ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #139

Elise ARAM Mayhem Build & Best Augments

Elise role and playstyle: baseline role is AP mid-lane style, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control. Key ARAM traits include AoE pressure, long-range poke, dash mobility. 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: Execution varies by matchup, but positioning and cooldown discipline remain important. 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.

Elise Elise the Spider Queen Mage / Assassin
TierT4
Rank#139
Win Rate47.05%
Pick Rate0.20%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

Win Rate51.35%
Pick Rate22.25%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Win Rate48.28%
Pick Rate13.64%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Win Rate50.00%
Pick Rate8.46%

Situational itemstop 12

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

49.54%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

49.12%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

49.26%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

49.98%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

46.94%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

50.50%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

47.05%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

48.35%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

48.83%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

46.54%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.

44.87%
Cryptbloom Cryptbloom Cryptbloom
Total Price
3,000
Price
200

+75 Ability Power +30% Magic Penetration +20 Ability Haste Life from Death When a champion that you damaged within 3 seconds dies, a nova spreads from their corpse that heals.

53.31%

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.

49.42%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

49.42%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

49.30%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.42%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

+45 Ability Power Revved Damaging a champion deals bonus magic damage.

46.42%

Core items

#1
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

Win Rate51.70%
Pick Rate7.34%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

Win Rate52.76%
Pick Rate5.50%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

Win Rate53.35%
Pick Rate2.75%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

53.82%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.23%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

51.58%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

57.11%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

56.11%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.

53.17%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

55.23%
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%.

53.82%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

53.35%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

55.35%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

52.41%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

54.47%

Starting items

Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

56.99%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

56.99%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.64%
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.

52.64%
Haunting Guise Haunting Guise Haunting Guise
Total Price
1,300
Price
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

54.29%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.47%
Pick Rate
6.36%
Games
288

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
PrismaticT153.47%6.36%288
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
52.53%
Pick Rate
8.75%
Games
396

Grants 20 – 80 (based on level) ability power .

View augment details
SilverT152.53%8.75%396
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.46%
Pick Rate
9.43%
Games
427

Gain ability haste equal to 30% AP .

View augment details
PrismaticT152.46%9.43%427
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
51.53%
Pick Rate
7.93%
Games
359

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT151.53%7.93%359
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.07%
Pick Rate
6.18%
Games
280

Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second.

View augment details
PrismaticT151.07%6.18%280
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.62%
Pick Rate
5.32%
Games
241

Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap .

View augment details
PrismaticT150.62%5.32%241
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.24%
Pick Rate
4.62%
Games
209

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
PrismaticT150.24%4.62%209
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
49.55%
Pick Rate
4.90%
Games
222

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
GoldT149.55%4.90%222
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
49.15%
Pick Rate
6.52%
Games
295

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

View augment details
GoldT149.15%6.52%295
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.47%
Pick Rate
11.53%
Games
522

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

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GoldT148.47%11.53%522
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
48.05%
Pick Rate
9.65%
Games
437

Grants 18% armor penetration and magic penetration .

View augment details
GoldT148.05%9.65%437
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
48.01%
Pick Rate
6.12%
Games
277

Gain 15% omnivamp .

View augment details
SilverT148.01%6.12%277
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
47.98%
Pick Rate
12.57%
Games
569

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

View augment details
GoldT147.98%12.57%569
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
47.62%
Pick Rate
5.57%
Games
252

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT147.62%5.57%252
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
47.42%
Pick Rate
10.71%
Games
485

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

View augment details
GoldT147.42%10.71%485
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
47.35%
Pick Rate
5.83%
Games
264

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
GoldT147.35%5.83%264
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
47.32%
Pick Rate
7.00%
Games
317

Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% .

View augment details
SilverT147.32%7.00%317
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
46.92%
Pick Rate
7.53%
Games
341

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

View augment details
GoldT146.92%7.53%341
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
46.91%
Pick Rate
13.56%
Games
614

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
GoldT146.91%13.56%614
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.90%
Pick Rate
5.39%
Games
244

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
GoldT145.90%5.39%244
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
45.65%
Pick Rate
5.08%
Games
230

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT145.65%5.08%230
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.23%
Pick Rate
12.74%
Games
577

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).

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PrismaticT145.23%12.74%577
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
44.59%
Pick Rate
5.10%
Games
231

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
SilverT144.59%5.10%231
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
43.52%
Pick Rate
12.43%
Games
563

Basic attacks deal bonus physical damage equal to 75% AP .

View augment details
GoldT143.52%12.43%563
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
43.05%
Pick Rate
4.92%
Games
223

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT143.05%4.92%223
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
40.74%
Pick Rate
5.37%
Games
243

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
SilverT140.74%5.37%243
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
38.87%
Pick Rate
5.45%
Games
247

Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target.

View augment details
PrismaticT138.87%5.45%247
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
60.64%
Pick Rate
2.08%
Games
94

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT260.64%2.08%94
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.40%
Pick Rate
2.76%
Games
125

Gain 2 Stat Anvils .

View augment details
SilverT258.40%2.76%125
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
55.56%
Pick Rate
2.19%
Games
99

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT255.56%2.19%99
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
53.72%
Pick Rate
2.67%
Games
121

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

View augment details
GoldT253.72%2.67%121
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
52.98%
Pick Rate
3.71%
Games
168

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
GoldT252.98%3.71%168
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.38%
Pick Rate
2.89%
Games
131

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
PrismaticT250.38%2.89%131
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
2.34%
Games
106

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
SilverT250.00%2.34%106
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
2.21%
Games
100

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

View augment details
SilverT250.00%2.21%100
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.24%
Pick Rate
2.92%
Games
132

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

View augment details
PrismaticT249.24%2.92%132
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
49.19%
Pick Rate
2.74%
Games
124

Grants 60 ability haste .

View augment details
GoldT249.19%2.74%124
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.16%
Pick Rate
3.95%
Games
179

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
GoldT249.16%3.95%179
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
49.14%
Pick Rate
3.86%
Games
175

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
GoldT249.14%3.86%175
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.61%
Pick Rate
3.18%
Games
144

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
GoldT248.61%3.18%144
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
47.86%
Pick Rate
3.09%
Games
140

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT247.86%3.09%140
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
47.83%
Pick Rate
3.56%
Games
161

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
GoldT247.83%3.56%161
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
47.76%
Pick Rate
2.96%
Games
134

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT247.76%2.96%134
Minionmancer Minionmancer Minionmancer Gold
Rarity
Gold
Tier
T5
Win Rate
47.54%
Pick Rate
4.04%
Games
183

Your pets deal 40% increased damage as well as gain 40% bonus health and size.

View augment details
GoldT247.54%4.04%183
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
47.41%
Pick Rate
2.98%
Games
135

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

View augment details
GoldT247.41%2.98%135
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
46.88%
Pick Rate
2.12%
Games
96

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
SilverT246.88%2.12%96
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
46.50%
Pick Rate
3.47%
Games
157

Gain 1750 upon acquiring this augment.

View augment details
GoldT246.50%3.47%157
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
45.63%
Pick Rate
2.27%
Games
103

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
GoldT245.63%2.27%103
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
45.52%
Pick Rate
3.20%
Games
145

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

View augment details
SilverT245.52%3.20%145
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
44.83%
Pick Rate
4.48%
Games
203

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

View augment details
SilverT244.83%4.48%203
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
44.36%
Pick Rate
2.94%
Games
133

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

View augment details
GoldT244.36%2.94%133
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
43.53%
Pick Rate
3.75%
Games
170

Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance .

View augment details
SilverT243.53%3.75%170
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
43.40%
Pick Rate
3.51%
Games
159

【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。

View augment details
SilverT243.40%3.51%159
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
42.75%
Pick Rate
3.05%
Games
138

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT242.75%3.05%138
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
42.51%
Pick Rate
3.69%
Games
167

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

View augment details
GoldT242.51%3.69%167
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
42.48%
Pick Rate
3.38%
Games
153

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
GoldT242.48%3.38%153
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
41.55%
Pick Rate
3.14%
Games
142

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

View augment details
GoldT241.55%3.14%142
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
40.35%
Pick Rate
2.52%
Games
114

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
GoldT240.35%2.52%114
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.55%
Pick Rate
1.97%
Games
89

Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp .

View augment details
PrismaticT359.55%1.97%89
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.35%
Pick Rate
1.50%
Games
68

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
PrismaticT357.35%1.50%68
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.36%
Pick Rate
1.24%
Games
56

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
PrismaticT355.36%1.24%56
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
55.22%
Pick Rate
1.48%
Games
67

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

View augment details
SilverT355.22%1.48%67
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
55.17%
Pick Rate
1.92%
Games
87

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
SilverT355.17%1.92%87
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
53.57%
Pick Rate
1.24%
Games
56

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
SilverT353.57%1.24%56
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.49%
Pick Rate
1.90%
Games
86

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT353.49%1.90%86
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
52.94%
Pick Rate
1.13%
Games
51

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
GoldT352.94%1.13%51
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.92%
Pick Rate
1.15%
Games
52

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
PrismaticT351.92%1.15%52
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.45%
Pick Rate
2.01%
Games
91

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

View augment details
SilverT349.45%2.01%91
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.21%
Pick Rate
1.24%
Games
56

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
PrismaticT348.21%1.24%56
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.15%
Pick Rate
1.19%
Games
54

Grants 50% critical strike chance .

View augment details
GoldT348.15%1.19%54
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
46.74%
Pick Rate
2.03%
Games
92

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

View augment details
SilverT346.74%2.03%92
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.24%
Pick Rate
1.86%
Games
84

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT345.24%1.86%84
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
45.07%
Pick Rate
1.57%
Games
71

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

View augment details
GoldT345.07%1.57%71
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.87%
Pick Rate
1.72%
Games
78

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
PrismaticT344.87%1.72%78
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.44%
Pick Rate
1.99%
Games
90

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

View augment details
PrismaticT344.44%1.99%90
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
43.40%
Pick Rate
1.17%
Games
53

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

View augment details
GoldT343.40%1.17%53
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
43.28%
Pick Rate
1.48%
Games
67

Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.

View augment details
GoldT343.28%1.48%67
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.04%
Pick Rate
1.74%
Games
79

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
PrismaticT343.04%1.74%79
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
41.86%
Pick Rate
1.90%
Games
86

Your champion's third basic ability (E) gains 100 ability haste .

View augment details
GoldT341.86%1.90%86
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
41.82%
Pick Rate
1.21%
Games
55

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
GoldT341.82%1.21%55
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
41.46%
Pick Rate
1.81%
Games
82

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

View augment details
GoldT341.46%1.81%82
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.98%
Pick Rate
1.35%
Games
61

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
PrismaticT340.98%1.35%61
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
40.58%
Pick Rate
1.52%
Games
69

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
SilverT340.58%1.52%69
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
38.37%
Pick Rate
1.90%
Games
86

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

View augment details
PrismaticT338.37%1.90%86
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
35.71%
Pick Rate
1.24%
Games
56

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

View augment details
GoldT335.71%1.24%56

Elise Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Max Order: R > Q > W > E

RWQE

Max Order: R > W > Q > E (Heavy Augment Synergy)

RQWE

Max Q first.

Elise Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Elise counters these champions in ARAM: Mayhem.

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. View champion guide

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. 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

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Countered By

5

Elise is countered by these champions in ARAM: Mayhem.

Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Malzahar Malzahar Malzahar T1
Tier
T1
Rank
#17
Win Rate
53.30%
Pick Rate
0.91%

Malzahar is a control mage who wins fights by making one target miserable. He pushes waves with Void pressure, spreads damage over time, and punishes divers with reliable lockdown when they step too far forward. His pattern is simple: mark a target, let the Void do the work, then hold suppression for the enemy carry, assassin, or overconfident frontliner who gives your team a clean focus window.In ARAM: Mayhem, Malzahar is less about slow lane control and more about surviving the chaos long enough to choose the right victim. Fights start faster, engage angles are messier, and enemies have more ways to force contact, so your spell shield, spacing, and ultimate timing matter a lot. Play behind your frontline, keep waves and summons moving, and do not waste your lockdown on the first body you see unless killing that target actually wins the fight. View champion guide

Warwick Warwick Warwick T4
Tier
T4
Rank
#126
Win Rate
47.95%
Pick Rate
0.31%

Warwick the Uncaged Wrath of Zaun Warwick is a diving juggernaut who hunts low-health targets and sustains through damage. In ARAM: Mayhem, he becomes a relentless raid boss who rarely leaves his Blood Hunt speed path. His signature pattern is simple: smell blood, run fast, suppress the target, and heal faster than they can damage you. He excels at punishing overextended enemies and turning messy fights into cleanup duty. Mayhem's accelerated pace helps him more than most. Frequent fighting means his passive healing triggers constantly. Shorter death timers mean he's back hunting before enemies recover. The mode's chaos creates the wounded targets he needs to thrive. He plays best as a frontline disruptor who forces enemies to deal with him or die trying. Snowball gives him the gap-close he sometimes lacks, letting him engage on healthy targets before his passive speed kicks in. 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

Leona Leona Leona T2
Tier
T2
Rank
#37
Win Rate
51.64%
Pick Rate
0.65%

Leona is a hard-engage tank who starts fights, locks one target in place, and gives her team a clear signal to go in. Her basic pattern is simple: find an angle, land the engage, chain her stun and ultimate, then stand in front while allies finish the target. In ARAM: Mayhem, Leona’s job gets even more direct. Fights happen often, damage comes fast, and augments can make both teams much harder to predict. She shines when your team can follow her first move, but she is punished if she dives too early or picks a target her allies cannot reach. Play her like a trigger, not a solo carry: wait for a real opening, force the fight, then keep the enemy backline or diver under control. View champion guide

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Elise Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Elise Elise Elise T4
Tier
T4
Rank
#139
Win Rate
47.05%
Pick Rate
0.20%

Elise the Spider Queen Elise is a deceptive assassin who swaps between a human mage and a spider fighter. She catches people with a long-range stun, then drops on them with burst damage and spiderlings. In standard modes she clears jungle camps and ganks lanes. In ARAM: Mayhem she becomes a relentless dive picker who forces squishy champions to respect her range or die. Her signature pattern is simple: land Cocoon, cast Neurotoxin and Volatile Spiderling in human form, then press R to transform. In spider form she uses Venomous Bite to execute low-health targets and Rappel to reset or escape. The combo is fast and punishing. If the stun lands, the target usually dies or burns major cooldowns. Mayhem speeds up her already quick rhythm. Faster gold and experience means she hits her item spikes earlier, when her base damage hurts most. Shorter cooldowns let her fish for Cocoons more often and use Rappel aggressively instead of saving it for emergencies. The constant fighting suits her playstyle perfectly—she wants to dive, kill, and reset, not farm or scale passively. She excels at starting fights and picking off isolated targets. The spiderlings add extra damage and bodyblock skillshots in chaotic brawls. Her sustain in spider form helps her stay healthy between trades, especially against melee-heavy teams. However, she falls off if games drag on and enemies stack magic resistance. Her window to dominate is early and mid-game, when her burst outpaces defensive itemization. Play her as a burst diver with a support's engage tool. Build magic penetration and ability haste to keep her combo lethal and her Cocoon available. Land the stun, commit with spider form, and use Rappel to chase or reposition. Miss the stun, and you poke from range until the next opening. In Mayhem, that opening comes fast and often. View champion guide

Core Team Functions Elise Needs

Hard Engage or Catch Tool: Elise’s Cocoon is a skillshot with travel time. She struggles against mobile comps that dodge. A teammate with point-and-click CC or a massive AoE lockdown gives her a guaranteed window to unload her full combo.

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

Elise Elise Elise T4
Tier
T4
Rank
#139
Win Rate
47.05%
Pick Rate
0.20%

Elise the Spider Queen Elise is a deceptive assassin who swaps between a human mage and a spider fighter. She catches people with a long-range stun, then drops on them with burst damage and spiderlings. In standard modes she clears jungle camps and ganks lanes. In ARAM: Mayhem she becomes a relentless dive picker who forces squishy champions to respect her range or die. Her signature pattern is simple: land Cocoon, cast Neurotoxin and Volatile Spiderling in human form, then press R to transform. In spider form she uses Venomous Bite to execute low-health targets and Rappel to reset or escape. The combo is fast and punishing. If the stun lands, the target usually dies or burns major cooldowns. Mayhem speeds up her already quick rhythm. Faster gold and experience means she hits her item spikes earlier, when her base damage hurts most. Shorter cooldowns let her fish for Cocoons more often and use Rappel aggressively instead of saving it for emergencies. The constant fighting suits her playstyle perfectly—she wants to dive, kill, and reset, not farm or scale passively. She excels at starting fights and picking off isolated targets. The spiderlings add extra damage and bodyblock skillshots in chaotic brawls. Her sustain in spider form helps her stay healthy between trades, especially against melee-heavy teams. However, she falls off if games drag on and enemies stack magic resistance. Her window to dominate is early and mid-game, when her burst outpaces defensive itemization. Play her as a burst diver with a support's engage tool. Build magic penetration and ability haste to keep her combo lethal and her Cocoon available. Land the stun, commit with spider form, and use Rappel to chase or reposition. Miss the stun, and you poke from range until the next opening. In Mayhem, that opening comes fast and often. View champion guide

Hard Engage or Catch Tool: Elise’s Cocoon is a skillshot with travel time. She struggles against mobile comps that dodge. A teammate with point-and-click CC or a massive AoE lockdown gives her a guaranteed window to unload her full combo. Follow-Up Burst: Elise deals high burst but can be kited if the target survives the initial rotation. She needs allies who can dump damage instantly during a stun duration to trigger her execute threshold. Peel or Distraction: When she goes spider form, she is inside the enemy team. If she gets stunned or burst down immediately, she provides zero value. She needs a tank or diver to draw cooldowns away from her. Top Teammate Synergies 1. Yasuo

Yasuo provides a massive AoE knockup and a windwall that blocks enemy retaliation. Elise provides the pick potential to start fights or the burst to clean up after Yasuo lands his knockup.

Elise ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityForced into a hybrid poke role with Liandry's, playing passively and chipping at frontline with long-range spiderlings while fishing for stuns.Returns to assassin role with augments amplifying burst ratios, deleting squishy targets through flanks instead of sieging or poking.Stop playing passive poke mage; dive and delete isolated targets with confidence.
Cocoon UsageConserve and wait for guaranteed hits due to long cooldown; missing means being useless for several seconds during teamfights.Throw aggressively since ability haste shortens punishment windows significantly; pace is too fast to hoard for perfect shots.Throw Cocoons freely; short cooldowns mean missed stuns are forgiving.
Spider E UsagePrimarily defensive tool to dodge key abilities or drop aggro, rappelling up and waiting before dropping back down safely.Use offensively to chase over walls, bypass frontline, and dive backline kills before escaping with repositioning.Rappel aggressively to bypass frontline and assassinate backline targets.
Build PhilosophySustain and burn with Liandry's, Demonic Embrace, and tank items; Presence of Mind mandatory for extended siege mana needs.Front-loaded burst with Rocketbelt or Lich Bane; Dark Harvest and Electrocute scale better with faster kill speed.Rush burst damage; burn and sustain have no time to matter.
Augment AdaptationAugments are helpful but rarely redefine identity; you can ignore bad augments and still perform adequately in most games.Augments redefine Elise completely; bad choices ruin games. Adjust playstyle to augment type or fail to scale into relevance.Read augments carefully and adapt playstyle or lose relevance entirely.

Champion Analysis

Role / Current performance

Overview

Elise the Spider Queen operates as a mage-assassin in Hextech Mayhem, combining form-switching flexibility with powerful crowd control and burst capabilities. The dramatically reduced cooldowns in this mode allow her to switch between human and spider forms with unprecedented frequency, making her one of the most flexible champions available. Her core identity revolves around form switching and burst control, enabling her to adapt moment-to-moment based on enemy health states and positioning needs. In human form, Elise excels at initiating engagements and whittling down targets. Neurotoxin deals damage based on the target's current health, making it devastating against high-health opponents at the start of fights. Volatile Spiderling provides additional pressure by tracking enemies. Cocoon serves as her core crowd control tool, firing spider silk to stun enemies, and its frequent availability in Hextech Mayhem enables continuous control of enemy carries throughout extended skirmishes. Spider form transforms Elise into an executioner and survival artist. Venomous Bite deals damage based on missing health, making it devastating against low-health targets and serving as her core execute skill to finish fleeing enemies. Skittering Frenzy grants attack speed and self-healing, allowing her to sustain through fights. Rappel functions as her core survival tool, letting her ascend and descend onto a target, which proves useful for dodging enemy abilities or diving the backline to reach vulnerable enemy carries. The interplay between forms defines Elise's strategic value. She opens in human form to stun and damage healthy targets, then transitions to spider form to execute weakened enemies and reposition with Rappel. This fluidity makes her effective at both initiating picks and cleaning up fights. Her ability to repeatedly stun carries while diving the backline gives her significant disruption potential against squishier compositions. The combination of crowd control, burst damage, and repositioning tools allows her to threaten multiple targets while maintaining escape options. Elise's effectiveness depends on recognizing when to commit to spider form for executes versus when to maintain human form for additional crowd control, making form-switching decisions the central skill expression in her Hextech Mayhem gameplay.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Elise the Spider Queen functions as a dive bomber in ARAM: Mayhem, designed to delete squishy targets and escape before crowd control lands. She should never walk up in human form for extended poke trades, as this invites heavy return damage. Instead, use bushes to break line of sight and wait for key enemy abilities to go on cooldown before committing. The ideal engage sequence starts with landing a human Cocoon on a high-value target, immediately following with Neurotoxin, Volatile Spiderling, and switching to spider form to dive. Rappel serves as the primary gap-closer, not just an escape, and Mayhem's short cooldowns often allow Elise to burst a target and have Rappel ready again for disengagement. If Cocoon misses, do not dive, as the stun provides the safety net needed for a successful engagement. On Howling Abyss, Elise treats the single lane as two zones: the poke zone and the kill zone. Stay on fight edges in human form with constant lateral movement, as the narrow lane makes skill shots harder to dodge. Avoid standing behind melee allies in a straight line, since artillery mages can shoot through tanks. Use side alcoves or bridge edges to force enemies to adjust their aim, granting a split-second warning. Spider form requires instant spacing shifts, as range drops to melee. Only enter spider form when ready to all-in, never hover at max range waiting for an opening. Target priority focuses on executing enemy carries. Primary targets include ADCs, immobile mages, and enchanters who lack mobility to escape Rappel burst. Secondary targets are divers and assassins who have already used their cooldowns. Avoid full-health tanks with hard crowd control like Leona or Ornn, as engaging them leads to getting locked down. Check enemy items for Stopwatch or Guardian Angel, and communicate with teammates to bait actives or clean up after revives. Mark/Dash provides flexibility rather than being essential, since Rappel already offers strong gap-closing. Snowball becomes necessary against artillery compositions or when bypassing tanks to reach backlines. A high-skill pattern involves throwing Snowball, marking the target, dashing, and immediately using Rappel to dodge incoming crowd control or burst while untargetable in the air. Never use Snowball just to poke, as going in without securing a kill or heavy trade means death. Always have an exit plan, usually Rappel to a minion or ally, before committing. Elise excels at punishing bad engages. When enemies run at her, stay in human form and look for point-blank Coccoons, which are easier to land in Mayhem's chaotic team fights. For escapes, Rappel to the furthest available target, preferably a minion behind or an ally. If no targets exist, Rappel to the air to stall and assess. Spider form W provides attack speed and healing on hit, allowing Elise to auto-attack minions for sustain before re-engaging. When ahead, Elise sieges effectively by using human W to clear waves while spiderlings tank tower shots, creating dive opportunities under towers. When pushed back, play cleanup by wearing down the frontline with human Q and bursting overextending enemies. If behind, stop trying to 1v1 carries and shift to peel and picks, staying near allies to Cocoon incoming divers. Look for overextended enemies chasing kills and burst them from fog of war to create numbers advantages for future fights.

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Playstyle Guide

Playstyle / Team structure

Play guide

Elise the Spider Queen approaches Mayhem fights with a stage-dependent game plan that shifts from early poke and all-in pressure to opportunistic assassination and catch utility. In the early stage, Elise starts in Human form and treats the first wave as a poke contest, landing Neurotoxin on high-health targets and following with auto-attacks to chip away. She should not switch to Spider form immediately, instead saving the cooldown for a clear all-in angle or to dodge key skills with Rappel. Her early damage is deceptively high, but she is squishy and lacks sustain until Rampant Growth gains points. Positioning near the front but off to the side makes her harder to target through minions. Snowball serves as a gap-closer for overextended squishies, and landing the mark enables a full burst combo that can delete targets from 70% health. Pushing the first wave hard to hit level 2 first creates all-in opportunities, while falling back requires stalling under tower with Volatile Spiderling to clear ranged minions. During the mid stage, Elise's burst window peaks and she can delete most non-tanks with a full Human-to-Spider rotation. Aggressive positioning with an escape plan is essential, and side brushes help angle Cocoon around minions. A single stun on a carry often results in a kill with team follow-up, but fishing for cocoons constantly is risky due to the long cooldown. The trading rhythm becomes burst-and-reset: poke with Human Q and W, back off, then commit when targets reach 60% health or lower. Rappel is the primary survival tool and should not be wasted for damage unless the kill is guaranteed. When ahead, Elise forces fights around enemy towers, dives low-health targets, and resets before collapse. When behind, she peels for carries using Cocoon on enemy divers. In the late stage, tanks and bruisers become difficult to kill, shifting Elise's role from primary assassin to opportunistic finisher. Positioning behind the frontline or in fog of war is critical, as one catch on her can lose the game. Cocoon should be saved for the highest-priority reachable target, as stunning a tank wastes the cooldown. Trading requires patience, letting the team poke and chip until priority targets drop below 50%. Snowball becomes crucial for setup on softened targets, and Rappel must be used immediately after diving to escape retaliation. Elise should push as a unit rather than splitting off, as her wave clear is not fast enough for solo pushing. When ahead, she forces objectives and uses Cocoon to catch out-of-position enemies, winning the 4v5 and closing out the game.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Elise the Spider Queen dominates ARAM: Mayhem when she hits her power spike early, but her effectiveness hinges on understanding when to press advantages and when to play cautiously. Her strengths emerge when she secures a lead through landing clean Cocoons on squishy targets or when her team forces enemies off the first tower health pack. At that point, she transitions from passive play to setting up aggressive dives. When ahead, Elise should look for dive opportunities when she has a gold lead, Rappel available, and the enemy wave pushed to their tower. The optimal sequence involves switching to Spider Form, using Rappel to drop onto a low-health target under their tower, and immediately following with Neurotoxin and an auto-attack before using Rappel to escape or reset tower aggro. Successful dives force enemy Snowballs or flashes, and enemies who stay become vulnerable to the next Cocoon. However, dives should only happen when key enemy crowd control is on cooldown. Augments that provide healing or shielding on ability cast enable even more aggressive play, as Spider Form W offers sustain that lets Elise tank a tower shot or two without risking a throw. This extra durability allows her to stay in the fight after initial burst rather than retreating immediately. Her role when ahead is creating numbers advantages by landing stuns, bursting one target, and then looking for the next angle. Overextending without Rappel available is the fastest way to throw a lead, and chasing kills into the enemy fountain without team support is a critical mistake. The biggest throw risk comes from diving into a full enemy team with no backup. Even with a gold lead, Elise explodes if chain-cc'd. She should wait for her tank or a teammate with Snowball to engage first, serving as follow-up burst rather than primary engage when enemies are grouped. Checking Rappel cooldown before every all-in is essential, as Elise becomes a sitting duck without it. When behind, Elise struggles because her burst falls off and she becomes squishy. Missing consecutive Cocoons, getting poked out before engaging, or losing the first tower signals that she must stop trying to be the assassin. The correct adjustment is switching to peel mode, saving Cocoon for enemy divers jumping on her carry rather than sniping backline targets. This approach keeps damage dealers alive longer and gives the team a chance to turn fights. Human Q should be used to last-hit minions from safe distance, avoiding walk-up auto-attacks against poke champions. Rappel becomes a survival tool rather than an engage tool, used to wait out enemy cooldowns when assassins or bruisers commit. Augments that add damage or cooldown reduction allow Elise to lean on poke, while defensive augments enable a bruiser style focused on surviving initial burst. Recovery comes from punishing overextended enemies who get cocky with leads. If enemy carries walk past their frontline to poke, landing a Cocoon and calling for team collapse can reset the gold gap. Elise should avoid forcing fights at enemy towers when behind, instead clearing waves with Spider W and waiting for positioning errors. Patience is the only path to recovery.

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Champion Background

Lore / Identity / Text block

Background copy

Elise the Spider Queen operates as a burst dive assassin in Mayhem ARAM, using her human form to poke and set up stuns before transforming to execute low-health targets. The mode's accelerated gold and experience means she hits her power spike almost immediately, and the constant fighting gives her spiderlings plenty of bodies to feed on. She is not a sustained frontliner; the goal is to land the stun, go in, kill, and reset or rappel out. Her passive, Spider Queen, functions as hidden sustain. Human form abilities generate Spiderling charges, and in Spider form these Spiderlings attack targets while blocking skillshots. Because fights are non-stop, Elise constantly generates and spends Spiderlings. They are crucial for blocking linear skillshots like Ezreal Qs or Lux bindings, effectively creating a moving shield. The heal on kill enables tower dives where she can secure a takedown and survive the retreat. Spiderlings automatically attack the target of basic attacks or Venomous Bite, giving control over where damage and body-blocking occur. Engaging with a full swarm is significantly scarier than entering a fight with zero Spiderlings, so using human abilities on the minion wave before engaging builds a swarm. Against heavy wave-clear enemies like Ziggs or Syndra, Spiderlings should be treated as temporary burst damage rather than permanent pets. Diving without Spiderlings ready often leaves Elise lacking the damage to secure a kill, turning a trade into a suicide run. Her Q abilities serve as primary poke and finisher. Human Q deals damage based on current health, making it most effective on high-health tanks or bruisers, while Spider Q executes based on missing health and should be saved for low-health squishies under 40% health. Both are point-and-click and cannot miss, but target selection is critical. Using Spider Q too early in a duel leaves no finisher, and enemies who survive with low health can turn and kill her. Human W provides wave-clear and brush check utility, essential for revealing camping enemies in dangerous bushes. Spider W grants attack speed to Elise and her Spiderlings, functioning as a dueling steroid that should be activated immediately after landing to maximize auto-attack damage during stun duration. Wasting Human W on a single minion when the enemy team is sieging prevents efficient wave-clearing and bush-checking. Cocoon and Rappel define her success. Cocoon is the engage tool, a narrow linear skillshot that stuns the first enemy hit but is blocked by minions. Rappel is the survival tool, making Elise untargetable and allowing her to dodge key ultimates like Karthus R or Ziggs R. Missing Cocoon is the biggest error possible, as it telegraphs the dive and allows enemies to turn and burst her down. Using Rappel purely for movement with no plan to descend on a target leaves her trapped or dropping into a bad position. Form swapping is her tempo. Starting in Human form to poke and look for Cocoon, then transforming to Spider for the kill, and immediately swapping back to Human to kite backwards and reset cooldowns is the correct pattern. Staying in Spider form too long makes her a melee target with no sustain outside of the Q heal, becoming an easy victim for focused fire.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Elise in Mayhem ARAM lives and dies by her execution windows, where one bad Cocoon or ill-timed Rappel can hand the enemy a kill. Most losses on this champion come from treating her like a sustained fighter or forgetting that her human form is a squishy mage, not a tank. Mechanical mistakes often begin with casting Cocoon at max range against mobile targets that have not committed to a dash. The enemy sidesteps easily, leaving Elise vulnerable during a long cooldown window with no hard CC to protect herself. The correct approach is to hold Cocoon for point-blank confirms after a Snowball hit or to punish enemies locked down by teammates. Using Rappel to engage directly onto targets with hard CC available is another critical error that results in getting stunned or killed before dealing damage. Rappel should be treated as a defensive reset tool first and an engage tool second. A common damage mistake involves executing a full combo but forgetting to auto-attack in Spider form. Spider form auto-attacks deal bonus magic damage and are a massive portion of Elise's DPS, not just filler. Players also waste Volatile Spiderling on targets standing inside their minion waves, causing the spiderling to detonate on a minion instead. Panicking and switching forms without casting available abilities misses significant damage and leaves Elise with nothing but auto-attacks in the new form. Decision mistakes include engaging with a Snowball mark and immediately using Cocoon on the marked target. The Cocoon often misses due to tight timing, wasting the best setup tool on a target already locked down by the Snowball stun. The correct sequence is to Snowball in, let the stun apply, walk up and cast Human Q and W, then save Cocoon for when the stun ends and they try to escape. Staying in Human form when an assassin or diver commits is another fatal error, as Human Elise has no mobility and low durability. Players should pre-emptively swap to Spider form when threats approach. Using Rappel to chase healthy targets into enemy towers or teams isolates Elise with no escape tool available. This is a common throw in Mayhem where death timers are punishing. Ignoring the execute thresholds of Neurotoxin and Venomous Bite leads to using Q when targets are full health, dealing minimal damage and lacking execute damage to finish them after the combo. Building pure ability power without durability or magic penetration against tanky compositions renders Elise's combo ineffective against frontline tanks. Fighting in open ground with no minions nearby eliminates Rappel escape options and forces Elise into melee range of the entire enemy team if engaged upon. Elise demands respect for her cooldowns and her limits, where missed abilities force defensive play and successful execution dictates the fight's pace.

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FAQ

Elise

FAQ

Is Elise strong in ARAM: Mayhem? She is a strong early game bully who can snowball fast, but she falls off if the game drags on too long. Mayhem's accelerated gold and experience helps her reach her damage spike sooner, yet the constant teamfighting exposes her fragility. You need to end the game or build a massive lead before enemy tanks become unkillable. What is the best way to start the game? Start with a damage component and a Health Potion to maximize your early Cocoon into Neurotoxin burst. Walk to lane in human form and look for an immediate Cocoon catch on the first minion wave. If you land that stun, switch to spider form, rappel onto them, and secure a quick kill or force a summoner spell. How do I use Cocoon effectively in constant teamfights? Do not try to hit the frontline tank unless your team can burst them down instantly. Wait for the enemy mage or ADC to step up to poke, then fire Cocoon at close to mid-range where it is harder to dodge. A caught squishy target usually dies in Mayhem because damage values are high and crowd control is deadly.

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