R > W > Q > E
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
Situational itemstop 12
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
43.62%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
43.74%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
43.65%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
44.23%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
46.47%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
43.32%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
45.73%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
42.70%- Total Price
- 3,000
- Price
- 200
+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.
46.02%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
41.98%- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
42.44%- Total Price
- 2,850
- Price
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
39.14%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
43.56%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
43.56%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
44.99%- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
44.37%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
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 | T1 | 47.07% | 5.68% | 820 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T1 | 46.67% | 5.61% | 810 |
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 | 45.58% | 5.41% | 781 |
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 | 45.12% | 5.25% | 758 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 44.98% | 6.76% | 976 |
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 | T1 | 44.90% | 7.27% | 1,049 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 44.67% | 9.35% | 1,350 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 44.56% | 9.42% | 1,360 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T1 | 44.02% | 5.38% | 777 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 44.01% | 10.12% | 1,461 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 43.78% | 7.63% | 1,101 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 43.02% | 6.01% | 867 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 42.57% | 10.95% | 1,581 |
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 | T1 | 42.55% | 9.44% | 1,363 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 42.26% | 12.22% | 1,763 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 42.20% | 12.66% | 1,827 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T1 | 42.12% | 5.23% | 755 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T1 | 41.88% | 6.92% | 998 |
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 | 41.46% | 13.22% | 1,908 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 41.02% | 6.83% | 985 |
Grants 60 ability haste . View augment details | Gold | T1 | 40.56% | 4.66% | 673 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T1 | 40.53% | 5.23% | 755 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T1 | 40.32% | 5.16% | 744 |
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 | 40.29% | 14.81% | 2,137 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 40.13% | 5.40% | 780 |
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 | 40.11% | 5.18% | 748 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T1 | 39.92% | 6.53% | 942 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T1 | 39.48% | 5.04% | 727 |
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 | 39.47% | 4.44% | 641 |
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 | T1 | 39.40% | 5.98% | 863 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 49.66% | 3.07% | 443 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 49.57% | 2.43% | 351 |
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 | 48.82% | 2.34% | 338 |
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 | 47.43% | 3.37% | 487 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T2 | 47.40% | 3.46% | 500 |
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 | 46.75% | 2.13% | 308 |
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 | 46.74% | 3.62% | 522 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 46.59% | 3.76% | 543 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 46.43% | 2.33% | 336 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 45.72% | 2.59% | 374 |
Gain 15% omnivamp . View augment details | Silver | T2 | 45.19% | 2.67% | 385 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 45.14% | 3.64% | 525 |
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 | 44.85% | 2.83% | 408 |
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 | T2 | 44.63% | 2.13% | 307 |
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 | T2 | 44.30% | 2.06% | 298 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 43.43% | 3.96% | 571 |
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 | 43.21% | 2.81% | 405 |
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 | 43.00% | 2.13% | 307 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 42.67% | 2.08% | 300 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 42.51% | 2.27% | 327 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T2 | 42.31% | 3.65% | 527 |
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 | T2 | 42.23% | 2.99% | 431 |
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 | 42.20% | 3.02% | 436 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 41.96% | 2.76% | 398 |
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 | T2 | 41.90% | 4.23% | 611 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 41.86% | 2.38% | 344 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T2 | 41.61% | 4.13% | 596 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T2 | 41.25% | 2.77% | 400 |
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 | 39.78% | 3.08% | 445 |
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 | T2 | 39.22% | 3.02% | 436 |
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 | T2 | 38.03% | 2.11% | 305 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 37.69% | 2.76% | 398 |
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 | 37.04% | 2.81% | 405 |
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 | T3 | 48.67% | 0.78% | 113 |
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 | 48.66% | 1.55% | 224 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 47.68% | 1.05% | 151 |
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 | 47.50% | 1.39% | 200 |
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 | 47.37% | 0.92% | 133 |
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 | 45.86% | 1.25% | 181 |
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 | T3 | 45.83% | 0.83% | 120 |
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 | T3 | 45.76% | 1.23% | 177 |
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 | T3 | 45.54% | 1.48% | 213 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 45.45% | 1.22% | 176 |
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 | 45.45% | 0.76% | 110 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T3 | 45.28% | 1.47% | 212 |
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 | 44.67% | 1.37% | 197 |
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 | 44.35% | 1.59% | 230 |
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 | T3 | 44.25% | 0.78% | 113 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 43.63% | 1.79% | 259 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 43.51% | 1.66% | 239 |
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 | 42.86% | 0.82% | 119 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 42.63% | 1.32% | 190 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 42.38% | 1.05% | 151 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 41.80% | 1.77% | 256 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 41.54% | 0.90% | 130 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T3 | 41.32% | 1.68% | 242 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 40.86% | 1.29% | 186 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 40.21% | 1.31% | 189 |
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 | 40.00% | 1.14% | 165 |
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 | T3 | 39.83% | 0.82% | 118 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 39.74% | 1.08% | 156 |
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 | T3 | 39.29% | 0.97% | 140 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 39.15% | 1.47% | 212 |
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 | T3 | 39.13% | 0.80% | 115 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T3 | 38.89% | 0.87% | 126 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 37.84% | 1.03% | 148 |
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 | 37.84% | 0.77% | 111 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T3 | 36.79% | 1.34% | 193 |
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 | 36.28% | 0.78% | 113 |
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 | 33.87% | 0.86% | 124 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 30.00% | 0.90% | 130 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T3 | 29.27% | 0.85% | 123 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 45.45% | 0.46% | 66 |
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 | 44.59% | 0.51% | 74 |
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 | 44.44% | 0.56% | 81 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T4 | 44.23% | 0.72% | 104 |
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% | 0.76% | 109 |
Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities. View augment details | Gold | T4 | 42.86% | 0.73% | 105 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 42.86% | 0.63% | 91 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T4 | 41.94% | 0.64% | 93 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 40.35% | 0.39% | 57 |
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 | T4 | 40.00% | 0.49% | 70 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T4 | 39.66% | 0.40% | 58 |
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 | 38.46% | 0.45% | 65 |
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 | T4 | 37.38% | 0.74% | 107 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T4 | 37.04% | 0.37% | 54 |
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 | 36.67% | 0.42% | 60 |
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 | T4 | 36.36% | 0.61% | 88 |
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 | 34.91% | 0.73% | 106 |
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 | 33.33% | 0.48% | 69 |
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 | 33.33% | 0.35% | 51 |
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 | 32.98% | 0.65% | 94 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 32.88% | 0.51% | 73 |
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 | 29.17% | 0.50% | 72 |
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 | 28.36% | 0.46% | 67 |
LeBlanc Skill Combos
Extracted from the skill order guide
R > W > E > Q (specific augment builds only)
LeBlanc Counters
Counters and threats extracted from the matchup guide
Counters
5LeBlanc counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5LeBlanc is countered by these champions in ARAM: Mayhem.
Read counter detailsLeBlanc Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard Engagement: LeBlanc excels at following up, not initiating into five people. She needs a Malphite, Zac, or Rell to start the fight so she can W in onto a stunned target. Reliable Hard CC: Her E (Ethereal Chains) is a skillshot with a travel time and a tether duration. Teammates with point-and-click stuns or instant knockups make landing that chain almost guaranteed. Anti-Peel: If the enemy team stacks Lulu, Janna, or Soraka, LeBlanc needs an ally with Grievous Wounds or a dive buddy who forces the supports to look away from her. Top Synergy Pairings
Morgana (High Value)
Morgana (High Value)
Synergy Mechanism: Morgana’s Dark Binding (Q) holds enemies still for an eternity. LeBlanc can cast her E on a target already rooted by Morgana, guaranteeing the tether snaps and triggers the root. Morgana’s Black Shield (E) also covers LeBlanc’s biggest weakness: getting instantly crowd-controlled the moment she dashes in.
Malphite (High Value)
Synergy Mechanism: Malphite provides the "go button" that LeBlanc lacks. His Unstoppable Force (R) creates an instant knockup on multiple targets, denying them any chance to flash or dash away before LeBlanc lands her full combo.
Veigar (Medium-High Value)
Synergy Mechanism: This is a "kill zone" synergy. Veigar’s Event Horizon (E) creates a stun cage. LeBlanc can dash into the cage, burst a target, and dash out before the stun ends, or she can chain her E to keep the enemy inside the cage longer.
Pyke (Medium Value)
Synergy Mechanism: Pyke and LeBlanc form a "reset chain" duo. Pyke’s Phantom Undertow (E) stuns targets in a line, setting up LeBlanc’s chain. More importantly, Pyke’s ultimate (Death from Below) executes low-health targets, sharing gold and resetting. LeBlanc excels at getting targets to that execute threshold instantly.
Ornn (Medium Value)
Synergy Mechanism: Ornn provides the "knockup chain" that makes LeBlanc’s life easy. His Call of the Forge God (R) sends a ram that knocks up enemies twice. LeBlanc can time her E to hit during the knockup, guaranteeing a root on multiple targets.
LeBlanc ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Tempo | LeBlanc waits for angles and pokes with Sigil of Malice, becoming irrelevant for eight seconds if a combo fails or she gets peeled. | She becomes a constant zoning threat who can fish for engages repeatedly, resetting and trying again in four seconds instead of twelve. | Stop waiting for perfect all-ins; apply constant pressure and reset quickly. |
| Distortion Usage | Using Distortion for poke leaves no escape, making it a commitment that risks death if the enemy properly punishes the play. | Distortion becomes spammable for dodging, poking, engaging, and escaping in the same extended fight without the same punishment. | Use W freely; your escape returns before enemies can properly punish. |
| Mimic Management | LeBlanc saves Mimic for a guaranteed kill, getting only one Mimic choice per fight and holding it for the perfect burst. | With cooldown-reducing augments, she can use multiple Mimic abilities in one fight, turning from annoying into unplayable for enemies. | Use Mimic freely; constant pressure often exceeds one perfect burst. |
| Target Selection | Tanks are bad targets since a full combo plus ignite is needed to kill them, forcing focus on squishy backline targets. | Damage augments let her threaten frontliners, opening the target pool beyond just backline angles and perfect positioning. | Don't tunnel vision on backline; augments let you wear down tanks. |
| Build Priorities | Build for one-shot potential with Luden's and full penetration, accepting you might die after killing someone immediately. | Sustain and ability haste pay off over multiple ability cycles, as surviving three rotations deals more total damage than one-combo deaths. | Build for repeated rotations, not single burst trades. |
Champion Analysis
Role / Current performance
LeBlanc the Deceiver is an illusion mage whose Hextech Mayhem identity centers on clone deception, burst damage, and crowd control. The dramatically reduced cooldowns in this mode transform her into one of the most deceptive mages available, allowing her to create illusions and eliminate enemies with unprecedented frequency. Her core role combines mage damage output with clone deception and burst control, making her a versatile threat capable of confusing enemies while delivering lethal damage. Her gameplay revolves around clones and illusions that create constant uncertainty for opponents. Mirror Image, her passive, automatically creates a clone and enters stealth when she takes damage, providing a natural deception tool that can frustrate enemies attempting to focus her. Sigil of Malice fires magic marks for rapid targeting, benefiting from frequent use to apply consistent pressure. Distortion serves as her core mobility tool, allowing her to dash to a target location while leaving a return mark. The ability's frequent use enables flexible repositioning, letting LeBlanc engage aggressively or escape danger as situations demand. Ethereal Chains fires chains that damage and root enemies, giving LeBlanc valuable crowd control to disrupt enemy engages and lock down targets for burst combinations. Her ultimate, Mimic, represents her signature move by copying and enhancing her last used basic ability. The flexible target selection in Hextech Mayhem allows Mimic to adapt to any combat situation, whether she needs additional burst damage, extended crowd control, or extra mobility. LeBlanc's strategic value lies in her ability to create chaos through deception while maintaining lethal burst potential. Her clones force enemies to constantly guess which version of her is real, creating opportunities for surprise attacks and safe escapes. The combination of stealth from her passive and the return mechanic from Distortion gives her multiple layers of misdirection. Her crowd control through Ethereal Chains provides team utility beyond raw damage, allowing her to disrupt enemy engages and set up kills for allies. In Hextech Mayhem, LeBlanc excels at confusing enemies, bursting down isolated targets, and controlling the pace of engagements through her illusion-based kit.
Core Tips
Long-form tips / Play pattern
LeBlanc the Deceiver thrives in Mayhem by creating constant pressure without requiring all-in commits. Use Distortion to clear waves while simultaneously threatening enemy backliners, maintaining pressure without overcommitting. Mimic Distortion excels when enemies cluster near their tower, forcing them to scatter and creating collapse opportunities for your team. For engagements, close gaps with W before landing point-blank Chain to guarantee the tether, then follow with Sigil of Malice to proc the mark. Save your return W activation until enemies burn their escape, then snap back to safety with the "tap and go" pattern that preserves health while chipping away at opponents. The single-lane format benefits LeBlanc more than most mages since W bypasses frontlines. Avoid fighting in the minion ball and position on lane fringes instead. Use side edges to set up flanks where Mimic W from unexpected angles often hits three or four enemies. Control brush access before engaging, and never stand directly behind minions since Mayhem augments frequently grant splash or piercing damage that will hit you alongside your creeps. Snowball serves as a bait tool rather than just a gap closer. Mark targets and react to their response, dashing in for quick damage if they turn to fight, or letting the mark expire if they run. Never force the fly-in against ready hard crowd control. The optimal Snowball window occurs after enemies burn major cooldowns. Use Snowball to start fights but W to end your involvement on your terms. Target priority means ignoring tanks and bruisers in favor of deleting damage dealers, squishy mages, and enchanters. Punish out-of-position enemies instantly rather than waiting for perfect targets. Use mobility to access backlines but avoid diving deep without team follow-up. For augment triggers, cast Q on cooldown during poke phases since sigil application counts as spell hits. Save Mimic for low-health targets rather than opening with it on full-health enemies. Push waves hard early to force enemies under tower, but avoid perma-pushing which leaves you vulnerable. After successful picks, reset waves and heal rather than sieging indefinitely. Tower dives require clear exit plans: W in, burst, and W out before the second tower shot. Never dive alone unless the target is one hit from death. When behind, shift to disruption and peeling for your carry rather than attempting assassinations. Always preserve one Distortion for emergency exits, and use your Passive clone to confuse pursuers by changing direction when it appears.
Read full guidePlaystyle Guide
Playstyle / Team structure
LeBlanc the Deceiver operates on a rhythm of calculated aggression across all stages of ARAM: Mayhem, with her playstyle shifting dramatically as the game progresses. In the early levels, she starts near her tower and looks for immediate Distortion trades as the wave meets. The reduced cooldowns in Mayhem allow her to jump in, proc Sigil of Malice, and snap back out before most enemies can retaliate. Her goal is not instant kills but chipping the enemy backline and forcing them to waste cooldowns. Positioning just off-center from the minion wave forces skill shots to travel through minions or miss entirely while keeping her close enough to punish anyone stepping up to last-hit. Against hard engage champions like Malphite or Alistar, she holds her W snap-back trigger until they commit their dash. Snowball serves as her primary setup tool rather than an escape, creating burst patterns when combined with her Q and W. Pushing the wave hard is essential, as LeBlanc excels when enemies are trapped under their tower choosing between dodging poke and farming. If she falls behind, she plays strictly for the reset, using W only to last-hit from range and waiting for the wave to crash into her tower rather than forcing bad trades. During the mid game, LeBlanc the Deceiver gains Mimic and shifts from the front of her wave to fog of war or side brush. A visible LeBlanc is a target, while an invisible one zones enemies off the wave entirely. She uses RW to clear backline caster minions instantly, then roams sideways. The trading rhythm changes from constant poking to burst-delete attempts on targets that have already used defensive cooldowns. Augments that add damage or reset abilities on takedown transform her into a chain-killer who can dive the backline, secure kills, and use resets to escape or continue. Defensive or utility-focused augments shift her into a disruptor role using RQ to spread damage and looking for flanks. Pushing remains the default, but stalling becomes viable against dedicated siege comps. She can threaten jumps onto artillery mages to force them back even without committing. In the late game, death timers are long and one mistake ends the game. LeBlanc positions strictly on flanks or rear angles, never approaching through the lane unless clearing super minions. Her job is to delete the enemy carry or disrupt their formation, not provide sustained damage. She waits for frontline clashes and commits the moment the enemy ADC or mage uses their peel tool. Snowball becomes a critical gap-closer for these flanks. If ahead, she groups with her team but stays hidden, forcing enemies to face-check brushes. If behind, she must make high-risk plays, waiting for enemies to dive her tower or overextend before focusing everything on their most exposed member. A late-game LeBlanc behind on gold is useless in a straight fight, with her only value being creating chaos for her team to clean up. She should never siege a tower head-on, as she is the ambush, not the battering ram.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
LeBlanc the Deceiver operates as a poke champion early but transforms into an executioner once she hits a strong augment or completes an early core item spike. The trigger for this shift is when she can delete a squishy target with one full combo plus a Mimic follow-up. At that point, fishing for W poke damage becomes a waste of time and she should instead look for angles that secure kills. Her priority shifts to creating picks on overextended targets, where a single kill in Mayhem typically leads to a tower push or health relic steal. When enemies group too tightly to isolate a target, she can use W–R–W to fake an engage and bait out crowd control or major cooldowns on her clone, creating a window to reposition and kill someone who wasted their escape tool on an illusion. When ahead with a gold lead and ultimate available, LeBlanc should hold Mimic for kill confirms rather than wave clear. Walking past the frontline to threaten the enemy backline with W–Q–R–Q burst forces them to play further back, reducing their damage output while their frontline loses support and gets collapsed. Against teams with strong engage augments or hooks, she should save W as a disengage tool, standing near her carry and repositioning instantly after engage lands to turn the fight with numbers advantage. Augments providing cooldown reduction or extra mobility cover her main weakness: point-and-click crowd control. Risky tower dives should only happen when her clone can tank skillshots. Throws typically occur when W-ing into bushes with face-check protection or chasing low-health tanks past their team. Without vision of key enemy cooldowns, she should assume a trap is set, take the objective, reset, and force fights on her terms. Playing from behind is painful for LeBlanc. Her burst window no longer kills and mobility becomes purely a survival tool. The trigger condition is losing both outer towers or falling two or more items behind the enemy carry. At this stage she cannot function as an assassin, and forcing kills on targets with defensive items or health augments will get her killed for nothing. Her role shifts to disruption and setup, with her clone becoming her most valuable asset for scouting bushes, blocking skillshots, and baiting enemy cooldowns. A well-timed clone can eat critical skillshots like a Jinx rocket, Lux binding, or Nidalee spear, swinging fights without committing her real body. When the enemy has a gold lead and pushes her inhibitor, LeBlanc must stay on her side of the fight, using Q and W only for damage with a safe escape angle. She should never use her second W activation to chase, saving it to return to safety. This chips away at enemies without giving free kills. When a teammate has strong engage, she should wait for their initiation and use her chain to follow up, layering her snare on existing crowd control to guarantee targets cannot escape. Augments providing healing, shielding, or damage reduction become her lifeline. The most common throw from behind is desperation: seeing a low-health enemy, W-ing in, and dying to a trap. She must accept that she cannot kill that target, let them go, and rely on wave clear to stay in the game. One good chain on an overstepping carry can turn a losing game into a win.
Read full guideChampion Background
Lore / Identity / Text block
LeBlanc the Deceiver in Mayhem operates as a pure burst-and-bait assassin who thrives on the mode's reduced cooldowns and amplified damage. She chains distortions and mimicked spells faster than opponents can track, though she remains vulnerable to hard crowd control or burst if caught. Her playstyle centers on hit-and-run patterns: engage, eliminate a target, distort out, then reposition for the next cycle. Her passive, Mirror Image, triggers when she drops below 75% health, granting brief invisibility and spawning a controllable clone. The lower cooldowns in Mayhem mean she reaches this threshold more often in extended fights. The clone serves as a survival and mind-game tool rather than a damage source, capable of baiting key cooldowns or drawing fire while she repositions. Smart opponents will watch for the passive trigger and hold area-of-effect or point-click abilities for her reappear, so the invisibility window should break targeting rather than dodge everything. Sigil of Malice functions as her primary burst trigger, marking a target for detonation by a follow-up ability. The mark duration remains short even in Mayhem, requiring quick follow-up or the mark fades and wastes the damage opportunity. This ability serves as the opener in her combo pattern, followed by W or E to trigger the detonation. Distortion provides her core mobility and safety, allowing her to dash to a location and reactivate to return to the starting position. The return point is fixed and predictable, so enemies can camp it. She must plan her exit before engaging, as using W without a plan leaves her stranded and vulnerable. Ethereal Chains acts as her pick tool and secondary Q trigger, firing a tether that roots after a delay. The chain is slower and harder to land than her other abilities, but Mayhem's chaotic environment often leaves enemies distracted and easier to hit. Mimic empowers her last non-ultimate ability, enabling burst, extended mobility, or longer lockdown. The lower ultimate cooldown in Mayhem makes it available almost every fight, though each mimic choice represents a commitment that can leave her without burst or escape if used incorrectly. LeBlanc in Mayhem rewards speed, deception, and precision. One bad distortion or wasted mimic can mean instant death, so she must always maintain an exit plan and never let opponents identify which LeBlanc is real.
Read full guideMistakes to Avoid
Common mistakes / Risk control
LeBlanc the Deceiver is a burst assassin with near-constant mobility, but she dies instantly if she wastes her escape tools. Most losses occur when players treat her like a sustained damage mage or chase flashy plays instead of securing clean kills. The most dangerous mechanical mistake is double-tapping W for damage while the enemy team has hard crowd control ready. This lands LeBlanc in the enemy team with no escape, and a single stun or root on her return spot kills her before she can react. Players should use W to poke from maximum range and manually reactivate to return the instant they see a projectile or engage telegraph. If the enemy has point-and-click crowd control, W should be saved strictly for dodging until those cooldowns are blown. Another common error is casting E immediately after Q, causing the mark to detonate before the chain lands and losing significant burst damage. The correct sequence requires waiting a split second for the orb to apply the mark before casting E. Players also frequently predict the wrong Mimic ability under pressure, burning their ultimate for zero value. Before engaging, LeBlanc should know which ability she is doubling, and if unsure, save R for a guaranteed finish. When her passive triggers at low health, panic-clicking back toward the enemy tower or into skillshots gets her killed. The correct response is to stop clicking frantically, let the clone appear, then move perpendicular to the enemy's line of sight and use invisibility frames to reposition to safety. The deadliest decision mistake is engaging before the enemy team uses their major crowd control abilities. LeBlanc players commonly W in and instantly eat a stun, getting burst down before they can return. She must watch for key cooldowns and engage only after the enemy misses or wastes those abilities. Another critical error is diving the enemy tank or bruiser instead of the carry, dumping a full combo into a target with high magic resist and sustain while becoming stuck in melee range with no cooldowns. LeBlanc should identify the squishiest damage dealer and hold her engage for them, using W to flank around the frontline. Ignoring Snowball as a setup tool limits engage distance and makes it harder to find openings. Snowball marks force enemies to dodge, creating opportunities for chains. Staying in the fight after the burst rotation is a common error that results in bad trades. LeBlanc is a "go in, kill, get out" champion who should return to safety once her rotation is spent. Building pure damage against heavy poke or pick teams leaves no room for outplay, as any mistake results in instant death. Defensive items like Banshee's Veil allow her to survive initial burst and re-engage. In teamfights, standing in the frontline before the fight starts causes LeBlanc to eat free poke and crowd control, leaving her unable to dive effectively. She should stay in fog of war or behind tanks, as surprise is essential to her success. Using W to farm minions instead of harassing champions puts her main threat and escape on cooldown, leaving her vulnerable to engages. LeBlanc demands patience and precision, always leaving herself a way out.
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LeBlanc
Is LeBlanc strong in ARAM: Mayhem? She's a top-tier burst mage when you land full combos, but she falls off if games drag past two items. Mayhem's accelerated gold and experience let her hit power spikes faster than on Summoner's Rift. You must snowball early kills or enemy tanks will become unkillable. Which augment should I pick first? Prioritize augments that add burst damage, cooldown reduction, or mobility. Damage-focused picks let you delete squishies at the start of fights. Mobility options help you dodge poke and reposition after going in. How do I trade in lane phase? Use W to dash in, land Q and E, then W back to safety. This pattern lets you chunk enemies without taking return damage. Avoid using W to poke if their engage tools are off cooldown.
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