R > Q > E > W
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core 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
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- 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
- 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
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
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.
48.20%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
47.37%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
47.98%- 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.
55.42%- 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.
41.84%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
55.37%- Total Price
- 3,000
- Price
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
55.36%- 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.
45.71%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
50.00%- Total Price
- 2,800
- Price
- 675
+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.
50.49%- Total Price
- 3,000
- Price
- 963
+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.
40.38%- 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.
47.83%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
44.41%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
44.41%- Total Price
- 350
- Price
- 350
+10 Attack Damage
50.13%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
50.13%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
54.57%Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 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).
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- 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%.
Situational itemstop 12
Starting items
- Total Price
- 900
- Price
- 500
+350 Health
53.51%- Total Price
- 400
- Price
- 400
+150 Health
53.51%- Total Price
- 900
- Price
- 500
+350 Health
52.64%- Total Price
- 900
- Price
- 500
+350 Health
46.64%- Total Price
- 400
- Price
- 400
+150 Health
46.64%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
46.64%Core items
- 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
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- 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
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 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.
Situational itemstop 12
- 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.
54.12%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
53.63%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
54.28%- 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.
54.22%- 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.
51.90%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
52.82%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
54.68%- Total Price
- 3,100
- Price
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
53.19%- Total Price
- 3,200
- Price
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
53.51%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
52.42%- 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%.
56.27%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
50.63%Starting items
- Total Price
- 250
- Price
- 250
+5 Ability Haste
53.79%- Total Price
- 350
- Price
- 350
+10 Attack Damage
52.38%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
52.38%Core items
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- 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
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
Situational itemstop 12
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.88%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
44.49%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
46.35%- 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.
45.16%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
47.17%- 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%.
47.75%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
44.96%- 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.
46.86%- 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.
51.24%- 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.
53.19%- 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.
51.04%- 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%.
49.04%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
44.81%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
44.81%- Total Price
- 250
- Price
- 250
+5 Ability Haste
46.54%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T1 | 53.86% | 4.12% | 440 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 53.25% | 7.21% | 770 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 51.89% | 8.19% | 875 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 51.72% | 5.72% | 611 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T1 | 50.49% | 5.69% | 608 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T1 | 50.11% | 4.22% | 451 |
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 | T1 | 49.60% | 4.66% | 498 |
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 | T1 | 49.59% | 11.40% | 1,218 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 49.21% | 5.92% | 632 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 48.31% | 7.50% | 801 |
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 | T1 | 48.20% | 9.62% | 1,027 |
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 | T1 | 48.16% | 8.63% | 922 |
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 | 48.13% | 10.54% | 1,126 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 47.90% | 6.24% | 666 |
Gain 15% omnivamp . View augment details | Silver | T1 | 47.59% | 7.77% | 830 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T1 | 47.44% | 6.39% | 683 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T1 | 46.44% | 4.86% | 519 |
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 | T1 | 46.20% | 5.92% | 632 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 46.19% | 5.53% | 591 |
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 | 46.11% | 12.51% | 1,336 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 45.81% | 7.15% | 764 |
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 | 45.61% | 4.48% | 478 |
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 | 45.45% | 4.84% | 517 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 45.40% | 11.20% | 1,196 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T1 | 44.92% | 4.98% | 532 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 44.24% | 5.12% | 547 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 57.41% | 2.53% | 270 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T2 | 54.81% | 2.24% | 239 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 54.66% | 2.31% | 247 |
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 | 54.36% | 2.69% | 287 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 54.26% | 3.62% | 387 |
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 | 52.68% | 2.10% | 224 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T2 | 52.43% | 2.70% | 288 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T2 | 52.21% | 2.33% | 249 |
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 | T2 | 51.72% | 2.44% | 261 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 51.68% | 2.79% | 298 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 51.26% | 2.59% | 277 |
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 | T2 | 50.99% | 3.30% | 353 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 50.62% | 2.28% | 243 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T2 | 50.20% | 2.37% | 253 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T2 | 49.54% | 2.02% | 216 |
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 | 49.33% | 2.09% | 223 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 49.06% | 2.50% | 267 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T2 | 48.77% | 3.80% | 406 |
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 | T2 | 48.64% | 2.06% | 220 |
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 | T2 | 48.57% | 2.29% | 245 |
Increases attack damage by 20% . View augment details | Silver | T2 | 47.40% | 2.71% | 289 |
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 | 47.39% | 2.86% | 306 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T2 | 47.20% | 3.01% | 322 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 47.19% | 2.16% | 231 |
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 | 47.04% | 3.01% | 321 |
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 | T2 | 46.73% | 3.01% | 321 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 46.67% | 2.25% | 240 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T2 | 46.62% | 2.49% | 266 |
Grants 60 ability haste . View augment details | Gold | T2 | 46.04% | 3.19% | 341 |
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 | T2 | 44.48% | 3.14% | 335 |
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 | 44.19% | 3.22% | 344 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 43.91% | 2.54% | 271 |
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 | 43.53% | 2.97% | 317 |
Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste. View augment details | Silver | T2 | 43.30% | 3.29% | 351 |
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 | 43.28% | 2.86% | 305 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 43.14% | 3.28% | 350 |
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 | T2 | 42.86% | 2.36% | 252 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 42.62% | 2.79% | 298 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 41.97% | 2.57% | 274 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 41.92% | 2.72% | 291 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T2 | 41.59% | 2.00% | 214 |
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 | T2 | 40.94% | 3.77% | 403 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 40.87% | 2.36% | 252 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 57.22% | 1.69% | 180 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 56.52% | 1.29% | 138 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T3 | 54.67% | 1.40% | 150 |
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 | 53.96% | 1.30% | 139 |
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 | 52.17% | 1.51% | 161 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T3 | 52.00% | 1.40% | 150 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T3 | 51.61% | 1.45% | 155 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 51.18% | 1.19% | 127 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T3 | 50.74% | 1.27% | 136 |
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 | T3 | 50.71% | 1.31% | 140 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 50.33% | 1.43% | 153 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T3 | 49.76% | 1.92% | 205 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T3 | 49.21% | 1.79% | 191 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 49.06% | 1.98% | 212 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T3 | 48.98% | 1.38% | 147 |
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 | 48.37% | 1.43% | 153 |
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T3 | 48.25% | 1.34% | 143 |
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 | 48.00% | 1.17% | 125 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 47.71% | 1.43% | 153 |
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 | 47.17% | 1.49% | 159 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 46.45% | 1.45% | 155 |
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 | 46.00% | 1.40% | 150 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 45.50% | 1.87% | 200 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 45.23% | 1.86% | 199 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T3 | 45.19% | 1.26% | 135 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 45.14% | 1.35% | 144 |
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 | T3 | 45.14% | 1.35% | 144 |
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 | 45.12% | 1.54% | 164 |
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 | 44.83% | 1.63% | 174 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T3 | 44.62% | 1.74% | 186 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 44.62% | 1.74% | 186 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T3 | 43.80% | 1.13% | 121 |
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 | T3 | 43.68% | 1.78% | 190 |
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 | 42.04% | 1.47% | 157 |
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 | T3 | 40.69% | 1.91% | 204 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T4 | 58.33% | 0.67% | 72 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T4 | 56.67% | 0.84% | 90 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 54.24% | 0.55% | 59 |
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 | 52.78% | 0.67% | 72 |
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 | T4 | 51.61% | 0.87% | 93 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 50.00% | 0.64% | 68 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T4 | 50.00% | 0.54% | 58 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 49.35% | 0.72% | 77 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 48.91% | 0.86% | 92 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T4 | 48.78% | 0.77% | 82 |
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 | T4 | 48.44% | 0.60% | 64 |
Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields. View augment details | Prismatic | T4 | 48.31% | 0.83% | 89 |
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 | 47.83% | 0.86% | 92 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T4 | 47.76% | 0.63% | 67 |
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 | T4 | 47.30% | 0.69% | 74 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T4 | 46.02% | 1.06% | 113 |
Grants 60% bonus attack speed . View augment details | Silver | T4 | 45.92% | 0.92% | 98 |
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 | 43.59% | 0.73% | 78 |
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 | 43.12% | 1.02% | 109 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T4 | 42.37% | 1.10% | 118 |
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 | T4 | 41.30% | 0.86% | 92 |
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 | T4 | 40.00% | 0.66% | 70 |
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 | T4 | 39.68% | 0.59% | 63 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T4 | 39.68% | 0.59% | 63 |
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 | 37.61% | 1.02% | 109 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 36.49% | 0.69% | 74 |
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 | T4 | 35.96% | 1.07% | 114 |
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 | T5 | 59.65% | 0.53% | 57 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T5 | 59.62% | 0.49% | 52 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T5 | 58.18% | 0.51% | 55 |
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 | T5 | 53.70% | 0.51% | 54 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T5 | 49.02% | 0.48% | 51 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T5 | 48.08% | 0.49% | 52 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T5 | 35.85% | 0.50% | 53 |
Wukong Skill Combos
Extracted from the skill order guide
R > E > Q > W (specific augment triggers)
In that case, R > Q > W > E keeps your poke relevant while turning your clone into a real threat.
Max Q first.
Wukong Counters
Counters and threats extracted from the matchup guide
Counters
5Wukong counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Wukong is countered by these champions in ARAM: Mayhem.
Read counter detailsWukong Team Comp Highlights
Partner patterns extracted from the team comp guide
Synergy Mechanism: Unstoppable Force into Cyclone creates a layered knock-up chain that is nearly impossible to flash away from. Combo: Malphite engages on a grouped enemy cluster. Wukong follows instantly with Nimbus Strike and immediately pops Cyclone. Malphite’s initial knock-up buys time for Wukong’s spin to ramp up speed and damage. Best Scenario: The enemy team is running a squishy, immobile backline that relies on a single support for peel. This combo effectively deletes the backline before peel arrives. Enemy Answer: A well-timed Lulu Polymorph or Soraka silence on Wukong as he lands. Cleanse effects or Quicksilver can break the knock-up layering. Failure Risk: If Malphite whiffs his ultimate or only hits the tank, Wukong is left spinning on a low-value target while the enemy carries kite freely. Recovery: Wukong should stop spinning early if targets are out of range, use the movement speed to retreat, and look for a Warrior Trickster decoy to dodge re-engage skillshots.
Yasuo (High Value)
Synergy Mechanism: Last Breath requires airborne targets. Wukong’s Cyclone provides a long, multi-tick window for Yasuo to ult. Combo: Wukong engages with Nimbus Strike and activates Cyclone. As soon as the first knock-up procs, Yasuo ults. Wukong continues spinning during Yasuo’s ult animation, stacking damage while enemies are suppressed in the air. Best Scenario: Fights in narrow corridors where Cyclone is guaranteed to hit multiple champions. This maximizes Yasuo’s armor penetration bonus on the entire enemy team. Enemy Answer: High burst damage on Yasuo before he can ult. A Janna or Poppy can interrupt Wukong’s spin, denying the airborne setup entirely. Failure Risk: Yasuo gets caught out or poked down before the fight starts. Wukong then has no follow-up for his knock-up, leaving him spinning in place with no damage conversion. Recovery: Wukong uses his clone to block skillshots for the vulnerable Yasuo. If the engage fails, both should disengage using their mobility spells.
Orianna (Medium-High Value)
Synergy Mechanism: Shockwave pairs perfectly with Cyclone. Wukong acts as the delivery system for the ball. Combo: Orianna places the ball on Wukong before he goes in. Wukong dashes into the enemy team with Nimbus Strike and starts Cyclone. Orianna activates Shockwave to pull enemies into Wukong’s spin radius. Best Scenario: The enemy team has melee bruisers or divers trying to collapse on Wukong. The pull groups them up for maximum spin damage. Enemy Answer: Quick reaction crowd control on Wukong the moment he enters. If Wukong dies before Orianna ults, the ball falls to the ground and the combo fails. Failure Risk: Orianna is too far back to shield Wukong in time. Wukong dives and gets burst down before the ball arrives, wasting the setup. Recovery: Orianna uses her speed boost to help Wukong reposition. Wukong should save his Warrior Trickster to confuse enemies about whether he still has the ball.
Miss Fortune (Medium Value)
Synergy Mechanism: Bullet Time creates a damage zone that Wukong can herd enemies into. Combo: Wukong engages and uses Cyclone to knock enemies up and push them toward the center of the lane. Miss Fortune channels her ultimate over the knocked-up targets. Best Scenario: Enemies are low on health and looking to recall or reset. The combined area-of-effect damage secures multi-kills. Enemy Answer: Hard engage on Miss Fortune. If the enemy assassin or bruiser ignores Wukong and dives the backline, the combo collapses. Failure Risk: Wukong spins too far forward, pushing enemies out of the Bullet Time cone instead of keeping them inside it. Recovery: Wukong must peel back immediately. He can use the decoy to slow pursuers and bodyblock for Miss Fortune so she can finish her channel.
Braum (Medium Value)
Synergy Mechanism: Unbreakable shields Wukong during his engage, and Glacial Fissure extends the crowd control chain. Combo: Wukong dashes in. Braum jumps to Wukong, raises his shield to block incoming fire, and ults immediately after Wukong’s first knock-up. Best Scenario: Against heavy poke or projectile-based compositions. Braum allows Wukong to close the gap without losing half his health. Enemy Answer: Flanking attacks that bypass Braum’s shield. Magic damage or true damage ignores the shield entirely. Failure Risk: Braum is too slow to follow the engage. Wukong dives alone and gets focused down before Braum arrives. Recovery: Braum uses his ultimate defensively to slow the enemy chase. Wukong uses his clone to disjoint targeting while retreating behind Braum. Required Team Functions
Wukong cannot be the sole engage tool in Mayhem ARAM because the mode’s reduced cooldowns and increased damage mean he gets melted instantly if he goes in alone. He needs a primary initiator like Malphite, Sejuani, or Ornn to absorb the first wave of crowd control. He also requires ranged waveclear from a mage or marksman. Wukong lacks the range to safely clear super minions or poke under towers, so he relies on teammates to soften the wave before he can look for a Nimbus Strike angle. Finally, the team needs follow-up damage. Wukong’s Cyclone is strong, but in Mayhem, health pools and resistances can outscale his base damage. He sets up kills; he does not usually solo kill a full-health tank without help.
Wukong ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Tempo and Engagement | Wukong plays as a reactive skirmisher who waits for perfect Cyclone opportunities, looking for flanks and poke with Nimbus Strike before committing. | He becomes a proactive engage engine, constantly creating chaos and looking for hard engage onto grouped targets the moment Snowball comes off cooldown. | Stop waiting for perfect moments; force fights constantly to overwhelm enemies. |
| Clone Utility | Warrior Trickster is maxed last and used primarily as a juke tool or escape mechanism to survive after committing to a fight. | The clone becomes a delivery system for augments, blocking skillshots and triggering on-hit effects aggressively rather than just serving as an escape. | Use your clone as a weapon to trigger effects, not just a safety net. |
| Snowball Usage | Snowball is mostly a gap-closer used carefully, as missing it means waiting for a long cooldown before trying again. | Snowball becomes a primary setup tool to fire on cooldown, forcing enemies to dodge constantly while setting up guaranteed Nimbus Strike follow-ups. | Fire Snowball constantly; missing is less punishing than hesitating. |
| Ultimate Reliance | Wukong must carefully play around Cyclone cooldown, as his biggest weakness is the downtime between ultimate uses. | Augments remove Cyclone downtime entirely, making basic abilities just as threatening so you should not play passively when R is down. | Do not play passively just because your ultimate is on cooldown. |
| Build Priorities | Builds focus on Black Cleaver into bruiser items like Death's Dance or Sterak's Gage with Conqueror to survive and scale. | Faster gold income pushes you toward early power spikes, with item choices complementing augments for damage or hybrid builds over default tank builds. | Adapt items to augments; do not default to full tank builds. |
Champion Analysis
Role / Current performance
Wukong the Monkey King is a deceptive fighter in Hextech Mayhem whose gameplay revolves around clones and burst damage. His dramatically reduced cooldowns in this mode allow him to use clones and stealth with unprecedented frequency, making him one of the most deceptive fighters in the format. His core role combines fighter mechanics with burst damage and deceptive crowd control, creating a playstyle that confuses opponents while delivering significant damage output. His passive, Stone Skin, grants bonus armor when near enemy champions. In Hextech Mayhem, this passive is almost always active, providing Wukong with consistent additional tankiness during engagements. This near-permanent defensive bonus allows him to stay in fights longer than enemies might expect. His Q ability, Crushing Blow, empowers his next basic attack to deal bonus damage and reduce the target's armor. Frequent use in Hextech Mayhem continuously weakens enemy frontline defenses, making sustained trades increasingly favorable as fights progress. Wukong's W ability, Decoy, serves as his core deception tool. It creates a clone and grants Wukong stealth, allowing him to dodge enemy abilities, confuse opponents, or retreat safely. The dramatically reduced cooldowns in Hextech Mayhem transform this ability from an occasional escape mechanism into a constant threat that enemies must track. His E ability, Nimbus Strike, dashes to a target and deals area-of-effect damage, functioning as his primary gap-closer for initiating fights or repositioning during combat. His ultimate, Cyclone, is Wukong's signature move. He spins his staff dealing continuous area-of-effect damage and knocking up enemies. In Hextech Mayhem, this ability almost always hits multiple targets due to the chaotic nature of teamfights in the mode. The combination of frequent knockups and sustained area damage makes Cyclone a powerful teamfight tool that disrupts enemy positioning while contributing significant damage. Wukong's strategic value in Hextech Mayhem stems from his ability to engage fights with Nimbus Strike, confuse enemies with repeated Decoy usage, and deliver crowd control and burst damage through Cyclone. His near-permanent armor bonus from Stone Skin gives him unexpected durability, while his ability to repeatedly stealth makes him difficult to target effectively. The continuous armor reduction from Crushing Blow compounds over extended fights, breaking down enemy frontlines for his team to exploit. Players should leverage his deception tools to bait enemy abilities, create openings for engagement, and escape unfavorable situations when needed.
Core Tips
Long-form tips / Play pattern
Wukong thrives on chaos in Mayhem mode, where his primary job is to start fights or follow up immediately after a teammate lands crowd control. Never walk in front of your team without a plan. Use the extended brush near towers to break vision, and if enemies face-check, auto-attack once to apply your passive before casting Warrior Trickster to confuse them while your real clone deals damage. Your main engage combo relies on Snowball. Mark a target near their backline, wait for the projectile to land, then dash in. The moment you arrive, cast Warrior Trickster to create your clone and dash forward again, putting your real body past frontline tanks and onto squishy damage dealers. Follow up with Cyclone to knock them up. Without Snowball ready, look for a flank from the side health relics, since walking straight down the middle usually results in getting poked down before reaching auto-attack range. When the enemy dives your backline, do not run away. Turn around and use Cyclone defensively to disrupt their engage and protect your carries. If an assassin jumps on you, use Warrior Trickster to reposition behind them, leaving a clone that often baits out high-damage abilities. Always track enemy crowd control abilities and save Warrior Trickster to dodge key stuns like Sona ultimate or Veigar cage rather than using it for damage. The most reliable escape method combines the S key stop command with Warrior Trickster. Press S to stop moving, then instantly cast W, making your champion stand still like a clone while the real dash sends you to safety. Use the narrow lane to your advantage by fighting near center or against side walls, where Cyclone becomes nearly impossible to dodge when enemies are pinned against walls or towers. Space yourself just outside enemy vision range and let poke-heavy teammates soften the enemy team. Once enemy health bars drop to sixty percent, look for your engage angle. Do not stand in the minion wave, as this blocks your Snowball pathing and makes you an easy target for linear skillshots. Stand to the side of the wave to threaten a flank without taking unnecessary poke damage. Your goal is to reach enemy carries—the mages, marksmen, and enchanters who deal the most damage or provide utility. Ignore frontline tanks unless they are the only targets available. Save Snowball for when you see a clear path to a priority target, ideally when the enemy team is distracted or after they burn key escape tools. When behind, Wukong becomes a utility bot rather than an assassin. Stop trying to one-shot enemy carries and instead focus on peeling for your strongest teammate. Wait for the enemy to overextend, then use Cyclone to disrupt their advance with a multi-man knockup that allows your team to turn fights even from a deficit. Do not force bad fights; let the enemy come to you and punish their mistakes.
Read full guidePlaystyle Guide
Playstyle / Team structure
Wukong the Monkey King thrives on relentless pressure in ARAM: Mayhem, functioning as an aggressive initiator who creates chaos rather than soaking poke for his team. His game plan centers on engaging, confusing enemies with his clone, disrupting with Cyclone, and repeating this cycle as cooldowns reset rapidly in this mode. During the early game at levels 1 through 6, Wukong should start near the front line and look for immediate engage angles with Snowball. The accelerated cooldowns in Mayhem allow him to throw Snowball to force a dodge, then look for a real engage seconds later. He should position just off to the side of his team's main poke so enemies focus on his mage or marksman, giving him a cleaner line to dash in. His trading rhythm involves going in with Nimbus Strike on an isolated target or near a low-health minion wave, following instantly with Crushing Blow to shred armor and reset his auto-attack, then using Warrior Trickster to walk out. He should not stay in the enemy backline after his initial burst unless he has a clear kill. The clone from Warrior Trickster deals damage in Mayhem, so he can use it to block skillshots or finish off a low-HP target while retreating. If Snowball is dodged, he should back off and wait for the next cast rather than forcing a bad dive. He should push to force enemies under their tower, looking for dive or poke angles. In the mid game at levels 7 through 11, Wukong shifts from short trades to full teamfight disruption. He should position on the flank or inside bushes, taking advantage of enemies forgetting to facecheck. He looks for Snowball onto a squishy target or the center of a grouped-up team, then dashes in with auto-attack, Q, and immediately spins. He should not hold Cyclone for the perfect moment, as getting a knockup on two or three enemies often outweighs saving it for a single carry. His rhythm becomes engage, spin, disengage with Warrior Trickster, then re-engage when cooldowns reset. A strong technique is pressing Warrior Trickster during his R spin to leave a clone spinning while he moves to a new position or chases a runner. In the late game at levels 12 and beyond, death timers are long and one bad engage can end the game. Wukong should position with his team but stay out of direct vision until the fight starts. He is an initiator, not a frontliner who soaks poke for free. He must wait for key enemy abilities to go on cooldown before committing with Snowball. If enemies have strong disengage, he should consider saving Warrior Trickster to dodge peel rather than using it for damage. His Cyclone serves as a zone-control tool that can force enemies to scatter, enabling his mage or ADC to land free poke. If he knocks up multiple targets, his team should collapse instantly. If he only catches the tank, he should back off and reset instead of chasing deep. Wukong must trust his burst, trust his clone, and force enemies to react to him.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Wukong the Monkey King excels in ARAM: Mayhem when playing from ahead, transforming into a sustained teamfight menace who can engage, reset, and re-engage before enemy cooldowns recover. The mode's accelerated pacing makes his Warrior Trickster (W) cooldown incredibly fast, enabling aggressive mind games that would be too risky in standard ARAM. When ahead, Wukong should stop waiting for perfect engages and instead force mistakes by walking up, using Golden Staff (Q) to shred frontline armor, and dashing in with W to create clones. If enemies panic and burn crowd control on the clone, a kill window opens for Cyclone (R) to knock them up. After the initial knock-up, Wukong should assess enemy cooldowns and re-engage with Nimbus Strike (E) to chase stragglers, as his Stone Skin passive provides stacking armor that favors extended fights against physical damage compositions. Strong augments like Perseverance allow Wukong to dive towers early with healing sustain, while movement-speed augments help bypass frontlines entirely to pressure enemy carries. The critical mistake to avoid is chasing too deep without W available, as death timers are punishing and the death-ball mechanic can turn a single death into a lost inhibitor. Crowd control ignores stats, so even a fed Wukong will die if rooted during a dive. Always keep W available for disengaging into bushes or toward the team rather than forcing bad all-ins. When behind, Wukong must shift identity from primary carry to disruptor and setup piece. Flanking while under-leveled results in getting one-shot before the R animation finishes. Instead, play parallel to the frontline, using Q to shred enemy tank armor for the ADC and E primarily for the attack speed buff and escape rather than deep dives. The priority becomes peeling for high-damage teammates, using R to knock up enemy assassins and create space. Save W for disengaging or dodging critical abilities like Nunu's snowball or Varus's arrow, using the clone as a bodyblock. Surviving the initial burst allows passive armor stacks to potentially win extended trades. When behind, prioritize augments offering utility or survivability over raw damage. Healing or shielding augments transform Wukong into a pseudo-support, while haste or range augments address being kited. Defensive augments providing resistances or tenacity help survive initial crowd control chains, giving opportunity to press R for value. Recognize unrecoverable fights before committing. If three teammates die instantly to AOE stuns, do not dive in 1v5 or it simply adds another death. Back off, let the enemy take the tower, and reset to defend at the inhibitor with full HP and mana. Use downtime to check augment choices and itemize against the biggest threat, building Steelcaps against heavy AD or Mercury's Treads against heavy crowd control.
Read full guideChampion Background
Lore / Identity / Text block
Wukong the Monkey King brings a distinctive blend of sustain, burst, and disruption to ARAM: Mayhem, with a kit that rewards aggressive positioning and calculated dives into the enemy team. His passive, Stone Skin, defines his playstyle by granting stacking armor and health regeneration for each nearby enemy champion. In Mayhem, the radius is large enough to trigger constantly during teamfights, and the regeneration ticks fast enough to matter between spell rotations. This mechanic encourages Wukong to dive into the enemy backline rather than skirt the edges, as the more enemies surround him, the tankier he becomes. The passive allows him to stabilize after burst trades, win extended poke exchanges at level 1, and stay in fights long enough for cooldowns to refresh. However, enemies can counter this sustain by bursting him down instantly, disengaging until stacks drop, or applying grievous wounds to reduce regeneration while leaving armor stacks intact. Crushing Blow serves as Wukong's primary trading tool, providing single-target damage, armor shred, and an auto-attack reset. The short cooldown in Mayhem allows for repeated armor shredding, making it valuable for helping teammates deal more damage to frontline targets or bursting down squishy enemies faster. The standard trade pattern of auto-attack into Q into auto-attack maximizes damage output, and the ability should be prioritized on targets the team is focusing to amplify follow-up damage. Decoy functions as Wukong's primary defensive and playmaking tool, offering stealth, juking potential, damage soak, and area-of-effect damage. In Mayhem's constant skillshot barrage, a well-timed W can block fatal abilities while the decoy adds burst damage when cast in the middle of the enemy team. The stealth duration enables repositioning, and the decoy can scout or bait abilities when sent forward. Nimbus Strike operates as Wukong's primary gap-closer and wave-clear tool, dashing to a target enemy while spawning clones that attack nearby foes. This targeted dash puts him directly on top of enemies for melee-range follow-up, with the clones providing splash damage against clumped opponents. The ability serves as the opener for his standard burst combo and can be used creatively to engage through minions or escape when low on health. Cyclone transforms Wukong into a massive disruption tool, granting movement speed while dealing physical damage and knocking up nearby enemies. The ultimate excels at disrupting enemy formations, with damage per tick high enough to kill squishies who remain in the radius. The ideal usage involves engaging with E and immediately activating R to knock up multiple targets, creating opportunities for teammates to land their abilities. Wukong's overall identity in Mayhem centers on diving the enemy backline, using passive sustain to survive initial burst, and leveraging his combo of gap-close, shred, stealth, and crowd control to force enemies to spread out or waste resources trying to focus him down.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Wukong the Monkey King players in ARAM: Mayhem commonly sabotage their own effectiveness through several mechanical and decision errors that can be corrected with proper habits. One critical mechanical mistake is casting Decoy (W) immediately after activating Cyclone (R) or during the spin's wind-up, which cancels the ultimate and wastes the knock-up while leaving Wukong vulnerable. The correct approach requires letting Cyclone complete at least one full rotation to apply the knock-up before using W, ideally after displacing enemies or baiting out their key cooldowns. If this mistake occurs, players should stop auto-attacking and reposition while waiting for the long W cooldown to return. Another mechanical error involves using Nimbus Strike (E) to engage full-health enemies near their tower or teammates, which often results in instant death from crowd control and burst damage before Wukong can react. Engaging with Snowball first and saving E for gap-closing after the mark lands or for dodging skillshots mid-fight proves far more effective. Players caught in this situation should immediately use W to drop aggro and retreat rather than attempting to turn and fight. Poor Decoy usage includes pressing W while standing still or inside visible enemy trap zones, which reveals Wukong's position and direction to observant opponents. The correct technique involves moving in one direction briefly, then activating W and immediately pathing elsewhere to use stealth for repositioning rather than simply vanishing. When stealth is compromised, players should abandon trickery and escape using E on nearby minions to create distance. Holding Cyclone for a perfect five-man knock-up while teammates die represents a major decision mistake. Wukong should use R to peel for carries or disrupt single key threats, as a one-man knock-up on an assassin diving the ADC outweighs a hypothetical perfect ultimate that never occurs. If teammates die due to delayed ultimates, switching to split-push or pick mode with flank angles can reset the fight tempo. Building full damage and playing like a frontline tank leads to being one-shot the moment the clone dies. Wukong functions as a bruiser-diver requiring hybrid builds combining damage and survivability to survive long enough for full ultimate duration. Squishy builds should avoid engaging first, instead following real tanks and purchasing defensive items immediately. Chasing low-health enemies into enemy territory while teammates are dead or retreating often results in pointless deaths from kiting and respawning enemies. Correct play involves resetting when enemies retreat under tower and grouping for coordinated pushes. Over-extended players should use W to drop vision and E to escape via jungle camps or minions. Ignoring major enemy crowd control abilities and engaging directly into them causes instant lockdown and death before W stealth activates. Players must track enemy cooldowns, wait for CC to be wasted on teammates or decoys, and consider purchasing Mercury's Treads or QSS against heavy CC compositions. When caught by crowd control, spamming W the moment the disable ends breaks enemy target lock and prevents follow-up damage. Split-pushing side lanes while the team needs Wukong's ultimate for main fights loses game tempo and causes team wipes from lacking knock-up and disruption. Staying grouped maximizes Wukong's teamfight chaos value, using Snowball to threaten engages and control zones. Players caught split-pushing during fights should Snowball to minions in the fight or recall immediately rather than continuing to hit towers.
Read full guideFAQ
Wukong
Is Wukong strong in ARAM: Mayhem? He is a strong engage diver who thrives in chaotic teamfights where his ultimate can hit multiple targets. Mayhem's accelerated gold gain helps him hit his core item spikes faster, fixing his biggest weakness from Summoner's Rift. Pick him when your team needs a hard engage tank rather than a pure damage dealer. What is Wukong's main win condition in this mode? Your job is to start fights by flanking or using Snowball to reach the enemy backline. Look for angles where your Warrior Trickster (W) dash can chain into multiple knockups with your ultimate. If you knock up three or more enemies, you usually win the fight for your team. How should I use Warrior Trickster (W) in teamfights? Use the clone to block skillshots while you position for an engage, or save the dash to escape after diving. The clone copies your ultimate, so activating Cyclone right after dashing creates two spinning threats. Do not waste the dash just for damage; keep it ready to dodge key crowd control or chase low-health targets.
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