force flashes even when behind. Neeko should stand on her highest-damage teammate and use Tangle-Barrier and Pop Blossom to peel for them when enemies commit to dives. Defensive augments providing shields, tenacity, or healing allow more aggressive positioning to land crucial roots. Utility augments adding slows, ally haste, or cooldown reduction enable spam disengage. Building support-oriented items with ability haste and health often saves more games than saving gold for luxury damage items. Using Snowball to engage into a fed enemy team is the fastest way to end the game; it should be saved for escape or repositioning for defensive ultimates. Walking past tower to poke when enemies have a gold lead creates a death spiral of catches and tower losses.
Read full guideChampion Background
Lore / Identity / Text block
Neeko the Curious Chameleon is a deceptive mage whose identity revolves around misdirection, crowd control, and devastating area-of-effect damage. Her passive, Inherent Glamour, allows her to disguise herself as any allied champion, borrowing their appearance and health bar. In ARAM: Mayhem, where burst damage is high and snowball engages are constant, this disguise serves as both a survival tool and a setup mechanism. The illusion breaks instantly when Neeko takes champion or turret damage or casts a non-damaging spell, so the disguise should be used to misdirect aggression rather than block damage. Disguising as a melee ally and walking into the enemy cluster can mask her ultimate wind-up, as enemies often assume she is a frontliner rather than a mage charging a game-winning stun. Her Q, Blooming Burst, is her primary damage tool for clearing waves and harassing enemies. The spell throws a seed that blooms on impact and can bloom again if it kills a target or hits a large monster. Hitting the outer edge of the enemy wave allows the explosion to chain back toward enemy champions. This ability serves as a finisher in her combo, typically following her root to guarantee both the initial hit and bloom damage. Missing Q leaves her without waveclear pressure and vulnerable to enemy dives. Her W, Shapesplitter, provides a passive bonus on every third attack and an active that turns her invisible with a movement speed burst while leaving a stationary decoy behind. In Mayhem, this is her escape button and juking tool. The decoy can block skillshots and confuse enemies about her ultimate location, as she can start charging R and cast W to send the decoy one way while repositioning invisibly. Wasting W leaves her with no escape against dive threats. Her E, Tangle-Barbs, sends barbs in a line that root enemies, with the root duration increasing if the barbs pass through minions first. This is her primary setup tool and peel for herself and her team. A long-range E through a full wave yields a long root, while a point-blank E is weak. Missing E leaves her unable to stop dives or set up kills, making her vulnerable to all-ins. Her ultimate, Pop Blossom, charges briefly before dealing massive area damage and stunning all enemies hit. The charge time is visible to enemies unless she is disguised, which hides the ring and makes landing the ultimate far more reliable. This ability is her win condition, capable of turning a losing fight into an ace. However, the charge can be interrupted by crowd control, and enemies can walk out of the ring if they have movement abilities available. Getting interrupted or missing R entirely is devastating, leaving her team without its primary engage tool and often costing the fight. Neeko prioritizes maxing Q first for damage and waveclear, then E second for reduced cooldown and increased root duration, taking one point in W early for the escape active.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Neeko in ARAM: Mayhem lives and dies by her ability to deceive, and the mode's accelerated pace exposes her fragility while amplifying her burst potential. Many players pick her expecting easy multi-person ultimates, then get punished for sloppy positioning or predictable disguises that turn a game-winning trickster into a liability. Mechanical mistakes center on breaking disguise too early with Q or auto-attacks, which reveals Neeko's position through distinct blossom projectiles or attack sounds. This removes her primary threat of surprise engagement, allowing smart opponents to zone her off the wave or focus her down. Players should hold disguise until ready to commit, using W active to send a clone forward while remaining hidden, or walking up as an ally to position for E. Only break disguise the moment crowd control lands. If accidentally revealed, retreat to fog of war or behind the frontline immediately and reset passive by dropping vision. Using E through minions when only one target remains results in significantly shorter root duration, allowing targets to break free before Q lands or ultimate finishes channeling. Players should angle E to hit the wave and champion simultaneously, or save E for point-blank confirms if the wave is gone. Canceling R channel by moving or flashing too early puts the ultimate on full cooldown without dealing damage or knocking up anyone, representing the most devastating mechanical failure for Neeko. Players must treat R like a stationary channeled spell, clicking nothing until the knockup triggers. Misusing W passive for damage instead of survival exposes Neeko's position at bad times, leading to enemy collapse. The invisibility and movespeed are more valuable than the single empowered attack. Decision mistakes include disguising as a low-HP ally to bait engages, which backfires when players spam abilities into low-HP targets on cooldown. The correct approach is disguising as the healthiest, most threatening frontline ally, making enemies hesitant to engage. Forcing R without setup or numbers advantage results in enemies scattering instantly upon seeing startup animation, landing weak hits on single targets. Players should look for enemies already crowd-controlled by teammates or set up their own E first, with the best R opportunities coming from chaos in teamfights. Playing front-to-back like a traditional mage wastes Neeko's unique strength of bypassing the frontline entirely by disguising as an ally and walking past the enemy tank line. Players should use disguise to position aggressively on the enemy backline. Ignoring Snowball as a setup tool makes walking up disguised predictable after the first few fights. Snowball serves as the primary engage in Mayhem, allowing players to dash in and immediately cast R for perfect positioning and surprise factor. Overstaying after a successful pick leads to enemies respawning quickly and catching Neeko with no cooldowns, giving back gold leads. After a kill, players should reset immediately if cooldowns are down, push the wave, heal up, and buy. Neeko's margin for error is thin, and one mistimed R or broken disguise too early turns a game-winning advantage into a gray screen. The best Neeko players do not just land abilities—they manipulate the enemy into walking directly into them.
Read full guideFAQ
Neeko
What makes Neeko strong in ARAM: Mayhem? Her root duration and ultimate burst scale hard in constant teamfights. Mayhem's faster gold and experience let her hit her power spike earlier than on Summoner's Rift. She offers reliable engage, disengage, and burst damage from a safe distance. Which form should I mimic with W passive? Copy your frontline ally when you want to bait enemy cooldowns or fake an engage. Copy a squishy teammate when you need to hide your positioning before a big ultimate. Switch forms often so enemies cannot predict when you are charging Q or R. How do I land Q more consistently? Lead your target and aim where they will walk, not where they stand. Use E to root enemies first, which makes the delayed Q explosion almost guaranteed. Fire Q from fog of war or while disguised so opponents react too late to dodge the outer ring.
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