ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #106

Nocturne ARAM Mayhem Build & Best Augments

Nocturne role and playstyle: baseline role is mage, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Medium execution: success depends on consistent ability timing, positioning, and target choice. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Nocturne Nocturne the Eternal Nightmare Fighter / Mage
TierT3
Rank#106
Win Rate49.66%
Pick Rate0.27%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate44.18%
Pick Rate8.06%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

Win Rate44.48%
Pick Rate7.20%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

Win Rate54.02%
Pick Rate5.66%

Situational itemstop 12

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

52.59%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

52.66%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

52.71%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.56%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

53.36%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

55.61%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

53.76%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

53.04%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

55.62%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

51.68%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

52.89%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

55.12%

Starting items

Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

52.32%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

52.32%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

56.42%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

56.42%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

61.71%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

61.71%

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate40.86%
Pick Rate15.10%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate43.70%
Pick Rate7.06%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate43.45%
Pick Rate6.74%

Situational itemstop 12

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

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

43.84%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

42.20%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

44.44%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

42.99%
Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

45.49%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

40.60%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

49.77%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

50.60%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

41.18%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

59.48%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

49.04%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

39.57%

Starting items

Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

45.69%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

45.69%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

44.35%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

44.35%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

42.67%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

42.67%

Core items

#1
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

Win Rate44.96%
Pick Rate8.91%
#2
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate51.45%
Pick Rate6.48%
#3
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

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

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

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

Win Rate47.29%
Pick Rate4.83%

Situational itemstop 12

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

48.00%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

48.21%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.01%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

48.67%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

46.71%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

46.19%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

49.36%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

45.92%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

49.12%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

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

49.13%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

48.63%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

47.83%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

45.41%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

45.41%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

42.49%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

42.49%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.60%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.60%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate43.12%
Pick Rate8.93%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate47.92%
Pick Rate7.78%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

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

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

Win Rate46.87%
Pick Rate4.41%

Situational itemstop 12

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

46.29%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

45.84%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

46.37%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

47.11%
Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

46.33%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

45.73%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

48.04%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

43.63%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

47.33%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

51.05%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

48.46%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

46.47%

Starting items

Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

46.14%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

46.14%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

46.40%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

46.40%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

50.86%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

50.86%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
58.91%
Pick Rate
4.07%
Games
404

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

View augment details
SilverT158.91%4.07%404
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
57.58%
Pick Rate
4.32%
Games
429

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

View augment details
GoldT157.58%4.32%429
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
56.71%
Pick Rate
7.28%
Games
723

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

View augment details
GoldT156.71%7.28%723
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.77%
Pick Rate
4.73%
Games
470

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
PrismaticT152.77%4.73%470
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
51.80%
Pick Rate
4.20%
Games
417

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
GoldT151.80%4.20%417
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.59%
Pick Rate
13.55%
Games
1,346

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

View augment details
GoldT150.59%13.55%1,346
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
50.17%
Pick Rate
8.67%
Games
861

Grants 18% armor penetration and magic penetration .

View augment details
GoldT150.17%8.67%861
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
50.11%
Pick Rate
4.54%
Games
451

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
GoldT150.11%4.54%451
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
49.79%
Pick Rate
11.71%
Games
1,163

Grants 60% bonus attack speed .

View augment details
SilverT149.79%11.71%1,163
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
49.57%
Pick Rate
10.64%
Games
1,057

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
GoldT149.57%10.64%1,057
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.35%
Pick Rate
4.67%
Games
464

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

View augment details
PrismaticT149.35%4.67%464
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
49.30%
Pick Rate
9.36%
Games
929

Gain 15% omnivamp .

View augment details
SilverT149.30%9.36%929
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
49.05%
Pick Rate
11.19%
Games
1,111

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
SilverT149.05%11.19%1,111
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
49.03%
Pick Rate
4.68%
Games
465

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
SilverT149.03%4.68%465
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
48.99%
Pick Rate
4.99%
Games
496

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
GoldT148.99%4.99%496
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.87%
Pick Rate
4.45%
Games
442

Grants 50% critical strike chance .

View augment details
GoldT148.87%4.45%442
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
48.72%
Pick Rate
4.71%
Games
468

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT148.72%4.71%468
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.66%
Pick Rate
5.65%
Games
561

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
PrismaticT148.66%5.65%561
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
48.59%
Pick Rate
5.35%
Games
531

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

View augment details
SilverT148.59%5.35%531
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
48.39%
Pick Rate
4.68%
Games
465

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

View augment details
GoldT148.39%4.68%465
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
48.16%
Pick Rate
4.64%
Games
461

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

View augment details
SilverT148.16%4.64%461
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.09%
Pick Rate
5.01%
Games
497

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
PrismaticT148.09%5.01%497
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
47.99%
Pick Rate
10.51%
Games
1,044

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT147.99%10.51%1,044
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
47.97%
Pick Rate
14.15%
Games
1,405

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
GoldT147.97%14.15%1,405
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
47.57%
Pick Rate
17.80%
Games
1,768

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
GoldT147.57%17.80%1,768
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.56%
Pick Rate
4.95%
Games
492

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
PrismaticT147.56%4.95%492
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.52%
Pick Rate
4.26%
Games
423

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
PrismaticT147.52%4.26%423
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
47.22%
Pick Rate
8.70%
Games
864

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

View augment details
GoldT147.22%8.70%864
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
46.38%
Pick Rate
7.93%
Games
787

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

View augment details
SilverT146.38%7.93%787
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
45.41%
Pick Rate
5.81%
Games
577

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
GoldT145.41%5.81%577
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
40.49%
Pick Rate
4.13%
Games
410

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
GoldT140.49%4.13%410
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.53%
Pick Rate
2.59%
Games
257

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
PrismaticT259.53%2.59%257
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
58.92%
Pick Rate
2.99%
Games
297

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
GoldT258.92%2.99%297
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
56.20%
Pick Rate
2.76%
Games
274

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
SilverT256.20%2.76%274
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.09%
Pick Rate
2.73%
Games
271

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

View augment details
PrismaticT256.09%2.73%271
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
55.79%
Pick Rate
2.87%
Games
285

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
GoldT255.79%2.87%285
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.67%
Pick Rate
3.02%
Games
300

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

View augment details
PrismaticT255.67%3.02%300
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
55.49%
Pick Rate
3.21%
Games
319

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
GoldT255.49%3.21%319
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.71%
Pick Rate
3.31%
Games
329

Gain 1750 upon acquiring this augment.

View augment details
GoldT254.71%3.31%329
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.82%
Pick Rate
3.16%
Games
314

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT253.82%3.16%314
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.54%
Pick Rate
2.97%
Games
295

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
PrismaticT252.54%2.97%295
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.52%
Pick Rate
3.80%
Games
377

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT252.52%3.80%377
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
51.74%
Pick Rate
2.32%
Games
230

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT251.74%2.32%230
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
51.14%
Pick Rate
2.66%
Games
264

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
GoldT251.14%2.66%264
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
49.79%
Pick Rate
2.35%
Games
233

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
GoldT249.79%2.35%233
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
49.12%
Pick Rate
2.85%
Games
283

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
GoldT249.12%2.85%283
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
48.84%
Pick Rate
3.03%
Games
301

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
SilverT248.84%3.03%301
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
48.16%
Pick Rate
3.28%
Games
326

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

View augment details
GoldT248.16%3.28%326
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
47.60%
Pick Rate
2.52%
Games
250

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

View augment details
SilverT247.60%2.52%250
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.40%
Pick Rate
3.10%
Games
308

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

View augment details
PrismaticT247.40%3.10%308
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
47.37%
Pick Rate
2.30%
Games
228

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
SilverT247.37%2.30%228
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
46.41%
Pick Rate
2.10%
Games
209

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
GoldT246.41%2.10%209
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.18%
Pick Rate
3.42%
Games
340

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

View augment details
PrismaticT246.18%3.42%340
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
46.12%
Pick Rate
2.21%
Games
219

Grants 60 ability haste .

View augment details
GoldT246.12%2.21%219
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
45.51%
Pick Rate
3.03%
Games
301

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

View augment details
GoldT245.51%3.03%301
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
44.75%
Pick Rate
2.97%
Games
295

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

View augment details
SilverT244.75%2.97%295
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
43.20%
Pick Rate
3.78%
Games
375

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
GoldT243.20%3.78%375
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
41.69%
Pick Rate
2.97%
Games
295

Increases attack damage by 20% .

View augment details
SilverT241.69%2.97%295
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
41.67%
Pick Rate
2.78%
Games
276

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
GoldT241.67%2.78%276
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
60.29%
Pick Rate
2.05%
Games
204

Gain 2 Stat Anvils .

View augment details
SilverT360.29%2.05%204
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.15%
Pick Rate
1.43%
Games
142

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
PrismaticT359.15%1.43%142
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
58.88%
Pick Rate
1.08%
Games
107

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
GoldT358.88%1.08%107
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.72%
Pick Rate
1.73%
Games
172

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

View augment details
PrismaticT358.72%1.73%172
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.93%
Pick Rate
1.78%
Games
177

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
PrismaticT355.93%1.78%177
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
54.17%
Pick Rate
1.69%
Games
168

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
SilverT354.17%1.69%168
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.75%
Pick Rate
1.44%
Games
143

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
PrismaticT351.75%1.44%143
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
51.45%
Pick Rate
1.39%
Games
138

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
SilverT351.45%1.39%138
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
50.35%
Pick Rate
1.42%
Games
141

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
GoldT350.35%1.42%141
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.48%
Pick Rate
1.95%
Games
194

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
GoldT349.48%1.95%194
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.00%
Pick Rate
2.01%
Games
200

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
PrismaticT349.00%2.01%200
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.26%
Pick Rate
1.73%
Games
172

Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown).

View augment details
PrismaticT348.26%1.73%172
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
48.13%
Pick Rate
1.61%
Games
160

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
SilverT348.13%1.61%160
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
47.62%
Pick Rate
1.90%
Games
189

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

View augment details
GoldT347.62%1.90%189
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
47.62%
Pick Rate
1.69%
Games
168

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

View augment details
GoldT347.62%1.69%168
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.47%
Pick Rate
1.59%
Games
158

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
PrismaticT347.47%1.59%158
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
47.09%
Pick Rate
2.07%
Games
206

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
GoldT347.09%2.07%206
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.09%
Pick Rate
2.07%
Games
206

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
PrismaticT347.09%2.07%206
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.06%
Pick Rate
1.54%
Games
153

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

View augment details
PrismaticT347.06%1.54%153
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.92%
Pick Rate
1.31%
Games
130

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
PrismaticT346.92%1.31%130
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
46.81%
Pick Rate
1.42%
Games
141

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
SilverT346.81%1.42%141
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
46.24%
Pick Rate
1.74%
Games
173

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
GoldT346.24%1.74%173
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.90%
Pick Rate
1.23%
Games
122

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
PrismaticT345.90%1.23%122
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.67%
Pick Rate
2.09%
Games
208

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
PrismaticT345.67%2.09%208
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
45.54%
Pick Rate
1.02%
Games
101

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

View augment details
SilverT345.54%1.02%101
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.25%
Pick Rate
1.80%
Games
179

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

View augment details
PrismaticT345.25%1.80%179
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
44.44%
Pick Rate
1.27%
Games
126

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

View augment details
GoldT344.44%1.27%126
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
42.68%
Pick Rate
1.65%
Games
164

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
GoldT342.68%1.65%164
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
42.21%
Pick Rate
1.55%
Games
154

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
SilverT342.21%1.55%154
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
42.11%
Pick Rate
1.15%
Games
114

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
GoldT342.11%1.15%114
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
40.98%
Pick Rate
1.23%
Games
122

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

View augment details
GoldT340.98%1.23%122
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
61.29%
Pick Rate
0.62%
Games
62

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
SilverT461.29%0.62%62
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.81%
Pick Rate
0.87%
Games
86

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
PrismaticT455.81%0.87%86
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
55.68%
Pick Rate
0.89%
Games
88

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT455.68%0.89%88
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.85%
Pick Rate
0.52%
Games
52

Grants 3 random Dragon Souls .

View augment details
PrismaticT453.85%0.52%52
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
53.57%
Pick Rate
0.56%
Games
56

Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions.

View augment details
SilverT453.57%0.56%56
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
52.63%
Pick Rate
0.96%
Games
95

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
GoldT452.63%0.96%95
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
52.54%
Pick Rate
0.59%
Games
59

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

View augment details
SilverT452.54%0.59%59
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.46%
Pick Rate
0.61%
Games
61

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
PrismaticT452.46%0.61%61
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.92%
Pick Rate
0.52%
Games
52

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
PrismaticT451.92%0.52%52
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.52%
Pick Rate
0.66%
Games
66

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
PrismaticT451.52%0.66%66
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.47%
Pick Rate
0.68%
Games
68

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT451.47%0.68%68
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.75%
Pick Rate
0.67%
Games
67

Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed.

View augment details
PrismaticT450.75%0.67%67
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
49.09%
Pick Rate
0.55%
Games
55

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

View augment details
GoldT449.09%0.55%55
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
48.35%
Pick Rate
0.92%
Games
91

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT448.35%0.92%91
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
48.00%
Pick Rate
1.01%
Games
100

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
GoldT448.00%1.01%100
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
47.95%
Pick Rate
0.74%
Games
73

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

View augment details
GoldT447.95%0.74%73
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
47.89%
Pick Rate
0.72%
Games
71

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
GoldT447.89%0.72%71
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.38%
Pick Rate
0.69%
Games
69

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
PrismaticT446.38%0.69%69
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
45.00%
Pick Rate
1.01%
Games
100

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

View augment details
GoldT445.00%1.01%100
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
44.78%
Pick Rate
0.67%
Games
67

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

View augment details
SilverT444.78%0.67%67
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.86%
Pick Rate
0.57%
Games
57

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
PrismaticT443.86%0.57%57
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
43.06%
Pick Rate
0.73%
Games
72

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

View augment details
GoldT443.06%0.73%72
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
42.86%
Pick Rate
0.70%
Games
70

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

View augment details
SilverT442.86%0.70%70
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
42.86%
Pick Rate
0.70%
Games
70

Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health .

View augment details
SilverT442.86%0.70%70
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
42.42%
Pick Rate
0.66%
Games
66

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT442.42%0.66%66
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.25%
Pick Rate
0.72%
Games
71

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
PrismaticT442.25%0.72%71
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
40.35%
Pick Rate
0.57%
Games
57

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
SilverT440.35%0.57%57
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
38.60%
Pick Rate
0.57%
Games
57

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
GoldT438.60%0.57%57
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
35.37%
Pick Rate
0.83%
Games
82

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
PrismaticT435.37%0.83%82
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
34.34%
Pick Rate
1.00%
Games
99

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

View augment details
GoldT434.34%1.00%99

Nocturne Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal order: R > Q > E > W.

QEW

Choose Q > E > W when the enemy backline has fragile carries, low mobility champions, or players who keep stepping forward to poke.

QWE

Use Q > W > E when the fight is decided by whether you block the first answer.

RQWE

Basic attack, on-hit, attack speed, or extended-duel augments: R > Q > W > E.

Nocturne Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Nocturne counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Senna Senna Senna T3
Tier
T3
Rank
#82
Win Rate
49.52%
Pick Rate
1.15%

Senna the Redeemer is a long-range marksman support who wins by poking, healing, and scaling through extended fights. She is not a pure front-to-back damage bot early; she wants space, clean angles, and teammates who can stand between her and hard engage. Her signature pattern is simple: tag enemies from range, heal allies through the same trading rhythm, then punish low-health targets when they overstay. In ARAM: Mayhem, that pattern gets sharper because fights happen constantly and the lane is cramped. Senna can farm value from repeated skirmishes, but she is also easier to dive if she walks up without cover. Play patient, use your range before committing, and let augments or team needs decide whether you lean harder into damage, utility, or safer backline play. View champion guide

Read counter details

Countered By

5

Nocturne is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

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

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

Read counter details

Nocturne Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Orianna

Orianna is one of Nocturne’s highest-value partners because she turns his dive path into a delivery system. If she can attach the ball before he commits, Nocturne forces the enemy backline to respect both his burst and her area threat at the same time.

Galio Galio Galio T1
Tier
T1
Rank
#13
Win Rate
53.55%
Pick Rate
0.67%

Galio is a frontline mage-tank who wins fights by stepping into the middle of them. He brings reliable engage, area control, peel, and a big teamfight entrance, making him a strong pick when your team needs someone to start the brawl and absorb pressure. His signature pattern is simple: look for grouped enemies, charge in with crowd control, force them to hit you or back off, then let your carries free-fire while the fight is disrupted. He is especially good when allies can follow his engage quickly, because Galio creates messy moments where hesitation gets punished. In ARAM: Mayhem, Galio’s job becomes more direct. Fights happen often, teams stack close together, and augments can make engages more explosive. Play him as a fight starter and bodyguard: start when your team is in range, peel when an assassin dives your backline, and do not waste your entrance on a fight your teammates cannot reach. View champion guide

Galio

Galio gives Nocturne something he badly wants: a second body landing in the same fight with defensive pressure and crowd control. Nocturne starts the panic, Galio makes the dive hard to punish.

Renata Glasc Renata Glasc Renata Glasc T2
Tier
T2
Rank
#22
Win Rate
52.08%
Pick Rate
0.39%

Renata Glasc is a backline support-controller who wins fights by making the enemy engage look bad. She protects a carry, punishes divers that overcommit, and turns crowded fights with her hostile crowd control instead of raw damage. Her signature pattern is simple: stay just behind your strongest threat, save your key defensive tool for the first real all-in, then use her fight-swinging ultimate when enemies are stacked or forced through a narrow path. In ARAM: Mayhem, Renata likes the constant 5v5 pressure because enemies group naturally and fights start fast. That gives her more chances to counter-engage, peel, and punish clumped teams. The tradeoff is that mistakes are harsher: if she wastes her protection early or stands too far forward, she has no easy escape. Pick her when your team has a clear carry to enable or when the enemy team wants to dive straight through the front line. View champion guide

Renata Glasc

Renata makes Nocturne’s all-in much less brittle. He often needs a small window to finish the first target or escape the counter-burst, and Renata is built to punish enemies who overcommit into that window.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Seraphine

Seraphine gives Nocturne the teamfight structure he lacks by himself. She adds shields, speed, layered crowd control, and long-range follow-up when the enemy formation reacts to his darkness and dive.

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

Lissandra

Lissandra pairs well with Nocturne because she locks the fight in place. Nocturne creates the forced target choice; Lissandra prevents the chosen target or their peelers from freely kiting away.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Galio Galio Galio T1
Tier
T1
Rank
#13
Win Rate
53.55%
Pick Rate
0.67%

Galio is a frontline mage-tank who wins fights by stepping into the middle of them. He brings reliable engage, area control, peel, and a big teamfight entrance, making him a strong pick when your team needs someone to start the brawl and absorb pressure. His signature pattern is simple: look for grouped enemies, charge in with crowd control, force them to hit you or back off, then let your carries free-fire while the fight is disrupted. He is especially good when allies can follow his engage quickly, because Galio creates messy moments where hesitation gets punished. In ARAM: Mayhem, Galio’s job becomes more direct. Fights happen often, teams stack close together, and augments can make engages more explosive. Play him as a fight starter and bodyguard: start when your team is in range, peel when an assassin dives your backline, and do not waste your entrance on a fight your teammates cannot reach. View champion guide

Renata Glasc Renata Glasc Renata Glasc T2
Tier
T2
Rank
#22
Win Rate
52.08%
Pick Rate
0.39%

Renata Glasc is a backline support-controller who wins fights by making the enemy engage look bad. She protects a carry, punishes divers that overcommit, and turns crowded fights with her hostile crowd control instead of raw damage. Her signature pattern is simple: stay just behind your strongest threat, save your key defensive tool for the first real all-in, then use her fight-swinging ultimate when enemies are stacked or forced through a narrow path. In ARAM: Mayhem, Renata likes the constant 5v5 pressure because enemies group naturally and fights start fast. That gives her more chances to counter-engage, peel, and punish clumped teams. The tradeoff is that mistakes are harsher: if she wastes her protection early or stands too far forward, she has no easy escape. Pick her when your team has a clear carry to enable or when the enemy team wants to dive straight through the front line. View champion guide

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

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

Nocturne Nocturne Nocturne T3
Tier
T3
Rank
#106
Win Rate
49.66%
Pick Rate
0.27%

Nocturne the Eternal Nightmare Nocturne is a dive-focused assassin who wants one clean target, not a long front-to-back fight. His signature pattern is simple: wait for a squishy enemy to step too far forward, cut their vision with his ultimate, then commit hard before their team can react. In ARAM: Mayhem, Nocturne plays more like a chaos punish pick than a patient side-lane hunter. Everyone is packed into one lane, fights start often, and augments can make engages happen from weird angles. That helps him find targets, but it also means bad dives get punished instantly. Look for enemy carries who have already used their escape, cleanse tool, or peel support. Go in when your team can follow, not just because you can reach someone. A good Nocturne makes the backline panic; a rushed Nocturne becomes the first body on the floor. View champion guide

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

Synergy mechanism: Orianna is one of Nocturne’s highest-value partners because she turns his dive path into a delivery system. If she can attach the ball before he commits, Nocturne forces the enemy backline to respect both his burst and her area threat at the same time. Combo: Orianna shields or positions the ball onto Nocturne, Nocturne commits onto a priority carry, then Orianna uses her pull or burst when enemies group to peel him off. The best version is not chasing the deepest target. It is hitting the carry and the support standing next to them. Best scenario: This pairing is strongest against teams that protect one damage dealer with several short-range champions. When they collapse onto Nocturne, they naturally stack for Orianna, and the fight becomes easy for your ranged champions to clean up. Enemy answer: Smart enemies will spread before Nocturne commits, hold disengage until after Orianna shows the ball, or bait Nocturne into diving a side target away from her range. They may also keep a knockback or stasis effect specifically for his arrival. Failure risk and recovery: The play fails if Nocturne dives before the ball is attached, or if Orianna is zoned so far back that she cannot follow. Recover by slowing the pace: let Orianna clear and threaten space first, then look again when the enemy has used their main peel tool. Nocturne should not re-enter alone just because the first target is low. 2. Galio Synergy mechanism: Galio gives Nocturne something he badly wants: a second body landing in the same fight with defensive pressure and crowd control. Nocturne starts the panic, Galio makes the dive hard to punish. Combo: Nocturne commits onto a backline or isolated midline target, Galio follows onto him, then Galio taunts or disrupts the enemies trying to burst Nocturne down. If the enemy turns to run, Nocturne chases; if they turn to fight, Galio buys the time for your carries to step forward. Best scenario: This is excellent when your team needs a real engage but cannot walk through poke. Nocturne bypasses the front line, and Galio punishes the enemy for clumping around the landing spot. It also works well into magic-heavy or skillshot-heavy comps where forcing sudden movement breaks their setup. Enemy answer: The enemy can counter by holding displacement for Galio’s arrival, spreading so he only controls one target, or baiting Nocturne onto a champion who can survive long enough to drag both divers too deep. Failure risk and recovery: The main risk is timing. If Galio is too far away or forced to use defensive tools before Nocturne goes in, the combo becomes a solo dive. Recover by playing front-to-back for a wave, let Galio regain position, and only restart when both champions can enter the same screen of the fight. 3. Renata Glasc Synergy mechanism: Renata makes Nocturne’s all-in much less brittle. He often needs a small window to finish the first target or escape the counter-burst, and Renata is built to punish enemies who overcommit into that window. Combo: Nocturne dives a high-value enemy, Renata protects him during the return damage, then uses her hostile-area control when the enemy team steps forward to secure the kill. If Nocturne gets focused, her defensive tools can turn a doomed entry into a trade or even a reset fight. Best scenario: This pairing shines against melee-heavy teams and bruiser piles. Those comps want to collapse onto Nocturne after he appears. Renata makes that collapse dangerous, especially when your own backline is ready to hit anyone walking through the choke. Enemy answer: Enemies can answer by ignoring Nocturne for a moment and killing Renata first, or by spreading their engage so her counter-engage does not hit enough targets. Long-range poke teams can also force Renata low before Nocturne ever gets a good angle. Failure risk and recovery: The combo fails if Nocturne dives outside Renata’s practical follow-up range or if Renata spends her protection on chip damage before the real fight. Recover by pinging for patience, giving up a low-percentage chase, and resetting behind minions until Renata can stand close enough to influence the next commit. 4. Seraphine Synergy mechanism: Seraphine gives Nocturne the teamfight structure he lacks by himself. She adds shields, speed, layered crowd control, and long-range follow-up when the enemy formation reacts to his darkness and dive. Combo: Seraphine helps the team move up, Nocturne threatens the backline, then Seraphine casts through the fight as enemies either clump to peel or scatter away from him. If Nocturne only forces flashes or defensive movement, that is still enough for Seraphine to land a bigger follow-up on the retreat path. Best scenario: This is best when your team has two or more champions who can hit after Nocturne creates chaos. Seraphine turns his engage from a single-target assassination into a full-lane fight, especially when enemies have to walk through narrow space to help their carry. Enemy answer: The enemy should pressure Seraphine before Nocturne can choose the fight, then save hard crowd control for Nocturne’s landing. If they make Seraphine cast defensively too early, the second half of the combo loses bite. Failure risk and recovery: The danger is over-reading the engage. Nocturne can go farther than Seraphine can support, and Seraphine can also start a fight before Nocturne is in position. Recover by using Nocturne as a threat first. Let Seraphine stabilize the lane, then dive only when the enemy backline has stepped close enough for your whole team to punish. 5. Lissandra Synergy mechanism: Lissandra pairs well with Nocturne because she locks the fight in place. Nocturne creates the forced target choice; Lissandra prevents the chosen target or their peelers from freely kiting away. Combo: Lissandra angles forward as Nocturne prepares to commit. Nocturne dives a carry or squishy controller, then Lissandra follows with root, burst, or stasis-based disruption on the same cluster. If the enemy turns on Nocturne, Lissandra punishes the stack. If they retreat, she cuts off the exit. Best scenario: This is strongest into slippery champions who normally survive Nocturne by dashing, shielding, or buying time. Lissandra adds the lockdown that makes the first kill more reliable, and she can also start the fight herself when Nocturne wants to follow rather than lead. Enemy answer: Enemies can counter by staying split across the lane, baiting Lissandra’s engage before Nocturne is ready, or holding cleanse-style answers and stasis effects for the layered control. Frontliners can also body-block her approach so she cannot reach the same target. Failure risk and recovery: The combo fails when both divers spend everything on a tank or when Lissandra enters before your damage is close enough. Recover by swapping roles for the next wave: let Lissandra threaten the front line while Nocturne waits for the carry to step up, then collapse only after the enemy uses a mobility or peel tool.

Nocturne’s ideal team has one follow-up engager, one enchanter or defensive controller, and enough ranged damage to punish the enemy collapse. He does not need four assassins diving with him. He needs teammates who make the enemy choose badly: peel Nocturne and get hit by area control, or ignore him and lose a carry. If your comp lacks follow-up, play Nocturne as a counter-engage and cleanup threat instead of forcing the first move into five ready champions.

Nocturne ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityJudged by whether his ultimate kills someone; if he ults in and dies without a kill, the fight often feels lost.Wins by forcing panic movement, breaking spacing, denying angles, or dragging defensive tools out before the real engage lands.Shift from one-shot assassin to tempo breaker who creates advantages beyond kills.
Engage WindowsCan sit back, farm safely, and wait for a clean ultimate angle before committing to a fight.Windows open and close much faster; waiting for perfect setups means the opportunity disappears or augments change the trade.Punish enemy cooldowns immediately rather than waiting for ideal engage conditions.
Spell Shield UsePlayers often tunnel on Paranoia and treat the rest of the kit as automatic during engages.Shield is a critical skill test against high-impact crowd control; hold it for the first real stopping tool.Read enemy peel spells and bait them before committing, then shield with intent.
Fear TargetingCan attach fear to the nearest carry and stat-check them during the fight.Use fear on the champion whose movement matters most; sometimes the tank peeling you, not the carry.Prioritize fear targets based on tactical impact rather than automatic carry focus.
Trail RecoveryGives more time to correct a bad engage after diving onto a target.Trail is your recovery path; if a target is too protected, retreat along it instead of forcing a doomed chase.Treat trail as an escape route, not just damage setup, and reset quickly.
Snowball UsageActs as a backup engage tool when ultimate is down and you need to reach a target.More flexible; landing it does not mean you must take it. Use the mark to threaten and force panic dashes.Use Snowball marks as pressure tools; only commit when targets are separated or escapes burned.

Champion Analysis

Role / Current performance

Overview

Nocturne the Eternal Nightmare serves as a melee assassin and dive assassin in ARAM: Mayhem, where his primary strategic value comes from his ability to terrorize enemy backlines with pinpoint engages. His core identity revolves around R, Paranoia, which blocks all enemy vision and dashes Nocturne to a target enemy champion. This dual function creates panic and chaos during teamfights, making him one of the most terrifying assassin champions for disrupting enemy coordination. The vision-denial mechanic sets Nocturne apart from other dive champions. When he activates R, enemies lose all vision of their surroundings, forcing them to react blindly while Nocturne closes the distance. This creates opportunities for his team to follow up on engages or reposition during the confusion. The psychological pressure of Paranoia often causes enemies to burn cooldowns prematurely or misposition out of fear. Nocturne's basic abilities support his dive pattern. Q, Duskbringer, deals AoE damage while granting movement speed, allowing him to chase fleeing enemies after an engage. W, Shroud of Darkness, provides a spell shield that can block key enemy abilities during engages, giving him a tool to survive burst damage when diving into multiple opponents. E, Unspeakable Horror, applies a tethered fear effect that locks down his target and prevents escape. The combination of these abilities makes Nocturne effective at eliminating high-value targets like enemy ADCs or mages. Strategic execution requires careful target selection. Nocturne should use R to dive the most valuable enemy champion, typically a damage-dealing carry in the backline. After landing, he uses Q to maintain pressure and chase, W to block critical incoming abilities, and E to fear his target into submission. The spell shield timing is crucial for survival, as Nocturne must block the right ability at the right moment to avoid getting burst down. His weaknesses demand respect. Nocturne is fragile with no built-in sustain, meaning failed engages often result in quick deaths. The long cooldown on R means he must choose his moments carefully, as a wasted ultimate leaves him without his primary engage tool for an extended period. Precise execution is essential, and players who dive recklessly or mistime their spell shield will find limited success. Nocturne's practical strategic value in ARAM: Mayhem lies in his ability to force fights on his terms, delete priority targets, and create window of chaos that his team can exploit through coordinated follow-up damage.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Nocturne the Eternal Nightmare performs best in ARAM: Mayhem when played as a calculated threat rather than a front-line brawler. The most important habit is waiting to engage until after enemies have committed their key defensive tools. Diving while knockbacks, stuns, exhaust-style effects, and shields remain available turns Nocturne into free gold for the enemy team. Strong fights start after opponents have shown something important, such as burning a major escape or using crowd control on another target. Minion pressure creates ideal engage windows. When a wave is stacked under the enemy tower, opponents must choose between clearing, retreating, or fighting in cramped space. This is the moment to threaten a dive. Engaging while your own wave is dead allows enemies to kite backward through open ground where allies cannot follow cleanly. Target selection matters more than speed. The first visible carry is often the wrong choice because players hold defensive tools for the obvious Nocturne launch. Better targets include carries who have used mobility, enemies walking forward to finish low-health allies, or overextended supports holding the enemy formation together. Full-health tanks with defensive cooldowns ready are poor targets unless isolated or already being burned by the team. The spell shield should block the spell that stops damage, not random poke. Using it early on a projectile before the real fight gives enemies their opening. Save it for hard crowd control, displacement, or the key spell that would break a chase. If the shield is down, step back until it is safe to threaten again rather than pretending protection remains. Counter-engaging often beats initiating. When enemy divers jump onto your backline, turn on them with fear and close-range damage instead of diving the enemy carry. Kill the diver first, then use the numbers advantage to chase. After a kill attempt, decide quickly between finishing the target or retreating through the side of the lane. Standing still after fear ends or the shield expires invites crowd control chains. Snowball serves defensive purposes too. If tagged on a minion or safer enemy before the fight, reactivation can reposition away from a bad collapse. One saved dash angle in a narrow lane determines whether Nocturne resets or dies with shutdown gold. Failed long dives mean the target had answers ready. Stop chasing through slows and traps, back up, clear the next wave, and wait for the forced defensive tool to matter on the next attempt. Spacing off-center rather than directly behind the tank avoids eating poke meant for multiple allies. Lane edges provide angles that make carries respect both the ultimate and sudden Snowball follow-up. Mixing in short forward steps, wave hits, and fake pressure prevents telegraphing engages from max range. When behind, stop starting full-health fights. Wait for allied poke, enemy mistakes, or greedy dives. Protect the strongest ally if they are the only real damage source, using defensive fear and spell shield timing rather than diving the enemy backline. One clean shutdown can restore game position, but only without overchasing. Clear the wave, recover, and make enemies walk into the next engage.

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Playstyle Guide

Playstyle / Team structure

Play guide

Nocturne the Eternal Nightmare approaches Mayhem fights with a game plan that evolves significantly across three distinct phases, each requiring different positioning, timing, and target selection to maximize his effectiveness. During levels 1-6, Nocturne must play as a threat rather than a tank. He should start in the side brush or behind his front line, avoiding the center of the lane where poke damage accumulates. His trading rhythm focuses on short trades when enemies waste key spells on the wave or miss crowd control. He should tag minions and champions with his wave tool, then retreat before the enemy team collapses. Chasing through five champions even after landing a fear tether is a mistake; if the target retreats into their team, Nocturne should reset and wait for the next error. Snowball serves as a punish tool rather than a blind engage, best thrown after enemies burn dashes, stuns, or major peel abilities. Landing Snowball on a backliner while their team is clumped does not always warrant taking it—sometimes forcing a retreat and winning lane space is the correct play. Early augment choices should prioritize survival, stickiness, or reset-style fight conversion. Pushing is appropriate when the team has enough health to threaten turret plates or relic control, while stalling is necessary when the backline is low, spell shield is unavailable, or the enemy has stronger early engage. From levels 7-11, Nocturne uses darkness to break fights open. Positioning from fog, brush, or vision edges forces enemies to group tighter and save peel, while losing track of Nocturne for even a second makes their carries respect ultimate range. The optimal mid-game pattern involves letting both teams trade poke, waiting for an enemy carry to step forward or a support to waste peel, then ulting during the confusion. Darkness disrupts enemy coordination but does not grant invincibility, so target selection remains critical. Fragile damage dealers, low-health champions, or isolated enemies are priority targets, while diving tanks is only correct when that kill immediately wins the fight. Snowball and ultimate should not always target the same champion; using Snowball to force a reaction before ulting a different carry creates better outcomes. Mid-game augment choices should counter enemy answers—durability and entry protection when getting blown up before fear matters, stickiness and chase when targets escape at low health. At level 12 and beyond, Nocturne wins through timing rather than random hero dives. Staying out of obvious poke lanes and avoiding early reveals preserves his ability to threaten fights. Late trades focus on cooldown extraction—walking up enough to make enemy carries panic and spend disengage, shields, or crowd control before backing off. Once those answers are down, the next darkness becomes far more dangerous. Late Snowball becomes a commitment check that can end or lose the game instantly depending on enemy formation. Final augment direction should complete his role based on team needs and enemy peel levels. Pushing is correct when enemies are dead, ultimate advantage exists, or enemy waveclear champions are too scared to step forward. When behind, Nocturne protects shutdowns and plays for one decisive punish, sitting near his carry and threatening counter-ult against overextending enemy divers. Every late-game ultimate must have a clear purpose before activation: killing a carry, stopping siege, counter-engaging, or forcing the final structure push. Nocturne wins Mayhem fights by attacking the moment enemy formation breaks, using early levels to preserve health, mid game to punish exposed carries, and late game to force one clean darkness fight that turns directly into structures.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Nocturne the Eternal Nightmare excels when using his lead to remove enemy choices rather than starting random fights. His strength lies in engaging when enemies are stretched, low, or missing key defensive tools. The optimal approach is holding engage until an enemy carry steps away from peel, uses mobility, or walks into a narrow angle, then activating ultimate to cut vision and force a rushed reaction. Nocturne's darkness makes low-health enemies panic, creating bad spacing that he can exploit. His spell shield must be saved for the first major crowd control or burst spell, as spending it too early on poke may win the entry but lose the exit. The primary throw pattern when ahead is ulting so deep that teammates cannot hit the same target, converting a lead into a donation. Nocturne should target the enemy with the weakest escape route rather than always chasing the most fed target. When enemies group tightly, he should blind and split their decision-making rather than diving the center. Augments when ahead should prioritize engage reliability, post-kill movement, survivability after diving, and ability uptime over additional damage, as he needs to survive the punish window after the first target dies. When behind, Nocturne must stop being the first body in. Diving first while down in gold or levels allows enemies to absorb his burst and kill him before fear finishes. His goal shifts from deleting carries to creating one playable fight through waiting for enemy mistakes, using ultimate to disrupt vision during their engage, or counter-diving overextending champions. He should hover near his own carries and punish divers or bruisers who step too far forward rather than ulting fed carries through peel champions. Behind Nocturne cannot afford to lose health before fights start and should enter only after poke champions use their main disengage or control. His fear and body position become defensive tools to ruin assassin or bruiser entries, buying time for his team to stabilize. Augments should address the specific losing condition: defensive options if dying before dealing damage, movement tools if unable to reach targets, or damage only if he can stay alive long enough to use it. The safest comeback pattern is counter-engage into chase, letting enemies start too far forward before denying vision and locking down targets his team can actually hit. A bad engage from behind often ends the game because there is no second wave to recover.

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Champion Background

Lore / Identity / Text block

Background copy

Nocturne the Eternal Nightmare operates in ARAM: Mayhem as a dive assassin whose success depends on disciplined ability sequencing rather than reckless aggression. His kit revolves around closing distance, blocking key crowd control, and locking down targets long enough to secure kills before the enemy team can respond. Each ability serves a specific tactical purpose that must be executed with proper timing or the engagement fails. His passive, Umbra Blades, provides sustain through empowered basic attacks that sweep nearby enemies. This mechanic rewards positioning at the edge of fights rather than charging through multiple champions to reach a single target. The healing becomes critical for surviving constant skirmishes, and wasting the empowered swing on nothing forces Nocturne to surrender space or burn defensive tools unnecessarily. Duskbringer, his Q, is the foundation of every engagement. The shadow trail grants movement and combat stats that allow Nocturne to stick to targets, making it essential to land before committing hard. Missing Q removes his best path into a fight and makes subsequent dives far riskier. The ability also serves as wave control and poke when direct engagement is unavailable. Shroud of Darkness, his W, is a spell shield that separates successful assassinations from suicidal dives. The shield must block the specific ability that would stop the engage, not random poke. Timing W for enemy peel, hard stuns, or major burst starters determines whether Nocturne survives his own ultimate. Unspeakable Horror, his E, tethers to a target and threatens a fear if the connection holds. This is his primary lockdown tool and the reason squishy champions cannot ignore him once he reaches melee range. Casting E on the wrong target or having it broken immediately leaves Nocturne without his best method for making dives stick. Paranoia, his ultimate, reduces enemy vision and lets Nocturne dash to a chosen champion. In Mayhem, this ability creates backline access and forces enemies to respect their positioning. The darkness causes hesitation, but it does not provide durability. Diving without team follow-up, Q readiness, or W timing turns the ultimate into a death sentence. Proper use requires patience, selecting targets based on realistic kill potential rather than impulse, and coordinating with team pressure to avoid arriving alone.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Nocturne the Eternal Nightmare performs best in ARAM: Mayhem when turning chaotic fights into clean kills, but most failed games stem from forcing the first dash seen, wasting the spell shield, or chasing too deep for teammates to follow. Mechanical mistakes often begin with engaging before marking a damage trail path or checking landing positions, which results in arriving with weak follow-up and getting kited immediately. The correct approach sets up pressure first, then commits when the movement path allows staying on target rather than stopping in the middle of the enemy team. Using the spell shield on random poke before real crowd control or burst arrives lets enemies hold their important spell, wait out the shield, then lock Nocturne down after he dashes in. The shield should be saved for the spell that actually stops the kill: stuns, knockups, roots, suppression, or key burst. Starting the fear tether from maximum range and chasing through minions or walls causes the target to break distance, wasting one of Nocturne's best dueling tools for no payoff. The tether should attach only when physically staying with the target is realistic. Pressing ultimate simply because an enemy backliner is visible often results in dashing into shields, peel, or baited positions where the target survives and Nocturne dies alone. The darkness and dash should be used when targets are separated, low, crowd-controlled, or missing defensive answers. The best ultimate is not always the longest one but the one teammates can follow. Snowballing without checking spell shield, fear, and team position delivers Nocturne to enemies first, where he gets layered with control while his team remains too far to punish. Decision mistakes include picking every fight as if Nocturne is the main tank, which causes him to absorb the first wave of enemy cooldowns and die before sustained attacks matter. Nocturne is strongest when entering after enemies have shown part of their hand. Ulting the enemy carry while ignoring peel support standing nearby results in the target surviving through protection while Nocturne gets controlled in place. Sometimes the correct target is the enchanter or frontliner making the carry safe. Diving before the team has wave position creates longer, uglier fights under turret pressure while teammates hesitate to walk up safely. Building purely for damage against heavy control and burst means reaching targets but not living long enough to finish kills. Using ultimate darkness without team intention behind it leaves teammates uncertain whether to follow, disengage, or hold spells. Forcing fights when key enemy defensive tools are available gets engages answered cleanly. Ignoring your own backline to pursue assassination lets enemy divers kill damage dealers while Nocturne trades one-for-one at best. Staying on the map at low health for one more fight creates a fake threat where enemies can poke out and start the next fight knowing Nocturne cannot commit. The clean pattern requires preparing the lane, waiting for real openings, blocking the spell that matters, and staying close enough for fear and attacks to finish. If the first plan fails, Nocturne should turn, peel, or reset rather than autopiloting deeper.

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FAQ

Nocturne

FAQ

Is Nocturne a good pick in ARAM: Mayhem? Yes, if your team needs a direct backline threat and someone willing to start messy fights. Pick him when the enemy has fragile carries or low-peel mages, then force them to play scared behind their frontline. The tradeoff is that bad dives are punished hard, because Nocturne has to commit his body to finish kills. What is Nocturne’s main job in a Mayhem fight? Your job is to create panic, remove vision comfort, and make one enemy carry spend every defensive tool early. When a squishy target steps away from peel or uses mobility, go in and make the fight happen. If you dive before your team can follow, you turn yourself into the engage and the sacrifice at the same time. When should I use Nocturne’s ultimate? Use it when the target is already exposed, when your team is ready to collapse, or when the enemy backline has split from its tanks. Do not press it just because it is available; wait for a dash, cleanse effect, shield, or key crowd control spell to be down. The upside is a fast pick, but the risk is landing alone into five players with no exit.

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