Normal order: R > W > Q > E.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 500
+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Total Price
- 3,200
- Price
- 700
+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 700
+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
52.21%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
52.97%- Total Price
- 2,650
- Price
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
54.64%- Total Price
- 3,200
- Price
- 700
+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.
54.19%- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
54.99%- 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.
49.27%- 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.
52.16%- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
51.51%- Total Price
- 3,000
- Price
- 500
+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.
55.21%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
55.40%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
56.61%- Total Price
- 2,650
- Price
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
53.38%Starting items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
51.52%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
55.78%- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
54.95%Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- 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
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- 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.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
48.51%- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
47.60%- 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.
49.71%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
50.76%- 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.
47.28%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
49.88%- Total Price
- 2,650
- Price
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
48.40%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
48.63%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
44.10%- Total Price
- 3,000
- Price
- 500
+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.
51.41%- 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.
46.44%- Total Price
- 3,000
- Price
- 1,025
+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.
50.88%Starting items
- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
50.13%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
46.09%- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
51.94%Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- Total Price
- 3,000
- Price
- 1,025
+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- 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.
- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
Situational itemstop 12
- 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.
53.39%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
53.06%- Total Price
- 3,000
- Price
- 1,025
+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.
54.30%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
52.62%- Total Price
- 3,000
- Price
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
53.10%- Total Price
- 3,000
- Price
- 1,100
+30 Attack Damage +35% Attack Speed Shadow Attacks deal 30 bonus magic damage On-Hit. Juxtaposition Alternate between Light and Dark Attacks against champions: Light Attacks grant Armor and Magic Resist for 5s. Dark Attacks grant +10% Armor Penetration and Magic Penetration for 5s.
54.35%- Total Price
- 3,000
- Price
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
51.20%- 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.
54.18%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
55.21%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
51.79%- Total Price
- 2,650
- Price
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
55.03%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.15%Starting items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
52.86%- Total Price
- 600
- Price
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
52.34%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
53.71%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
53.71%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T1 | 62.38% | 12.19% | 3,737 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T1 | 61.13% | 10.81% | 3,314 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 60.63% | 6.27% | 1,923 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 59.48% | 10.98% | 3,366 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 58.71% | 6.05% | 1,855 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 58.15% | 10.09% | 3,092 |
Gain 15% omnivamp . View augment details | Silver | T1 | 57.37% | 7.06% | 2,163 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 57.30% | 6.95% | 2,131 |
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 56.91% | 16.65% | 5,103 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T1 | 56.54% | 10.15% | 3,113 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 55.73% | 18.18% | 5,572 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 55.43% | 14.06% | 4,310 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 55.41% | 16.08% | 4,929 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T1 | 54.65% | 8.87% | 2,719 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 54.09% | 12.85% | 3,938 |
Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 54.06% | 14.96% | 4,586 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T1 | 54.05% | 5.79% | 1,776 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T1 | 53.77% | 9.48% | 2,905 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T1 | 53.69% | 19.53% | 5,988 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 53.53% | 8.54% | 2,619 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 52.32% | 5.28% | 1,619 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 52.20% | 9.11% | 2,793 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T1 | 51.43% | 5.38% | 1,649 |
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 | 63.53% | 1.70% | 521 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 59.71% | 2.66% | 814 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 58.94% | 2.10% | 643 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 58.85% | 1.53% | 469 |
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 | T2 | 57.56% | 3.43% | 1,051 |
Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions. View augment details | Prismatic | T2 | 57.49% | 1.74% | 534 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 56.16% | 2.81% | 860 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T2 | 55.44% | 2.25% | 689 |
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 | 55.17% | 3.88% | 1,189 |
Increases attack damage by 20% . View augment details | Silver | T2 | 55.17% | 1.67% | 513 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 54.90% | 3.13% | 960 |
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 | T2 | 54.78% | 3.69% | 1,130 |
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 | 54.74% | 1.79% | 548 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 54.73% | 1.48% | 455 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 54.12% | 3.76% | 1,153 |
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 | T2 | 53.98% | 3.77% | 1,156 |
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 | T2 | 53.97% | 1.76% | 541 |
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 | T2 | 53.76% | 1.13% | 346 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T2 | 53.61% | 1.17% | 360 |
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 | 53.32% | 1.33% | 407 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T2 | 53.28% | 1.24% | 381 |
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 | 52.83% | 2.37% | 725 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 52.23% | 1.54% | 471 |
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 | T2 | 52.20% | 3.71% | 1,138 |
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 | 51.26% | 4.13% | 1,266 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T2 | 50.89% | 3.65% | 1,120 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T2 | 50.88% | 1.47% | 452 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 50.77% | 4.21% | 1,292 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T2 | 50.51% | 3.49% | 1,071 |
Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health . View augment details | Silver | T2 | 50.12% | 2.81% | 862 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 50.00% | 3.63% | 1,112 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 49.86% | 2.36% | 722 |
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 | T2 | 49.86% | 1.13% | 347 |
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 | T2 | 48.81% | 3.71% | 1,137 |
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 | 48.77% | 1.59% | 486 |
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 | T2 | 48.72% | 3.45% | 1,057 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T2 | 48.31% | 3.28% | 1,004 |
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 | T2 | 48.19% | 1.26% | 386 |
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 | 45.71% | 1.86% | 571 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T2 | 42.54% | 1.33% | 409 |
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 | 62.57% | 1.12% | 342 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 56.82% | 0.57% | 176 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 56.61% | 0.79% | 242 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 56.46% | 0.48% | 147 |
Grants 60 ability haste . View augment details | Gold | T3 | 56.25% | 0.63% | 192 |
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 | 54.98% | 0.69% | 211 |
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 | 54.89% | 0.77% | 235 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T3 | 54.50% | 0.65% | 200 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 54.14% | 0.59% | 181 |
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 | T3 | 54.02% | 0.57% | 174 |
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 | 54.00% | 0.49% | 150 |
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 | T3 | 53.64% | 1.08% | 330 |
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 | 52.94% | 0.67% | 204 |
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 | 52.65% | 0.99% | 302 |
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 | T3 | 52.08% | 0.47% | 144 |
Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed . View augment details | Silver | T3 | 51.72% | 0.47% | 145 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T3 | 51.54% | 0.74% | 227 |
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 | T3 | 50.91% | 0.72% | 220 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 50.86% | 0.57% | 175 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T3 | 50.68% | 0.95% | 292 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T3 | 50.52% | 0.63% | 194 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T3 | 50.48% | 0.69% | 210 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 49.77% | 0.69% | 213 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T3 | 49.69% | 0.53% | 161 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 49.66% | 0.49% | 149 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T3 | 48.98% | 0.48% | 147 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T3 | 48.88% | 0.58% | 178 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T3 | 48.88% | 0.58% | 178 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T3 | 48.74% | 0.65% | 199 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T3 | 47.86% | 0.46% | 140 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 47.62% | 0.48% | 147 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T3 | 45.99% | 1.06% | 324 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T3 | 44.74% | 0.74% | 228 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T3 | 44.16% | 0.50% | 154 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 43.69% | 0.72% | 222 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 42.55% | 0.46% | 141 |
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 | T4 | 59.79% | 0.32% | 97 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T4 | 58.89% | 0.29% | 90 |
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 | 58.06% | 0.30% | 93 |
Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage. View augment details | Silver | T4 | 57.41% | 0.18% | 54 |
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 | T4 | 57.00% | 0.33% | 100 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 56.47% | 0.28% | 85 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T4 | 54.05% | 0.36% | 111 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 53.70% | 0.35% | 108 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T4 | 52.38% | 0.21% | 63 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T4 | 52.27% | 0.29% | 88 |
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 | T4 | 52.11% | 0.23% | 71 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 51.95% | 0.25% | 77 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 51.52% | 0.32% | 99 |
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 | 50.81% | 0.40% | 124 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 50.00% | 0.35% | 108 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T4 | 50.00% | 0.30% | 92 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 50.00% | 0.20% | 62 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 49.21% | 0.41% | 126 |
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 | T4 | 48.62% | 0.36% | 109 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 48.31% | 0.29% | 89 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 47.69% | 0.21% | 65 |
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 | 47.46% | 0.19% | 59 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 47.27% | 0.18% | 55 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T4 | 46.36% | 0.36% | 110 |
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 | T4 | 46.02% | 0.37% | 113 |
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 | T4 | 44.94% | 0.29% | 89 |
你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间 View augment details | Prismatic | T4 | 43.10% | 0.19% | 58 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T4 | 42.19% | 0.21% | 64 |
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 | T4 | 39.78% | 0.30% | 93 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T4 | 39.08% | 0.28% | 87 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 38.14% | 0.32% | 97 |
Vayne Skill Combos
Extracted from the skill order guide
Switch to R > Q > W > E when your augments heavily reward repeated repositioning, short burst windows, stealth-like reset patterns, or spell-triggered damage tied to using abilities.
Put points in R whenever it is available, max W first, max Q second, and leave E for last.
Vayne Counters
Counters and threats extracted from the matchup guide
Counters
5Vayne counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Vayne is countered by these champions in ARAM: Mayhem.
Read counter detailsVayne Team Comp Highlights
Partner patterns extracted from the team comp guide
Highest Value Enchanter Peel And Reset Support
Lulu gives Vayne the one thing she cannot buy with damage: a second chance when assassins or bruisers reach her. Shields, speed, polymorph-style disruption, and emergency protection let Vayne keep attacking instead of burning every movement tool just to survive.
Best Bodyguard For Front-to-back Fights
Braum gives Vayne a wall to play behind and a hard punish for enemies who walk straight at her. His protective style fits Vayne because she wants enemies forced into a narrow approach, not scattered across the lane. When Braum stands between Vayne and the engage angle, she can attack the nearest target without instantly losing the fight to a hook, projectile, or dash follow-up.
Reliable Setup, Brush Control, And Condemn Angles
Maokai gives Vayne stable engage and zone control. He can start fights from a safer distance than Vayne, force enemies to move in predictable lines, and create wall-adjacent scrambles where Condemn becomes much easier to land. He also checks brush, which matters because Vayne hates being surprised before she can choose her spacing.
Shielding, Zone Control, And Punish For Clumped Dives
Orianna gives Vayne controlled protection without forcing a pure peel style. The shield helps Vayne take short trades, while Orianna’s zone threat makes enemies hesitate before diving in a straight line. If they clump to kill Vayne, Orianna can punish that commitment hard.
Pick Threat, Lantern-style Rescue, And Flexible Fight Starts
Thresh covers Vayne’s two biggest ARAM problems: getting trapped after stepping up, and needing enemies held still long enough to start her damage pattern. His pick tools force respect, his peel interrupts divers, and his rescue option lets Vayne take aggressive attack windows that would be too risky with most supports.
Vayne ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Drafted as a late-game DPS answer to bruisers and tanks, wanting front-to-back fights, a stable frontline, and time to stack repeated hits on targets. | Must swap between melting durable targets and instantly chasing low-health carries when augments, Snowballs, or crowd control chains create gaps. | Adapt flexibly between tank shredding and assassination rather than only front-to-back DPS. |
| Tumble Discipline | Players often use Tumble whenever they can auto again because fights are slower and enemies have fewer surprise entries. | Wasting Tumble for small trades can get you killed. Hold it when enemies have visible engage threats. Use sideways, backward, or forward only when target lost their answer. | Treat Tumble as a survival tool first, damage second, or risk being caught with no escape. |
| Condemn Usage | Players look for wall stuns but often save Condemn mostly as peel against approaching threats. | Functions as both peel and tempo control. Condemn divers early before their team follows, or convert chaotic chase openings into kills. Missing it punishes harder. | Use Condemn proactively for tempo, not just reactively, but never fish blindly. |
| Ultimate Timing | Players sometimes hold Final Hour until the fight is already clearly committed before activating. | Waiting too long means getting forced out before gaining value. Use Final Hour when teams are about to collide or when you need invisibility windows to survive dives. | Activate Final Hour early to reposition through chaos, not after you are already trapped. |
| Tempo and Scaling | Vayne has time to last-hit, wait for lifesteal, and slowly become a late-game problem through patient scaling. | Early deaths and augment interactions decide whether you ever get to stand and fire. Take free minions but do not tunnel on waves while your team sets up fights. | Prioritize short trades, resets, and punish windows over passive farming and slow scaling. |
| Augment Priorities | Build and summoner spell decisions carry most customization. Generic pages function because game pace is predictable. | Augments determine whether you play as backline shredder, duelist, or reset hunter. Choose for safe autos, surviving first dive, or sticking to targets after they burn movement. | Build for survival and uptime first; flashy damage augments fail if you get deleted instantly. |
Champion Analysis
Role / Current performance
Vayne the Night Hunter is a ranged physical damage carry in Hextech Mayhem whose identity is defined by extraordinary single-target burst damage, exceptional mobility, and a unique ability to shred even the tankiest opponents. Her passive, Night Hunter, grants bonus movement speed when moving toward enemy champions, giving her powerful chasing potential against low-health targets and reinforcing her role as a relentless hunter. Vayne's core mobility tool is Tumble, a short dash that empowers her next basic attack with bonus damage, making it essential for dodging skillshots and repositioning during chaotic fights in the narrow ARAM corridor. Her Silver Bolts is the signature ability that makes her a threat to all enemy compositions: every third consecutive attack on the same target deals true damage scaling with the target's maximum health, meaning fully-built tanks cannot withstand Vayne's sustained damage over time. Condemn allows Vayne to knock back an enemy and stun them if they impact terrain, and in the confined space of the Howling Abyss, wall-stuns are remarkably consistent, providing powerful pick potential and self-peel. Her ultimate, Final Hour, temporarily boosts her attack damage, halves Tumble's cooldown, and greatly amplifies her passive movement speed, transforming her into the most lethal hunter on the map for a brief duration. In team fights, Vayne must rely on her Tumble and positioning to stay safe while applying Silver Bolts stacks to priority targets, particularly the enemy front line, as her true damage ignores all resistances. Her playstyle rewards aggressive, calculated movement and precise condemn usage against terrain. While Vayne demands exceptional mechanical skill in Hextech Mayhem, mastering her mechanical execution makes her the most feared single-target damage dealer on the map, capable of deciding fights single-handedly if kept alive.
Core Tips
Long-form tips / Play pattern
Vayne wins Mayhem fights by surviving the first wave of nonsense, then cutting through whoever is still in range. Do not play her like a front-to-back turret from second one; she is short-ranged and fragile, and easy to punish if she Tumbles forward before enemy engage tools are spent. The best fights start with patience: let tanks show, let mages throw their first crowd control, then step in and attack the closest safe target until a better one walks into Condemn range. Stand just behind a tank or bruiser and slightly off-center, so that when they force the enemy to turn, Vayne gets free autos without eating every spell. Use Tumble to adjust angle, not just for damage; a side Tumble that avoids a skillshot is worth more than a forward Tumble that gives one extra hit and gets you rooted. If the enemy still has hook, stun, charm, or knock-up available, hold the dash until you see it miss or hit someone else. Open on the nearest target because Vayne’s damage profile lets her punish tanks over time; chasing a backline champion through a narrow lane often puts her between their frontline and turret, where she dies fast. Use Condemn as a threat before using it as damage. When you stand near a wall angle, enemy divers must respect the stun threat. Save Condemn for the champion who actually reaches you, not a tank walking forward if the real danger is an assassin waiting with Snowball, dash, or invisibility. When a diver lands on you, Tumble sideways first if possible because backward movement is predictable and often lines you up for follow-up skillshots, while side movement breaks angles and can create a Condemn wall path. Fight during enemy recovery frames: if a melee champion misses their engage, instantly hit them while walking back. Vayne punishes failed dives harder than she starts clean fights. If you use Final Hour defensively, commit to spacing, not ego dueling; the goal is to break vision, reposition, and reset the fight angle. Respect the walls on both sides, but drift in and out of wall threat rather than hugging one side too long. Retreat diagonally, not straight back, to make hooks and linear ultimates harder to land. When trapped under turret, do not chase past the turret line after one good trade; kill the diver, collect the wave, and reset your spacing. For target priority, hit the safest high-value target, usually the closest tank or bruiser until an enemy carry wastes mobility. Switch targets when a carry enters auto range without protection, but do not tunnel on low health targets behind the enemy team because escapes and defensive augments can ruin greedy chases. Take Snowball only when it solves a real range problem, and do not recast into five visible enemies; using it defensively to mark a minion or front target can create an escape angle. After a Snowball entry, Condemn immediately if a wall angle or peel support is nearby. Play around your own augment trigger condition; if it rewards repeated attacks, choose extended front-to-back fights and do not chase untouchable targets. Trigger offensive augments after enemy control is spent. Use defensive augment windows to bait a dive. Push when the enemy wave is thin and their engage is down, but pull back after taking the first turret plate of pressure. When behind, last-hit and thin waves, stand farther back, and hit whoever crosses the midpoint; make enemy engages expensive. Trade health only when you can finish a Silver Bolts cycle or force a key cooldown.
Read full guidePlaystyle Guide
Playstyle / Team structure
Vayne wins Mayhem by surviving the first messy waves, then turning every overstep into a chase. She is not a blind front-to-back turret early; play her like a short-range carry with a punish button. Stay just outside the enemy’s engage line, hit what is safe, and only walk forward when a target has already spent their threat or your team has created a clean angle. In the early game, position behind your frontline and slightly off-center to avoid random poke and Mayhem effects. Take short trades: auto once or twice, reposition, then back out before the enemy can answer with crowd control. Treat Snowball as a defensive threat more than an opener before level 6—use it to punish isolated targets but do not take the recast into five enemies unless your team is already committing. Early augments should help you live through the first engage or give you a cleaner way to keep attacking; value mobility, defensive shielding, sustain, or safer damage patterns. Usually stall and last-hit to let the wave come closer if the enemy has strong engage or poke. If ahead, control the brush and punish whoever steps up first; if behind, give space and avoid dying before level 6 so you can clean up targets who overcommit. In the mid game, stand close enough to hit the enemy frontliner yet far enough that a single engage spell does not force your Flash or kill you. Shift from tiny trades into controlled all-ins: hit the frontline until they retreat or commit. Snowball becomes stronger as a follow-up tool after an enemy is slowed or displaced; do not use it as first engage without ally follow-up. Build your augment plan around fight length—if your team has peel and the enemy has tanks, choose augments that reward extended attacking; if the enemy has burst, take options that buy time or reset. Push when you have removed the enemy’s main engage; stall when outranged or key peel is down. With a lead, hold the lane near the middle and convert skirmish wins into turret damage or health relic control. If behind, stop dueling, hit the nearest target, and save mobility for the second threat. In the late game, stand where you can attack the closest enemy while keeping an escape path behind you, and spread just enough that one engage cannot win the whole fight. Avoid meaningless poke wars unless you can hit safely—your health bar is a win condition. Commit after the first wave of enemy control has passed; late Vayne is strongest when the fight lasts long enough for her to keep moving and choose the safest target. Late Snowball is high risk; use it only to secure a kill, dodge a collapsing angle, or follow your team into a won fight. Your late augments should complete the role your team needs: if you are the only damage source, prioritize consistency and survival; if your team has multiple carries, take tools that help reposition or finish targets. Push hard after a clean pick or won fight, hitting the safest structure first. If ahead, force front-to-back fights and burn impatient divers; if behind, hide your movement until the enemy commits to someone else, then attack the nearest exposed target. Before every late fight, choose your first target and your escape path; if the escape path disappears, back up immediately. Vayne wins the final fights by staying alive one spell rotation longer than the enemy expects, then turning that small window into a full chase down the lane.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
When ahead, Vayne must convert her lead by controlling space and extending fights rather than forcing flashy dives. She is strongest after enemies have used their engage tools, allowing her to attack the nearest target safely from behind her frontline. Standing just behind the first engager and hitting whoever steps into range forces the enemy to either back up or dive into Condemn, stealth movement, and focused damage. If an enemy bruiser or tank walks in alone to test her damage, focus them immediately while keeping movement lateral, burning their frontline before the real fight begins. Resist chasing low backliners unless Snowball, hard crowd control, or team engage has already locked the target, preserving your bounty and forcing the enemy to spend resources defensively. After a won fight with multiple enemies dead, hit structures or clear waves from a side with escape space, converting kills into permanent map pressure. Back up early when enemy respawns reconnect, avoiding the classic throw of dying under the enemy side without a wave. Diving the last survivor is only safe if the target is controlled and you can exit behind your frontline. Use Final Hour as a fight reset tool, activating as the enemy commits engage so that Tumble changes angles after each threat is spent. Against point-and-click lockdown, hold your movement tool until the lock threat is used. When a diver follows your stealth movement, kite toward a wall or allied crowd control, then use Condemn for separation even if the stun angle is not perfect. Augments when ahead should prioritize survivability, shields, cleanse-like safety, damage reduction, or emergency movement over pure damage, since the enemy’s win condition is killing you once for the bounty. If you cannot reach fights before they are decided, augments that improve attack uptime or repositioning allow you to hit earlier without walking into the lane center. Against multiple tanks and low burst, damage and attack speed augments become safer because the fight length favors your shred. When behind, Vayne wins by refusing the first bad fight, surviving the opening engage, taking free hits on overextended targets, and making the enemy spend more resources than your kill is worth. Give ground until the enemy overreaches, standing far enough back that they use a real cooldown to reach you, and do not walk up to compensate for a chunked tank or support. If an enemy carry steps forward without their frontline, take two or three safe attacks if your escape path is open, then back off. Use Condemn defensively first, saving it for the moment a diver commits movement toward you, pushing them away or angling into safe terrain. Skip aggressive wall stuns that require tumbling forward unless your team is already collapsing. Against hooks, knockups, or long-range engage, stay behind minions or a teammate who can absorb the first spell, then move after it misses. Take fights in layers, not all at once: hit the closest diver, kite backward under your side of the lane, and let structure, wave, and allied respawns stretch the fight. If a teammate lands hard crowd control on an enemy carry, follow only if you can reach without crossing the enemy frontline alone; otherwise, kill the tank first. After losing a player early, do not force a revenge fight; instead, clear waves, protect your health, and make the enemy choose between slow pushing and overdiving. Augments when behind should buy time and access: defensive value, healing support, shields, resistances, or escape options if you die before getting multiple attacks. If outranged, augments that help safely enter range or survive poke are crucial.
Read full guideChampion Background
Lore / Identity / Text block
Vayne the Night Hunter is a short-range marksman whose power in ARAM Mayhem depends entirely on disciplined spacing, target discipline, and ability timing. Her passive, Night Hunter, gives her chase speed when moving toward enemy champions, which matters less for chasing from full health and more for turning a small window into a forced elimination before the target resets. This movement speed is best used after an enemy burns mobility, Snowball, or a defensive augment, and requires angling forward rather than standing still at max range. The passive only works when moving toward champions, so kiting sideways or backward removes its benefit, and chasing without tracking enemy crowd control often leaves Vayne stranded with no escape path. Her Q, Tumble, is the most frequent decision point: a short reposition that empowers the next auto attack. In Mayhem’s fast collapses, Tumble should create a better angle or dodge rather than just add damage. Rolling forward is only safe when the enemy’s main punish tools are already used. A wasted Tumble opens Vayne to engage, as she has no way to dodge the next crowd control chain. Silver Bolts, her W, is the reason Vayne can cut through durable champions. In messy Mayhem fights, target discipline is critical: picking one realistic target and finishing the three‑hit stack before swapping is essential. Swapping too early loses pressure, and even hitting a tank repeatedly can open the rest of the fight. Poor target discipline wastes the ability without pressing a button. Condemn, her E, is a knockback that stuns if the target hits terrain. The narrow ARAM map gives real threat near walls, tower ruins, and chokepoints, but its primary value is often defensive peel. Using it to poke a tank away leaves Vayne vulnerable to the next diver. A missed or wasted Condemn is one of her biggest punish windows, removing both a kill opportunity and her only immediate answer to engage. Final Hour, her R, is her all‑in steroid that makes Tumble more dangerous and enables aggressive repositioning. It should be activated only when a fight is truly starting, not during pre‑fight posturing, and works best after the enemy has spent one layer of crowd control. Using it into disengage or a fake engage wastes her strongest threat window, leaving her as a short‑range marksman with limited safety for the next fight. Overall, Vayne’s identity is that of a controlled hypercarry who thrives on clean spacing, patient target selection, and punishing overextended champions rather than diving recklessly, with each ability carrying clear risks and rewards that dictate her effectiveness in Mayhem.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Vayne punishes bad spacing harder than most marksmen, but she also gets punished harder for forcing fights prematurely. In Mayhem, survive the first burst, find a wall or isolated target, and turn the fight after enemy cooldowns are spent. A common mechanical error is using Tumble straight forward to start damage, spending the main repositioning tool before the enemy shows engage, leaving her exposed to hooks, dashes, roots, or burst combos with no clean escape. Correct habit: Tumble sideways or backward until the enemy frontline commits, reserving forward rolls for when the target is already controlled or isolated. Another mistake is Condemning the first target seen without checking wall angle, pushing the enemy away from the team and possibly saving a bruiser. Correct approach: hold Condemn until it pins into terrain, interrupts a key dash, or creates space from a diver; if the wall angle is absent, keep autoing and moving. Standing still to finish a Silver Bolts pattern is dangerous because enemies predict the hit timing. Treat every damage proc as a bonus for good kiting, moving between each auto and breaking the pattern to dodge crowd control. Using ultimate stealth only as a damage steroid reveals position along the same lane line, allowing enemies to pre-aim. Correct action: use the unseen moment to change angle—step diagonally, cross behind minions, or reposition toward terrain. Condemning during an ally’s displacement can ruin a teammate’s combo by pushing the target out of follow-up range; let allied engage land first, then decide if Condemn extends the kill or interrupts an escape. Tumbling into brush or fog without confirming who is missing walks into melee range of threats. Use minions, allied bodies, and safe range to check space, assuming a dangerous assassin or engage support is waiting. Firing Snowball just because an enemy is low delivers Vayne into the middle of the enemy team; use it as a controlled reposition or follow-up when the enemy team is already split, not as first engage. On the decision side, picking every fight as if Vayne is automatically the late-fight carry burns health before the real engage. Judge each fight by cooldowns and formation—play slow if enemy engage is ready, step up when key control spells miss. Chasing tanks too deep because Vayne can shred durable targets leads into the enemy backline’s threat zone. Hit the closest safe target but do not chase past peel; tank damage is valuable only while kiting. Saving all defensive tools for the perfect moment results in dying with Flash, ultimate, or defensive augments unused. Use defensive tools early when the enemy commits multiple resources; surviving with space is better than dying with options. Building or augmenting only for damage when the enemy has reliable dive leaves Vayne vulnerable; choose survivability or anti-burst options when the enemy plan is to delete her first, and adjust play pattern if the setup is too greedy. Ignoring wave state because ARAM fights feel constant forces Vayne to fight under bad minion cover; clear enough minions to create room to kite. Treating every wall as a Condemn opportunity positions Vayne too close to terrain, giving divers predictable angles; use walls as a threat not a leash, standing where a pin is possible while still having room to kite. Entering fights before enemy poke and crowd control are spent leads to chip damage or lockdown before meaningful DPS; let higher-range teammates or minions draw first spells, then step into auto range once those miss or land elsewhere.
Read full guideFAQ
Vayne
Is Vayne a good pick in ARAM: Mayhem? Yes, if your team can give her time to hit. Vayne is strongest when fights stretch out and she can keep attacking the nearest safe target instead of chasing deep. The tradeoff is that she offers little poke before a fight starts, so your team may lose ground if you cannot contest waves or engage decisively. What is Vayne’s main job in a Mayhem fight? Your job is to stay alive while cutting down the highest-value target you can safely reach. If a tank walks into your range, hit the tank and build pressure instead of tunneling past them for a carry. The tradeoff is patience: you may look passive early, but one clean extended fight can swing the whole screen. Should I play Vayne aggressively early? Only when the enemy has already used key crowd control or overstepped into your team. If you tumble forward before those tools are gone, you give assassins and mages a clear punish window. Play the first few fights around spacing, last-hitting, and testing who can actually reach you.
Read full guideLatest Guides
Latest Blog Guides
