Normal order: R > Q > E > W.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 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.
- 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.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
Situational itemstop 12
- 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%- 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%- 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%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.56%- 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%- 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%- 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%- 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%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
55.62%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
51.68%- 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%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
55.12%Starting items
- 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%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
52.32%- Total Price
- 350
- Price
- 350
+10 Attack Damage
56.42%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
56.42%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
61.71%Core items
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 2,750
- 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.
Situational itemstop 12
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
43.84%- 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%- 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%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
42.99%- 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%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
40.60%- 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%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
50.60%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
41.18%- 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%- 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%- 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
- 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%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
45.69%- Total Price
- 350
- Price
- 350
+10 Attack Damage
44.35%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
44.35%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
42.67%Core items
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- 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.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- 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.
Situational itemstop 12
- 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%- 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%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.01%- 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%- 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%- 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%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.36%- 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%- 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%- 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%- 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%- 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
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
45.41%- 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%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
42.49%- Total Price
- 350
- Price
- 350
+10 Attack Damage
49.60%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
49.60%Core items
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Total Price
- 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.
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
Situational itemstop 12
- Total Price
- 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%- 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%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
46.37%- 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%- 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%- 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%- 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%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
43.63%- 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%- 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%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
48.46%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
46.47%Starting items
- 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%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
46.14%- Total Price
- 350
- Price
- 350
+10 Attack Damage
46.40%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
46.40%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.86%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T1 | 58.91% | 4.07% | 404 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T1 | 57.58% | 4.32% | 429 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 56.71% | 7.28% | 723 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T1 | 52.77% | 4.73% | 470 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T1 | 51.80% | 4.20% | 417 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 50.59% | 13.55% | 1,346 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 50.17% | 8.67% | 861 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T1 | 50.11% | 4.54% | 451 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 49.79% | 11.71% | 1,163 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 49.57% | 10.64% | 1,057 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T1 | 49.35% | 4.67% | 464 |
Gain 15% omnivamp . View augment details | Silver | T1 | 49.30% | 9.36% | 929 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T1 | 49.05% | 11.19% | 1,111 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T1 | 49.03% | 4.68% | 465 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 48.99% | 4.99% | 496 |
Grants 50% critical strike chance . View augment details | Gold | T1 | 48.87% | 4.45% | 442 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 48.72% | 4.71% | 468 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 48.66% | 5.65% | 561 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T1 | 48.59% | 5.35% | 531 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 48.39% | 4.68% | 465 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 48.16% | 4.64% | 461 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 48.09% | 5.01% | 497 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 47.99% | 10.51% | 1,044 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 47.97% | 14.15% | 1,405 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 47.57% | 17.80% | 1,768 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T1 | 47.56% | 4.95% | 492 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T1 | 47.52% | 4.26% | 423 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 47.22% | 8.70% | 864 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T1 | 46.38% | 7.93% | 787 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T1 | 45.41% | 5.81% | 577 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T1 | 40.49% | 4.13% | 410 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T2 | 59.53% | 2.59% | 257 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 58.92% | 2.99% | 297 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 56.20% | 2.76% | 274 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 56.09% | 2.73% | 271 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 55.79% | 2.87% | 285 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T2 | 55.67% | 3.02% | 300 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 55.49% | 3.21% | 319 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 54.71% | 3.31% | 329 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 53.82% | 3.16% | 314 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T2 | 52.54% | 2.97% | 295 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T2 | 52.52% | 3.80% | 377 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 51.74% | 2.32% | 230 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.14% | 2.66% | 264 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T2 | 49.79% | 2.35% | 233 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 49.12% | 2.85% | 283 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T2 | 48.84% | 3.03% | 301 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 48.16% | 3.28% | 326 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 47.60% | 2.52% | 250 |
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 | Prismatic | T2 | 47.40% | 3.10% | 308 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T2 | 47.37% | 2.30% | 228 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 46.41% | 2.10% | 209 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 46.18% | 3.42% | 340 |
Grants 60 ability haste . View augment details | Gold | T2 | 46.12% | 2.21% | 219 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T2 | 45.51% | 3.03% | 301 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 44.75% | 2.97% | 295 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 43.20% | 3.78% | 375 |
Increases attack damage by 20% . View augment details | Silver | T2 | 41.69% | 2.97% | 295 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T2 | 41.67% | 2.78% | 276 |
Gain 2 Stat Anvils . View augment details | Silver | T3 | 60.29% | 2.05% | 204 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 59.15% | 1.43% | 142 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T3 | 58.88% | 1.08% | 107 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 58.72% | 1.73% | 172 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T3 | 55.93% | 1.78% | 177 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T3 | 54.17% | 1.69% | 168 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T3 | 51.75% | 1.44% | 143 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T3 | 51.45% | 1.39% | 138 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 50.35% | 1.42% | 141 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 49.48% | 1.95% | 194 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T3 | 49.00% | 2.01% | 200 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 48.26% | 1.73% | 172 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 48.13% | 1.61% | 160 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 47.62% | 1.90% | 189 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 47.62% | 1.69% | 168 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T3 | 47.47% | 1.59% | 158 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 47.09% | 2.07% | 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 | Prismatic | T3 | 47.09% | 2.07% | 206 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 47.06% | 1.54% | 153 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T3 | 46.92% | 1.31% | 130 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 46.81% | 1.42% | 141 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T3 | 46.24% | 1.74% | 173 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 45.90% | 1.23% | 122 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 45.67% | 2.09% | 208 |
Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste. View augment details | Silver | T3 | 45.54% | 1.02% | 101 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 45.25% | 1.80% | 179 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T3 | 44.44% | 1.27% | 126 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T3 | 42.68% | 1.65% | 164 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T3 | 42.21% | 1.55% | 154 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T3 | 42.11% | 1.15% | 114 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T3 | 40.98% | 1.23% | 122 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 61.29% | 0.62% | 62 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 55.81% | 0.87% | 86 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T4 | 55.68% | 0.89% | 88 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 53.85% | 0.52% | 52 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T4 | 53.57% | 0.56% | 56 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 52.63% | 0.96% | 95 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 52.54% | 0.59% | 59 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 52.46% | 0.61% | 61 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T4 | 51.92% | 0.52% | 52 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 51.52% | 0.66% | 66 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T4 | 51.47% | 0.68% | 68 |
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 | Prismatic | T4 | 50.75% | 0.67% | 67 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 49.09% | 0.55% | 55 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T4 | 48.35% | 0.92% | 91 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T4 | 48.00% | 1.01% | 100 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 47.95% | 0.74% | 73 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T4 | 47.89% | 0.72% | 71 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 46.38% | 0.69% | 69 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T4 | 45.00% | 1.01% | 100 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 44.78% | 0.67% | 67 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T4 | 43.86% | 0.57% | 57 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T4 | 43.06% | 0.73% | 72 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 42.86% | 0.70% | 70 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 42.86% | 0.70% | 70 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 42.42% | 0.66% | 66 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 42.25% | 0.72% | 71 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T4 | 40.35% | 0.57% | 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 | Gold | T4 | 38.60% | 0.57% | 57 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T4 | 35.37% | 0.83% | 82 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T4 | 34.34% | 1.00% | 99 |
Nocturne Skill Combos
Extracted from the skill order guide
Choose Q > E > W when the enemy backline has fragile carries, low mobility champions, or players who keep stepping forward to poke.
Use Q > W > E when the fight is decided by whether you block the first answer.
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
5Nocturne counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Nocturne is countered by these champions in ARAM: Mayhem.
Read counter detailsNocturne Team Comp Highlights
Partner patterns extracted from the team comp 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 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 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 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 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.
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
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Judged 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 Windows | Can 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 Use | Players 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 Targeting | Can 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 Recovery | Gives 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 Usage | Acts 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
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
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.
Read full guidePlaystyle Guide
Playstyle / Team structure
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.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
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.
Read full guideChampion Background
Lore / Identity / Text block
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.
Read full guideMistakes to Avoid
Common mistakes / Risk control
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.
Read full guideFAQ
Nocturne
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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